Allow picking up items in combat mode (#20431)
* Allow picking up items in combat mode * dont hardcode that
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@@ -262,6 +262,35 @@ namespace Content.Shared.Interaction
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return !_tagSystem.HasTag(user, "BypassInteractionRangeChecks");
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}
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/// <summary>
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/// Returns true if the specified entity should hand interact with the target instead of attacking
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/// </summary>
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/// <param name="user">The user interacting in combat mode</param>
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/// <param name="target">The target of the interaction</param>
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/// <returns></returns>
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public bool CombatModeCanHandInteract(EntityUid user, EntityUid? target)
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{
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// Always allow attack in these cases
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if (target == null || !TryComp<HandsComponent>(user, out var hands) || hands.ActiveHand?.HeldEntity is not null)
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return false;
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// Only eat input if:
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// - Target isn't an item
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// - Target doesn't cancel should-interact event
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// This is intended to allow items to be picked up in combat mode,
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// but to also allow items to force attacks anyway (like mobs which are items, e.g. mice)
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if (!HasComp<ItemComponent>(target))
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return false;
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var combatEv = new CombatModeShouldHandInteractEvent();
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RaiseLocalEvent(target.Value, ref combatEv);
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if (combatEv.Cancelled)
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return false;
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return true;
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}
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/// <summary>
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/// Resolves user interactions with objects.
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/// </summary>
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@@ -285,7 +314,8 @@ namespace Content.Shared.Interaction
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// TODO this needs to be handled better. This probably bypasses many complex can-interact checks in weird roundabout ways.
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if (_actionBlockerSystem.CanInteract(user, target))
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{
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UserInteraction(relay.RelayEntity.Value, coordinates, target, altInteract, checkCanInteract, checkAccess, checkCanUse);
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UserInteraction(relay.RelayEntity.Value, coordinates, target, altInteract, checkCanInteract,
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checkAccess, checkCanUse);
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return;
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}
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}
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@@ -293,10 +323,10 @@ namespace Content.Shared.Interaction
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if (target != null && Deleted(target.Value))
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return;
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if (!altInteract && TryComp(user, out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
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if (!altInteract && TryComp<CombatModeComponent>(user, out var combatMode) && combatMode.IsInCombatMode)
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{
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// Eat the input
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return;
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if (!CombatModeCanHandInteract(user, target))
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return;
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}
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if (!ValidateInteractAndFace(user, coordinates))
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@@ -326,7 +356,7 @@ namespace Content.Shared.Interaction
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: !checkAccess || InRangeUnobstructed(user, target.Value); // permits interactions with wall mounted entities
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// Does the user have hands?
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if (!TryComp(user, out HandsComponent? hands) || hands.ActiveHand == null)
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if (!TryComp<HandsComponent>(user, out var hands) || hands.ActiveHand == null)
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{
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var ev = new InteractNoHandEvent(user, target, coordinates);
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RaiseLocalEvent(user, ev);
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@@ -341,6 +371,8 @@ namespace Content.Shared.Interaction
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}
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// empty-hand interactions
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// combat mode hand interactions will always be true here -- since
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// they check this earlier before returning in
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if (hands.ActiveHandEntity is not { } held)
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{
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if (inRangeUnobstructed && target != null)
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@@ -1164,4 +1196,12 @@ namespace Content.Shared.Interaction
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AltInteract = altInteract;
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}
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}
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/// <summary>
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/// Raised directed by-ref on an item to determine if hand interactions should go through.
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/// Defaults to allowing hand interactions to go through. Cancel to force the item to be attacked instead.
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/// </summary>
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/// <param name="Cancelled">Whether the hand interaction should be cancelled.</param>
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[ByRefEvent]
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public record struct CombatModeShouldHandInteractEvent(bool Cancelled = false);
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}
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