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using Content.Server.Administration.Logs ;
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using Content.Server.CombatMode ;
using Content.Server.Hands.Components ;
using Content.Server.Pulling ;
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using Content.Server.Storage.Components ;
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using Content.Shared.ActionBlocker ;
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using Content.Shared.Database ;
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using Content.Shared.DragDrop ;
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using Content.Shared.Input ;
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using Content.Shared.Interaction ;
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using Content.Shared.Interaction.Events ;
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using Content.Shared.Item ;
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using Content.Shared.Pulling.Components ;
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using Content.Shared.Weapons.Melee ;
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using JetBrains.Annotations ;
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using Robust.Server.GameObjects ;
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using Robust.Shared.Containers ;
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using Robust.Shared.Input.Binding ;
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using Robust.Shared.Map ;
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using Robust.Shared.Players ;
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using static Content . Shared . Storage . SharedStorageComponent ;
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namespace Content.Server.Interaction
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{
/// <summary>
/// Governs interactions during clicking on entities
/// </summary>
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[UsedImplicitly]
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public sealed class InteractionSystem : SharedInteractionSystem
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{
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default ! ;
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[Dependency] private readonly PullingSystem _pullSystem = default ! ;
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[Dependency] private readonly IAdminLogManager _adminLogger = default ! ;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default ! ;
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public override void Initialize ( )
{
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base . Initialize ( ) ;
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SubscribeNetworkEvent < DragDropRequestEvent > ( HandleDragDropRequestEvent ) ;
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CommandBinds . Builder
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. Bind ( ContentKeyFunctions . TryPullObject ,
new PointerInputCmdHandler ( HandleTryPullObject ) )
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. Register < InteractionSystem > ( ) ;
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}
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public override void Shutdown ( )
{
CommandBinds . Unregister < InteractionSystem > ( ) ;
base . Shutdown ( ) ;
}
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public override bool CanAccessViaStorage ( EntityUid user , EntityUid target )
{
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if ( Deleted ( target ) )
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return false ;
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if ( ! target . TryGetContainer ( out var container ) )
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return false ;
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if ( ! TryComp ( container . Owner , out ServerStorageComponent ? storage ) )
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return false ;
if ( storage . Storage ? . ID ! = container . ID )
return false ;
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if ( ! TryComp ( user , out ActorComponent ? actor ) )
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return false ;
// we don't check if the user can access the storage entity itself. This should be handed by the UI system.
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return _uiSystem . SessionHasOpenUi ( container . Owner , StorageUiKey . Key , actor . PlayerSession ) ;
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}
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#region Drag drop
private void HandleDragDropRequestEvent ( DragDropRequestEvent msg , EntitySessionEventArgs args )
{
if ( ! ValidateClientInput ( args . SenderSession , msg . DropLocation , msg . Target , out var userEntity ) )
{
Logger . InfoS ( "system.interaction" , $"DragDropRequestEvent input validation failed" ) ;
return ;
}
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if ( Deleted ( msg . Dropped ) | | Deleted ( msg . Target ) )
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return ;
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if ( ! _actionBlockerSystem . CanInteract ( userEntity . Value , msg . Target ) )
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return ;
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var interactionArgs = new DragDropEvent ( userEntity . Value , msg . DropLocation , msg . Dropped , msg . Target ) ;
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// must be in range of both the target and the object they are drag / dropping
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// Client also does this check but ya know we gotta validate it.
