Add EffectBlockerExtensions
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems.EffectBlocker
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{
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public static class EffectBlockerExtensions
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{
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public static bool CanFall(this IEntity entity)
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{
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return EffectBlockerSystem.CanFall(entity);
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}
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public static bool CanSlip(this IEntity entity)
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{
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return EffectBlockerSystem.CanSlip(entity);
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}
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}
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}
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems.EffectBlocker
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{
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/// <summary>
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/// Utility methods to check if an effect is allowed to affect a specific entity.
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/// For actions see <see cref="ActionBlockerSystem"/>
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/// </summary>
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[UsedImplicitly]
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public class EffectBlockerSystem : EntitySystem
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{
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public static bool CanFall(IEntity entity)
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{
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var canFall = true;
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foreach (var blocker in entity.GetAllComponents<IEffectBlocker>())
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{
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canFall &= blocker.CanFall(); // Sets var to false if false
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}
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return canFall;
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}
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public static bool CanSlip(IEntity entity)
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{
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var canSlip = true;
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foreach (var blocker in entity.GetAllComponents<IEffectBlocker>())
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{
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canSlip &= blocker.CanSlip(); // Sets var to false if false
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}
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return canSlip;
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}
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}
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}
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@@ -0,0 +1,14 @@
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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namespace Content.Shared.GameObjects.EntitySystems.EffectBlocker
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{
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/// <summary>
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/// This interface gives components the ability to block certain effects
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/// from affecting the owning entity. For actions see <see cref="IActionBlocker"/>
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/// </summary>
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public interface IEffectBlocker
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{
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bool CanFall() => true;
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bool CanSlip() => true;
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}
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}
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