126 lines
4.2 KiB
C#
126 lines
4.2 KiB
C#
using System.Linq;
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using UnityEngine;
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using VOID.Generic.Dict;
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using VOID.Generic.Objects.Abstract;
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using VOID.Generic.Objects.Door;
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using VOID.Generic.Objects.Item;
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using VOID.Generic.Objects.Unit.Actions.Exceptions;
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using VOID.Generic.Objects.Unit.Events;
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using VOID.Generic.Objects.Usable;
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using VOID.Generic.Objects.Usable.Events;
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using VOID.Generic.Util;
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using VOID.ScriptableObjects;
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namespace VOID.Generic.Objects.Unit.Actions
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{
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public class UseAction : AbstractAction
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{
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private readonly UnitObject _unit;
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private readonly AbstractObject _targetObject;
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public UseAction(UnitObject unit, AbstractObject targetObject)
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{
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_unit = unit;
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_targetObject = targetObject;
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}
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public override bool IsInRange()
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{
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return RangeUtil.IsInRange(_unit, _targetObject, _unit.unitData.useRange);
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}
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protected override void OnEndIt() { }
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protected override void OnCancelIt() { }
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public override void CanDoIt()
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{
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Check(
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_unit.unitData.canUse,
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UnitActionErrorType.ThisUnitCantUse);
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Check(
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state == ActionState.Ready,
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UnitActionErrorType.ActionStateIsNotReady);
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if (_unit.basicState.turnManager)
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{
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Check(
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_unit.unitState.isSelfTurn,
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UnitActionErrorType.UnitSelfTurnNotActive);
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Check(
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_unit.unitData.currentResources.actionPoints >= 1,
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UnitActionErrorType.UnitNotEnoughActionPoints);
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}
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Check(
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_unit.unitState.isControllable,
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UnitActionErrorType.UnitStateIsNotControllable);
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Check(
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IsInRange(),
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UnitActionErrorType.NotInRange);
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Check(
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_targetObject is not UsableObject usable || usable.usableData.requirements.All(requirement => requirement.Check(_unit)),
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UnitActionErrorType.RequirementsNotMeetToUseThatItem);
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}
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protected override void OnDoIt()
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{
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if (_unit.basicState.turnManager)
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_unit.unitData.UseResource(UnitResourceType.ActionPoints, 1);
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if (_targetObject is not ItemObject item || item.itemState.carriedBy != _unit)
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_unit.OrderInstantly(new RotateAction(_unit, _targetObject));
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BeforePerform();
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switch (_targetObject)
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{
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case UsableObject usable:
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UseUsable(usable);
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break;
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case DoorObject door:
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UseDoor(door);
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break;
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default:
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Debug.LogWarning($"Object '{nameof(_targetObject)}' cant be used.");
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break;
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}
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AfterPerform();
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EndIt();
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}
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private void UseUsable(UsableObject usable)
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{
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var useEvent = new UseEvent
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{
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usedBy = _unit,
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usedObject = usable
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};
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Check(usable.itemData.stackSize >= usable.usableData.stacksPerUse, UnitActionErrorType.UsableNotEnoughStacks);
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useEvent.usedBy.unitEvents.onUseBefore.Invoke(useEvent);
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useEvent.usedObject.usableEvents.onUsedBefore.Invoke(useEvent);
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Check(!useEvent.prevented, UnitActionErrorType.UseIsPrevented);
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var equipStatus = ScriptableObject.CreateInstance<BasicStatus>();
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equipStatus.effects = usable.usableData.applyOnUse;
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equipStatus.hidden = true;
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_unit.statusManager.AddStatus(equipStatus, _unit, false);
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useEvent.usedBy.unitEvents.onUseAfter.Invoke(useEvent);
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useEvent.usedObject.usableEvents.onUsedAfter.Invoke(useEvent);
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usable.itemData.stackSize -= usable.usableData.stacksPerUse;
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if (usable.itemData.stackSize <= 0) usable.Remove();
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}
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private void UseDoor(DoorObject door)
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{
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if (door.doorState.isOpen)
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door.Close(_unit);
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else
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door.Open(_unit);
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}
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}
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} |