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if ( ! InRangeUnobstructed ( interactionArgs . User , interactionArgs . Dragged , popup : true )
| | ! InRangeUnobstructed ( interactionArgs . User , interactionArgs . Target , popup : true ) )
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return ;
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// trigger dragdrops on the dropped entity
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RaiseLocalEvent ( msg . Dropped , interactionArgs , true ) ;
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if ( interactionArgs . Handled )
return ;
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foreach ( var dragDrop in AllComps < IDraggable > ( msg . Dropped ) )
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{
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if ( dragDrop . CanDrop ( interactionArgs ) & &
dragDrop . Drop ( interactionArgs ) )
Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
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{
return ;
}
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}
// trigger dragdropons on the targeted entity
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RaiseLocalEvent ( msg . Target , interactionArgs , false ) ;
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if ( interactionArgs . Handled )
return ;
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foreach ( var dragDropOn in AllComps < IDragDropOn > ( msg . Target ) )
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{
Add the trash man (#1367)
* Add disposal.rsi
* Rename disposal resource to disposal.rsi and create basic components
* Add disposal nets
* Add pushing entities along the disposal network
* Add disposal unit
* Unregister disposable component
* Add flush and selfinsert verbs to disposal unit
* Add gradual disposals movement
* Fix being able to walk through space for a while after exiting disposals
* Multiply disposals speed by 10
And fix early returns when moving an entity
* Rename Disposable component to InDisposals
* Remove DisposalNet and add on anchor events
* Remove anchored events, moved to interfaces
* Code cleanup
* Fix adjacent tubes' connections when a tube connects
* Fix jittery movement in disposals
* Remove Logger.Debug call
* Move disposals updates to InDisposalsComponent
* Fix adjacent connection valid directions check
* Disposal tubes now throw you out where they are facing
* Add disposal unit exit cooldown
* Set different disposal pipe sprite state depending on anchored value
* Add recycler
* Add recycler animation
* Add bloody texture to the recycler when grinding a living being
* Add PowerDevice component to the disposal unit
* Made the Recycler center on the grid
* Add disposal junction
* Add picking a random direction if junction is entered from the output side
* Add disposal flush and clang sounds
Taken from VGStation
* Move disposal flush and clang sound file names to exposedata
* Add disposalsmap.yml to test with
* Add summaries to DisposalUnit fields
* Add sideDegrees yaml property to disposal junctions
* Fix outdated usings
* Add conveyor resources
* Update RobustToolbox
* More merge fixes
Add conveyor collision masks
* Add ConveyorComponent
* Fix crash when reentering a body
* Merge branch 'master' into disposals-1147
* Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml
* Move IAnchored and IUnAnchored to AnchorableComponent
* Update power components and remove old disposals map
* Remove redundant sprite layers
* Add tile pry command
* Fix tilepry command
* Fix DisposalJunctionComponent missing a component reference
* Add anchor by radius command
* Add Y-Junctions
* Add disposal bend
* Add unanchor command
* Change DisposalJunction prototypes to specify their angles
* Fix disposal units being hidden below the floor
* Removed IAnhored and IUnAnchored interfaces
* Replace CanBeNull annotation with nullable reference types
* Update showwires command
* Add recycler recycling items
* Added angle and speed properties to ConveyorComponent
* Fix conveyort textures
* Add animation to the disposal unit
* Fix anchor and unanchor commands sometimes not finding any entities
* Fix not reading flush_time from disposal unit prototype
* Fix merge conflict wrong using
* Fix disposal, recycling and conveyor texture paths
Delete diverters
* Update visualizer names
* Add DisposableComponent, change drag and drop to work with multiple components
Ignoreinsideblocker client side for drag and drops, like on the server
Add more comments
* Add conveyor belts properly moving entities on top
* Anchorr wires
* Change conveyor bounds to 0.49
* Anchor catwalks, airlocks, gravity generators, low walls, wires and windows
* Add starting/stopping conveyors
* Add reversed conveyors
* Add conveyor switches
* Move InDisposalsComponent code to DisposableComponent
* Add ExitVector method to tubes
* Fix not updating tube references when disconnecting one
* Replace IoCManager call with dependency
* Add tubes disconnecting if they move too far apart from one another
* Move disposals action blocking to shared
* Add rotating and flipping pipes
* Make conveyor intersection calculations approximate
* Fix 1% chance of the server crashing when initializing the map
Happens when emergency lockers remove themselves
* Add disposal unit interface
* Make disposal units refuse items if not powered
* Make disposal tubes hide only when anchored
* Make disposal junction arrows visible to mere mortals
* Add disposal tubes breaking
* Add tubeconnections command
* Add missing verb attribute
* Add flipped disposal junction
* Add ids and linking to conveyors and switches
* Add conveyor switch prying and placing
* Add anchoring conveyor switches and refactor placing them
* Add missing serializable attributes from DisposableComponentState
* Make conveyor speed VV ReadWrite
* Change drawdepth of conveyors to FloorObjects
* Make conveyor anchored check consistent
* Remove anchoring interaction from switches
* Add conveyor switch id syncing and move switches slightly when pried
* Make entities in containers not able to be moved by conveyors
* Add conveyor and switches loose textures
* Merge conflict fixes
* Add disposal unit test
* Add flushing test to disposal unit test
* Add disposal unit flush fail test
* Add disposals to the saltern map
* Fix saltern disposal junctions
* Add power checks to the recycler
* Fix disposal unit placement in maintenance closet
* Remove disposal junctions from saltern
* Readd junctions to saltern
* Add the chemmaster to saltern at the request of Ike
* Move the chemistry disposal unit
* Fix casing of disposal flush sound
* More merge conflict fixes
* Fix a compiler warning.
