Deprecate a bunch of IActionBlocker (#4852)
* Deprecate IActionBlocker ChangeDirectionAttempt * Woops * Throw and interact * Deperacte speech * ActionBlocker in fucking shambles * CanEmote go byebye * CanAttack is GONE * IActionBlocker finally ded * DRY
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@@ -1,10 +1,15 @@
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using Content.Shared.Damage;
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using Content.Shared.DragDrop;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.State;
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using Content.Shared.Movement;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.MobState.EntitySystems
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@@ -16,6 +21,15 @@ namespace Content.Shared.MobState.EntitySystems
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base.Initialize();
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MobStateComponent, EquipAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, UnequipAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
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SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
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SubscribeLocalEvent<MobStateComponent, MovementAttemptEvent>(OnMoveAttempt);
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@@ -23,7 +37,9 @@ namespace Content.Shared.MobState.EntitySystems
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// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
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}
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private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
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#region ActionBlocker
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private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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@@ -34,6 +50,58 @@ namespace Content.Shared.MobState.EntitySystems
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}
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}
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private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnEquipAttempt(EntityUid uid, MobStateComponent component, EquipAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, UnequipAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnAttackAttempt(EntityUid uid, MobStateComponent component, AttackAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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#endregion
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private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
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{
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if(component.IsIncapacitated())
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