/// <summary>
        /// Uses a weapon/object on an entity
        /// Finds components with the InteractUsing interface and calls their function
        /// </summary>
        public void Interaction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
        {
            var attackMsg = new AttackByMessage(user, weapon, attacked, clickLocation);

            RaiseLocalEvent(attackMsg);
            if (attackMsg.Handled)
            {
                return;
            }

            var attackBys         = attacked.GetAllComponents <IInteractUsing>().ToList();
            var attackByEventArgs = new InteractUsingEventArgs
            {
                User = user, ClickLocation = clickLocation, Using = weapon, Target = attacked
            };

            // all AttackBys should only happen when in range / unobstructed, so no range check is needed
            if (InteractionChecks.InRangeUnobstructed(attackByEventArgs))
            {
                foreach (var attackBy in attackBys)
                {
                    if (attackBy.InteractUsing(attackByEventArgs))
                    {
                        // If an InteractUsing returns a status completion we finish our attack
                        return;
                    }
                }
            }

            var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);

            RaiseLocalEvent(afterAtkMsg);
            if (afterAtkMsg.Handled)
            {
                return;
            }

            // If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
            var afterAttacks         = weapon.GetAllComponents <IAfterInteract>().ToList();
            var afterAttackEventArgs = new AfterInteractEventArgs
            {
                User = user, ClickLocation = clickLocation, Target = attacked
            };

            foreach (var afterAttack in afterAttacks)
            {
                afterAttack.AfterInteract(afterAttackEventArgs);
            }
        }
        /// <summary>
        /// Will have two behaviors, either "uses" the weapon at range on the entity if it is capable of accepting that action
        /// Or it will use the weapon itself on the position clicked, regardless of what was there
        /// </summary>
        public void RangedInteraction(IEntity user, IEntity weapon, IEntity attacked, GridCoordinates clickLocation)
        {
            var rangedMsg = new RangedAttackMessage(user, weapon, attacked, clickLocation);

            RaiseLocalEvent(rangedMsg);
            if (rangedMsg.Handled)
            {
                return;
            }

            var rangedAttackBys         = attacked.GetAllComponents <IRangedInteract>().ToList();
            var rangedAttackByEventArgs = new RangedInteractEventArgs
            {
                User = user, Using = weapon, ClickLocation = clickLocation
            };

            // See if we have a ranged attack interaction
            foreach (var t in rangedAttackBys)
            {
                if (t.RangedInteract(rangedAttackByEventArgs))
                {
                    // If an InteractUsing returns a status completion we finish our attack
                    return;
                }
            }

            var afterAtkMsg = new AfterAttackMessage(user, weapon, attacked, clickLocation);

            RaiseLocalEvent(afterAtkMsg);
            if (afterAtkMsg.Handled)
            {
                return;
            }

            var afterAttacks         = weapon.GetAllComponents <IAfterInteract>().ToList();
            var afterAttackEventArgs = new AfterInteractEventArgs
            {
                User = user, ClickLocation = clickLocation, Target = attacked
            };

            //See if we have a ranged attack interaction
            foreach (var afterAttack in afterAttacks)
            {
                afterAttack.AfterInteract(afterAttackEventArgs);
            }
        }
        /// <summary>
        ///     We didn't click on any entity, try doing an AfterInteract on the click location
        /// </summary>
        private void InteractAfter(IEntity user, IEntity weapon, GridCoordinates clickLocation)
        {
            var message = new AfterAttackMessage(user, weapon, null, clickLocation);

            RaiseLocalEvent(message);
            if (message.Handled)
            {
                return;
            }

            var afterInteracts         = weapon.GetAllComponents <IAfterInteract>().ToList();
            var afterInteractEventArgs = new AfterInteractEventArgs {
                User = user, ClickLocation = clickLocation
            };

            foreach (var afterInteract in afterInteracts)
            {
                afterInteract.AfterInteract(afterInteractEventArgs);
            }
        }