Add CanAttack to IActionBlocker, prevent using guns when dead (#769)

This commit is contained in:
Víctor Aguilera Puerto
2020-03-03 15:10:09 +01:00
committed by GitHub
parent 5e2cac78ac
commit d1ff84e95d
5 changed files with 37 additions and 2 deletions

View File

@@ -72,6 +72,11 @@ namespace Content.Server.GameObjects
{
return true;
}
bool IActionBlocker.CanAttack()
{
return true;
}
}
/// <summary>
@@ -128,6 +133,11 @@ namespace Content.Server.GameObjects
{
return false;
}
bool IActionBlocker.CanAttack()
{
return false;
}
}
/// <summary>
@@ -204,5 +214,10 @@ namespace Content.Server.GameObjects
{
return false;
}
bool IActionBlocker.CanAttack()
{
return false;
}
}
}

View File

@@ -117,6 +117,11 @@ namespace Content.Server.GameObjects
return CurrentDamageState.CanEmote();
}
bool IActionBlocker.CanAttack()
{
return CurrentDamageState.CanAttack();
}
List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
{
var thresholdlist = DamageTemplate.DamageThresholds;

View File

@@ -1,5 +1,6 @@
using System;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
private bool UserCanFire(IEntity user)
{
return UserCanFireHandler == null || UserCanFireHandler(user);
return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
}
private void Fire(IEntity user, GridCoordinates clickLocation)

View File

@@ -20,6 +20,8 @@ namespace Content.Server.GameObjects.EntitySystems
bool CanPickup();
bool CanEmote();
bool CanAttack();
}
public class ActionBlockerSystem : EntitySystem
@@ -105,5 +107,17 @@ namespace Content.Server.GameObjects.EntitySystems
return canemote;
}
public static bool CanAttack(IEntity entity)
{
bool canattack = true;
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
{
canattack &= actionblockercomponents.CanAttack();
}
return canattack;
}
}
}

View File

@@ -853,7 +853,7 @@ namespace Content.Server.GameObjects.EntitySystems
var item = hands.GetActiveHand?.Owner;
// TODO: If item is null we need some kinda unarmed combat.
if (!ActionBlockerSystem.CanInteract(player) || item == null)
if (!ActionBlockerSystem.CanAttack(player) || item == null)
{
return;
}