}
/// <summary>
- /// Uses a item/object on an entity
+ /// Uses an item/object on an entity
/// Finds components with the InteractUsing interface and calls their function
/// NOTE: Does not have an InRangeUnobstructed check
/// </summary>
- public void InteractUsing(
+ /// <param name="user">User doing the interaction.</param>
+ /// <param name="used">Item being used on the <paramref name="target"/>.</param>
+ /// <param name="target">Entity getting interacted with by the <paramref name="user"/> using the
+ /// <paramref name="used"/> entity.</param>
+ /// <param name="clickLocation">The location that the <paramref name="user"/> clicked.</param>
+ /// <param name="checkCanInteract">Whether to check that the <paramref name="user"/> can interact with the
+ /// <paramref name="target"/>.</param>
+ /// <param name="checkCanUse">Whether to check that the <paramref name="user"/> can use the
+ /// <paramref name="used"/> entity.</param>
+ /// <returns>True if the interaction was handled. Otherwise, false.</returns>
+ public bool InteractUsing(
EntityUid user,
EntityUid used,
EntityUid target,
bool checkCanUse = true)
{
if (checkCanInteract && !_actionBlockerSystem.CanInteract(user, target))
- return;
+ return false;
if (checkCanUse && !_actionBlockerSystem.CanUseHeldEntity(user, used))
- return;
+ return false;
_adminLogger.Add(
LogType.InteractUsing,
$"{ToPrettyString(user):user} interacted with {ToPrettyString(target):target} using {ToPrettyString(used):used}");
if (RangedInteractDoBefore(user, used, target, clickLocation, true))
- return;
+ return true;
// all interactions should only happen when in range / unobstructed, so no range check is needed
var interactUsingEvent = new InteractUsingEvent(user, used, target, clickLocation);
DoContactInteraction(user, target, interactUsingEvent);
// Contact interactions are currently only used for forensics, so we don't raise used -> target
if (interactUsingEvent.Handled)
- return;
+ return true;
- InteractDoAfter(user, used, target, clickLocation, canReach: true);
+ if (InteractDoAfter(user, used, target, clickLocation, canReach: true))
+ return true;
+ return false;
}
/// <summary>
/// Used when clicking on an entity resulted in no other interaction. Used for low-priority interactions.
/// </summary>
- public void InteractDoAfter(EntityUid user, EntityUid used, EntityUid? target, EntityCoordinates clickLocation, bool canReach)
+ /// <param name="user"><inheritdoc cref="InteractUsing"/></param>
+ /// <param name="used"><inheritdoc cref="InteractUsing"/></param>
+ /// <param name="target"><inheritdoc cref="InteractUsing"/></param>
+ /// <param name="clickLocation"><inheritdoc cref="InteractUsing"/></param>
+ /// <param name="canReach">Whether the <paramref name="user"/> is in range of the <paramref name="target"/>.
+ /// </param>
+ /// <returns>True if the interaction was handled. Otherwise, false.</returns>
+ public bool InteractDoAfter(EntityUid user, EntityUid used, EntityUid? target, EntityCoordinates clickLocation, bool canReach)
{
if (target is { Valid: false })
target = null;
}
if (afterInteractEvent.Handled)
- return;
+ return true;
if (target == null)
- return;
+ return false;
var afterInteractUsingEvent = new AfterInteractUsingEvent(user, used, target, clickLocation, canReach);
RaiseLocalEvent(target.Value, afterInteractUsingEvent);
DoContactInteraction(user, target, afterInteractUsingEvent);
// Contact interactions are currently only used for forensics, so we don't raise used -> target
}
+
+ if (afterInteractUsingEvent.Handled)
+ return true;
+ return false;
}
#region ActivateItemInWorld
using Content.Shared.Stacks;
using Content.Shared.Storage.Components;
using Content.Shared.Timing;
+using Content.Shared.Storage.Events;
using Content.Shared.Verbs;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
if (HasComp<PlaceableSurfaceComponent>(uid))
return;
- PlayerInsertHeldEntity(uid, args.User, storageComp);
+ PlayerInsertHeldEntity((uid, storageComp), args.User);
// Always handle it, even if insertion fails.