* Remove popup invocation from buckle
* Remove showPopup parameter from InteractionChecks
* Remove unnecessary physics components
Fixes the physics system dying
* Replace PhysicsComponent usages with CollidableComponent
* Update existing code for the new controller system
* Change conveyors to use a VirtualController instead of teleporting the entity
* Remove visualizer 2d suffix and update physics code
* Transition code to new controller system
* Fix shuttles not moving
* Fix throwing
* Fix guns
* Change hands to use physics.Stop() and remove item fumble method
* Add syncing conveyor switches states
* Fix the recycler wanting to be a conveyor too hard
* Fix showwires > showsubfloor rename in mapping command
* Fix wifi air conveyors
* Fix test error
* Add showsubfloorforever command
Changes drawdepth of the relevant entities
* Disable opening the disposal unit interface while inside
* Add closing the disposal unit interface when getting inside
* Add closing the interface when the disposal unit component is removed
* Add removing entities on disposal unit component removal
* Delay disposal unit flush and fix serialization
* Implement pressure in disposal units
* Fix chain engaging a disposal unit
* Implement states to the disposal unit
* Fix missing imports from merge conflict
* Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Address some reviews
* Fix za buildo
* Use container helper to detach disposables
* Make conveyors use the construction system
* Make conveyor groups and syncing sane
* Make flip flip
brave
* Add activate interface to conveyor switches
* Fix not removing the switch from its group when it's deleted
* Fix not registering conveyors and switches on initialize
* Stop using 0 as null
* Disconnect conveyors and switches when disposing of a group
* Make disposal units not able to be exited when flushing
* Make disposal units flush after a configurable 30 seconds
* Add handle and light layers to the disposal unit
* Merge engaging and flushing
* Update saltern.yml
* I love using 0 as null
* Make disposal unit visual layers make sense
* Remove duplicate remove method in disposal units and update light
* Replace DisposableComponent with disposal holders
* Fix disposal holders deleting their contents on deletion
* Account for disposal unit pressure in tests and make a failed flush autoengage
* Rename disposable to holder
* Fix junction connections
* Disable self insert and flush verbs when inside a disposal unit
* Fix spamming the engage button making the animation reset
* Make the recycler take materials into account properly
Fix cablestack1 not existing
* Merge conflict fixes
* Fix pipes not being saved anchored
* Change conveyors and groups to not use an id
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
2020-07-30 23:45:28 +02:00
if ( dragDropOn . CanDragDropOn ( interactionArgs ) & &
dragDropOn . DragDropOn ( interactionArgs ) )
{
return ;
}
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}
}
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#endregion
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/// <summary>
/// Entity will try and use their active hand at the target location.
/// Don't use for players
/// </summary>
/// <param name="entity"></param>
/// <param name="coords"></param>
/// <param name="uid"></param>
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internal void AiUseInteraction ( EntityUid entity , EntityCoordinates coords , EntityUid uid )
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{
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if ( HasComp < ActorComponent > ( entity ) )
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throw new InvalidOperationException ( ) ;
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UserInteraction ( entity , coords , uid ) ;
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}
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private bool HandleTryPullObject ( ICommonSession ? session , EntityCoordinates coords , EntityUid uid )
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{
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if ( ! ValidateClientInput ( session , coords , uid , out var userEntity ) )
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{
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Logger . InfoS ( "system.interaction" , $"TryPullObject input validation failed" ) ;
return true ;
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}
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if ( userEntity . Value = = uid )
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return false ;
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if ( Deleted ( uid ) )
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return false ;
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if ( ! InRangeUnobstructed ( userEntity . Value , uid , popup : true ) )
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return false ;
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if ( ! TryComp ( uid , out SharedPullableComponent ? pull ) )
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return false ;
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return _pullSystem . TogglePull ( userEntity . Value , pull ) ;
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}
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public override void DoAttack ( EntityUid user , EntityCoordinates coordinates , bool wideAttack , EntityUid ? target = null )
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{
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// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
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if ( ! ValidateInteractAndFace ( user , coordinates ) )
return ;
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// Check general interaction blocking.
if ( ! _actionBlockerSystem . CanInteract ( user , target ) )
return ;
// Check combat-specific action blocking.
