feat: add player-aware world interaction system
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namespace Game.Features.Interactions.Contracts;
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public interface IInteractionService
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{
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InteractionResult TryInteract(InteractionRequest request);
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}
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uid://a3n8v5r1q7m9c
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namespace Game.Features.Interactions.Contracts;
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public interface IInteractionTarget
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{
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InteractionTargetId Id { get; }
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bool CanInteract { get; }
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InteractionPrompt Prompt { get; }
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}
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uid://c7p2y5n8f1v6m
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namespace Game.Features.Interactions.Contracts;
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public interface IInteractionWorld
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{
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InteractionResult TryInteract(InteractionRequest request);
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}
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uid://d7k1x6m4v9q2b
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namespace Game.Features.Interactions.Contracts;
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public readonly record struct InteractionPrompt(string Text);
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uid://b3m8r1x6d9w4k
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using Game.Features.Players.Contracts;
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namespace Game.Features.Interactions.Contracts;
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public readonly record struct InteractionRequest(PlayerId PlayerId, InteractionTargetId TargetId);
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uid://e2q7k5n1w8m4d
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namespace Game.Features.Interactions.Contracts;
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public readonly record struct InteractionResult(InteractionStatus Status, string Message = "")
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{
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public bool Success => Status == InteractionStatus.Success;
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public static InteractionResult Ok() => new(InteractionStatus.Success);
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public static InteractionResult Fail(InteractionStatus status, string message) => new(status, message);
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}
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uid://f9w2d7k4m6q1x
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namespace Game.Features.Interactions.Contracts;
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public enum InteractionStatus
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{
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Success,
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TargetNotFound,
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Unavailable,
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Rejected
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}
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uid://b4y9m3r6v1c8p
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using System;
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namespace Game.Features.Interactions.Contracts;
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public readonly record struct InteractionTargetId(Guid Value)
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{
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public override string ToString() => Value.ToString();
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}
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@@ -0,0 +1 @@
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uid://c6m1v8q4r9x2k
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