// We don't want to trigger any AfterInteract logic here.
// Example issue would be placing wires if item doesn't fit in backpack.
$"{ToPrettyString(player):player} is interacting with {ToPrettyString(item):item} while it is stored in {ToPrettyString(storage):storage} using {ToPrettyString(player.Comp.ActiveHandEntity):used}");
// Else, interact using the held item
- _interactionSystem.InteractUsing(player, player.Comp.ActiveHandEntity.Value, item, Transform(item).Coordinates, checkCanInteract: false);
+ if (_interactionSystem.InteractUsing(player,
+ player.Comp.ActiveHandEntity.Value,
+ item,
+ Transform(item).Coordinates,
+ checkCanInteract: false))
+ return;
+
+ var failedEv = new StorageInsertFailedEvent((storage, storage.Comp), (player, player.Comp));
+ RaiseLocalEvent(storage, ref failedEv);
}
private void OnSetItemLocation(StorageSetItemLocationEvent msg, EntitySessionEventArgs args)
/// <summary>
/// Inserts an entity into storage from the player's active hand
/// </summary>
- /// <param name="uid"></param>
- /// <param name="player">The player to insert an entity from</param>
- /// <param name="storageComp"></param>
- /// <returns>true if inserted, false otherwise</returns>
- public bool PlayerInsertHeldEntity(EntityUid uid, EntityUid player, StorageComponent? storageComp = null)
+ /// <param name="ent">The storage entity and component to insert into.</param>
+ /// <param name="player">The player and hands component to insert the held entity from.</param>
+ /// <returns>True if inserted, otherwise false.</returns>
+ public bool PlayerInsertHeldEntity(Entity<StorageComponent?> ent, Entity<HandsComponent?> player)
{
- if (!Resolve(uid, ref storageComp) || !TryComp(player, out HandsComponent? hands) || hands.ActiveHandEntity == null)
+ if (!Resolve(ent.Owner, ref ent.Comp)
+ || !Resolve(player.Owner, ref player.Comp)
+ || player.Comp.ActiveHandEntity == null)
return false;
- var toInsert = hands.ActiveHandEntity;
+ var toInsert = player.Comp.ActiveHandEntity;
- if (!CanInsert(uid, toInsert.Value, out var reason, storageComp))
+ if (!CanInsert(ent, toInsert.Value, out var reason, ent.Comp))
{
- _popupSystem.PopupClient(Loc.GetString(reason ?? "comp-storage-cant-insert"), uid, player);
+ _popupSystem.PopupClient(Loc.GetString(reason ?? "comp-storage-cant-insert"), ent, player);
return false;
}
- if (!_sharedHandsSystem.CanDrop(player, toInsert.Value, hands))
+ if (!_sharedHandsSystem.CanDrop(player, toInsert.Value, player.Comp))
{
- _popupSystem.PopupClient(Loc.GetString("comp-storage-cant-drop", ("entity", toInsert.Value)), uid, player);
+ _popupSystem.PopupClient(Loc.GetString("comp-storage-cant-drop", ("entity", toInsert.Value)), ent, player);
return false;
}
- return PlayerInsertEntityInWorld((uid, storageComp), player, toInsert.Value);
+ return PlayerInsertEntityInWorld((ent, ent.Comp), player, toInsert.Value);
}
/// <summary>
/// Inserts an Entity (<paramref name="toInsert"/>) in the world into storage, informing <paramref name="player"/> if it fails.
- /// <paramref name="toInsert"/> is *NOT* held, see <see cref="PlayerInsertHeldEntity(EntityUid,EntityUid,StorageComponent)"/>.
+ /// <paramref name="toInsert"/> is *NOT* held, see <see cref="PlayerInsertHeldEntity(Entity{StorageComponent?},Entity{HandsComponent?})"/>.
/// </summary>
/// <param name="uid"></param>
/// <param name="player">The player to insert an entity with</param>