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if ( ! _actionBlockerSystem . CanAttack ( user , target ) )
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return ;
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if ( ! wideAttack )
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{
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// Check if interacted entity is in the same container, the direct child, or direct parent of the user.
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if ( target ! = null & & ! Deleted ( target . Value ) & & ! ContainerSystem . IsInSameOrParentContainer ( user , target . Value ) & & ! CanAccessViaStorage ( user , target . Value ) )
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{
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Logger . WarningS ( "system.interaction" ,
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$"User entity {ToPrettyString(user):user} clicked on object {ToPrettyString(target.Value):target} that isn't the parent, child, or in the same container" ) ;
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return ;
}
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// TODO: Replace with body attack range when we get something like arm length or telekinesis or something.
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var unobstructed = ( target = = null )
? InRangeUnobstructed ( user , coordinates )
: InRangeUnobstructed ( user , target . Value ) ;
if ( ! unobstructed )
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return ;
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}
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else if ( ContainerSystem . IsEntityInContainer ( user ) )
{
// No wide attacking while in containers (holos, lockers, etc).
// Can't think of a valid case where you would want this.
return ;
}
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// Verify user has a hand, and find what object they are currently holding in their active hand
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if ( TryComp ( user , out HandsComponent ? hands ) )
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{
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var item = hands . ActiveHandEntity ;
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if ( ! Deleted ( item ) )
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{
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var meleeVee = new MeleeAttackAttemptEvent ( ) ;
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RaiseLocalEvent ( item . Value , ref meleeVee , true ) ;
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if ( meleeVee . Cancelled ) return ;
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if ( wideAttack )
{
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var ev = new WideAttackEvent ( item . Value , user , coordinates ) ;
RaiseLocalEvent ( item . Value , ev , false ) ;
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if ( ev . Handled )
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{
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_adminLogger . Add ( LogType . AttackArmedWide , LogImpact . Low , $"{ToPrettyString(user):user} wide attacked with {ToPrettyString(item.Value):used} at {coordinates}" ) ;
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return ;
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}
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}
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else
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{
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var ev = new ClickAttackEvent ( item . Value , user , coordinates , target ) ;
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RaiseLocalEvent ( item . Value , ev , false ) ;
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if ( ev . Handled )
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{
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if ( target ! = null )
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{
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_adminLogger . Add ( LogType . AttackArmedClick , LogImpact . Low ,
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$"{ToPrettyString(user):user} attacked {ToPrettyString(target.Value):target} with {ToPrettyString(item.Value):used} at {coordinates}" ) ;
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}
else
{
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_adminLogger . Add ( LogType . AttackArmedClick , LogImpact . Low ,
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$"{ToPrettyString(user):user} attacked with {ToPrettyString(item.Value):used} at {coordinates}" ) ;
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}
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return ;
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}
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}
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}
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else if ( ! wideAttack & & target ! = null & & HasComp < SharedItemComponent > ( target . Value ) )
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{
// We pick up items if our hand is empty, even if we're in combat mode.
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InteractHand ( user , target . Value ) ;
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return ;
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}
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}
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// TODO: Make this saner?
// Attempt to do unarmed combat. We don't check for handled just because at this point it doesn't matter.
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if ( wideAttack )
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{
var ev = new WideAttackEvent ( user , user , coordinates ) ;
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RaiseLocalEvent ( user , ev , false ) ;
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if ( ev . Handled )
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_adminLogger . Add ( LogType . AttackUnarmedWide , LogImpact . Low , $"{ToPrettyString(user):user} wide attacked at {coordinates}" ) ;
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}
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else
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{
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var ev = new ClickAttackEvent ( user , user , coordinates , target ) ;
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RaiseLocalEvent ( user , ev , false ) ;
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if ( ev . Handled )
{
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if ( target ! = null )
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{
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_adminLogger . Add ( LogType . AttackUnarmedClick , LogImpact . Low ,
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$"{ToPrettyString(user):user} attacked {ToPrettyString(target.Value):target} at {coordinates}" ) ;
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}
else
{
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_adminLogger . Add ( LogType . AttackUnarmedClick , LogImpact . Low ,
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$"{ToPrettyString(user):user} attacked at {coordinates}" ) ;
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}
}
}
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}
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}
}