Files
crystall-punk-14/Content.Server/AI/Operators/Inventory/InteractWithEntityOperator.cs
ShadowCommander 6870b88a56 Interaction clean up (#4091)
* 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
2021-06-07 05:49:43 -07:00

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;
}
}
}