/// <summary>Open or close this behavior's parent, via the specified actor.</summary> /// <param name="actor">The actor doing the opening or closing.</param> /// <param name="verb">Whether this is an "open" or "close" action.</param> /// <param name="newOpenedState">The new IsOpen state to be set, if the request is not cancelled.</param> private void OpenOrClose(Thing actor, string verb, bool newOpenedState) { // If we're already in the desired opened/closed state, we're already done with state changes. if (newOpenedState == IsOpen) { // TODO: Message to the actor that it is already open/closed. return; } var thisThing = Parent; if (thisThing == null) { return; // Abort if the behavior is unattached (e.g. being destroyed). } // Prepare the Close/Open game event for sending as a request, and if not cancelled, again as an event. var contextMessage = new ContextualString(actor, thisThing) { ToOriginator = $"You {verb} {thisThing.Name}.", ToReceiver = $"{actor.Name} {verb}s you.", ToOthers = $"{actor.Name} {verb}s {thisThing.Name}.", }; var message = new SensoryMessage(SensoryType.Sight, 100, contextMessage); var e = new OpenCloseEvent(thisThing, newOpenedState, actor, message); // Broadcast the Open or Close Request and carry on if nothing cancelled it. // Broadcast from the parents of the openable/closable thing (IE the rooms an openable exit is attached to). thisThing.Eventing.OnMiscellaneousRequest(e, EventScope.ParentsDown); if (!e.IsCancelled) { // Open or Close the thing. IsOpen = newOpenedState; // Broadcast the Open or Close event. thisThing.Eventing.OnMiscellaneousEvent(e, EventScope.ParentsDown); } }
/// <summary>Open or close this behavior's parent, via the specified actor.</summary> /// <param name="actor">The actor doing the opening or closing.</param> /// <param name="verb">Whether this is an "open" or "close" action.</param> /// <param name="newOpenedState">The new IsOpen state to be set, if the request is not cancelled.</param> private void OpenOrClose(Thing actor, string verb, bool newOpenedState) { // If we're already in the desired opened/closed state, we're already done with state changes. if (newOpenedState == this.IsOpen) { // @@@ TODO: Message to the actor that it is already open/closed. return; } // Prepare the Close/Open game event for sending as a request, and if not cancelled, again as an event. var csb = new ContextualStringBuilder(actor, this.Parent); csb.Append(@"You " + verb + " $TargetThing.Name.", ContextualStringUsage.OnlyWhenBeingPassedToOriginator); csb.Append(@"$ActiveThing.Name " + verb + "s you.", ContextualStringUsage.OnlyWhenBeingPassedToReceiver); csb.Append(@"$ActiveThing.Name " + verb + "s $TargetThing.Name.", ContextualStringUsage.WhenNotBeingPassedToReceiverOrOriginator); var message = new SensoryMessage(SensoryType.Sight, 100, csb); var e = new OpenCloseEvent(this.Parent, newOpenedState, actor, message); // Broadcast the Open or Close Request and carry on if nothing cancelled it. // Use a temporary ref to our own parent to avoid race conditions like sudden parent removal. var thisThing = this.Parent; if (thisThing != null) { // Broadcast from the parents of the openable/closable thing (IE the rooms an openable exit is attached to). thisThing.Eventing.OnMiscellaneousRequest(e, EventScope.ParentsDown); if (!e.IsCancelled) { // Open or Close the thing. this.IsOpen = newOpenedState; // Broadcast the Open or Close event. thisThing.Eventing.OnMiscellaneousEvent(e, EventScope.ParentsDown); } } }