using Content.Shared.Actions;
using Content.Shared.Interaction;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using System.Linq;
namespace Content.Server.Actions;
/// <summary>
/// This System handled interactions for the <see cref="ActionOnInteractComponent"/>.
/// </summary>
public sealed class ActionOnInteractSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly ActionContainerSystem _actionContainer = default!;
public override void Initialize()
base.Initialize();
SubscribeLocalEvent<ActionOnInteractComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<ActionOnInteractComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<ActionOnInteractComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(EntityUid uid, ActionOnInteractComponent component, MapInitEvent args)
if (component.Actions == null)
return;
var comp = EnsureComp<ActionsContainerComponent>(uid);
foreach (var id in component.Actions)
_actionContainer.AddAction(uid, id, comp);
private void OnActivate(EntityUid uid, ActionOnInteractComponent component, ActivateInWorldEvent args)
if (args.Handled || component.ActionEntities == null)
var options = GetValidActions<InstantActionComponent>(component.ActionEntities);
if (options.Count == 0)
var (actId, act) = _random.Pick(options);
if (act.Event != null)
act.Event.Performer = args.User;
act.Event.Action = actId;
_actions.PerformAction(args.User, null, actId, act, act.Event, _timing.CurTime, false);
args.Handled = true;
private void OnAfterInteract(EntityUid uid, ActionOnInteractComponent component, AfterInteractEvent args)
if (args.Handled)
if (component.ActionEntities is not { } actionEnts)
if (!TryComp<ActionsContainerComponent>(uid, out var actionsContainerComponent))
actionEnts = actionsContainerComponent.Container.ContainedEntities.ToList();
// First, try entity target actions
if (args.Target != null)
var entOptions = GetValidActions<EntityTargetActionComponent>(actionEnts, args.CanReach);
for (var i = entOptions.Count - 1; i >= 0; i--)
var action = entOptions[i];
if (!_actions.ValidateEntityTarget(args.User, args.Target.Value, action))
entOptions.RemoveAt(i);
if (entOptions.Count > 0)
var (entActId, entAct) = _random.Pick(entOptions);
if (entAct.Event != null)
entAct.Event.Target = args.Target.Value;
_actions.PerformAction(args.User, null, entActId, entAct, entAct.Event, _timing.CurTime, false);
private bool ValidAction(BaseActionComponent action, bool canReach = true)
if (!action.Enabled)
return false;
if (action.Charges.HasValue && action.Charges <= 0)
var curTime = _timing.CurTime;
if (action.Cooldown.HasValue && action.Cooldown.Value.End > curTime)
return canReach || action is BaseTargetActionComponent { CheckCanAccess: false };
private List<(EntityUid Id, T Comp)> GetValidActions<T>(List<EntityUid>? actions, bool canReach = true) where T : BaseActionComponent
var valid = new List<(EntityUid Id, T Comp)>();
if (actions == null)
return valid;
foreach (var id in actions)
if (!_actions.TryGetActionData(id, out var baseAction) ||
baseAction as T is not { } action ||
!ValidAction(action, canReach))
continue;
valid.Add((id, action));