* Rename and clean up interaction events * Fix hand equip events * Refactor duplicate client input validation * Rename Use handler * Move unneeded InRangeUnobstructed methods to extensions only * Clean up UseInteractions * Clean up ActivateItemInWorld * Replace explicit range check with InRangeUnobstructed Remove TransformComponent check, since transform is guaranteed now. * Revert transform check removal * More cleanup * Reorder interaction checks * Rename attack eventargs to interact * Test V1 * Add interaction test * Fix interaction test * Fix container interaction test * Rename interaction methods * Rename player to user and attacked to target * Clean up InteractAfter * Clean up InRangeUnobstructed usages * Rename attack to interact and weapon to used * Changed can't reach message to only play when holding something Cleaned up bracket formatting * Fix Airtight validation check * Remove extra words in comments * Fix FaceClick rotation * Move duplicate map check and face to method * Fix test
49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
using Content.Server.GameObjects.Components.Mobs;
|
|
using Content.Server.GameObjects.EntitySystems.Click;
|
|
using Content.Shared.Utility;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
|
|
namespace Content.Server.AI.Operators.Inventory
|
|
{
|
|
/// <summary>
|
|
/// A Generic interacter; if you need to check stuff then make your own
|
|
/// </summary>
|
|
public class InteractWithEntityOperator : AiOperator
|
|
{
|
|
private readonly IEntity _owner;
|
|
private readonly IEntity _useTarget;
|
|
|
|
public InteractWithEntityOperator(IEntity owner, IEntity useTarget)
|
|
{
|
|
_owner = owner;
|
|
_useTarget = useTarget;
|
|
|
|
}
|
|
|
|
public override Outcome Execute(float frameTime)
|
|
{
|
|
if (_useTarget.Transform.GridID != _owner.Transform.GridID)
|
|
{
|
|
return Outcome.Failed;
|
|
}
|
|
|
|
if (!_owner.InRangeUnobstructed(_useTarget, popup: true))
|
|
{
|
|
return Outcome.Failed;
|
|
}
|
|
|
|
if (_owner.TryGetComponent(out CombatModeComponent? combatModeComponent))
|
|
{
|
|
combatModeComponent.IsInCombatMode = false;
|
|
}
|
|
|
|
// Click on da thing
|
|
var interactionSystem = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<InteractionSystem>();
|
|
interactionSystem.AiUseInteraction(_owner, _useTarget.Transform.Coordinates, _useTarget.Uid);
|
|
|
|
return Outcome.Success;
|
|
}
|
|
}
|
|
}
|