using System; using Content.Shared.ActionBlocker; using Content.Shared.Pulling.Components; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.Maths; using Robust.Shared.Serialization; using Robust.Shared.ViewVariables; namespace Content.Shared.Cuffs.Components { [NetworkedComponent()] public class SharedCuffableComponent : Component, IActionBlocker { public override string Name => "Cuffable"; [ComponentDependency] private readonly SharedPullableComponent? _pullable = default!; [ViewVariables] public bool CanStillInteract { get; set; } = true; #region ActionBlockers bool IActionBlocker.CanInteract() => CanStillInteract; bool IActionBlocker.CanUse() => CanStillInteract; bool IActionBlocker.CanPickup() => CanStillInteract; bool IActionBlocker.CanDrop() => CanStillInteract; bool IActionBlocker.CanAttack() => CanStillInteract; bool IActionBlocker.CanEquip() => CanStillInteract; bool IActionBlocker.CanUnequip() => CanStillInteract; bool IActionBlocker.CanMove() => _pullable == null || !_pullable.BeingPulled || CanStillInteract; #endregion [Serializable, NetSerializable] protected sealed class CuffableComponentState : ComponentState { public bool CanStillInteract { get; } public int NumHandsCuffed { get; } public string? RSI { get; } public string IconState { get; } public Color Color { get; } public CuffableComponentState(int numHandsCuffed, bool canStillInteract, string? rsiPath, string iconState, Color color) { NumHandsCuffed = numHandsCuffed; CanStillInteract = canStillInteract; RSI = rsiPath; IconState = iconState; Color = color; } } } }