using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems
{
///
/// This interface gives components the ability to block certain effects
/// from affecting the owning entity. For actions see
///
public interface IEffectBlocker
{
bool CanFall() => true;
bool CanSlip() => true;
}
///
/// Utility methods to check if an effect is allowed to affect a specific entity.
/// For actions see
///
public class EffectBlockerSystem : EntitySystem
{
public static bool CanFall(IEntity entity)
{
var canFall = true;
foreach (var blocker in entity.GetAllComponents())
{
canFall &= blocker.CanFall(); // Sets var to false if false
}
return canFall;
}
public static bool CanSlip(IEntity entity)
{
var canSlip = true;
foreach (var blocker in entity.GetAllComponents())
{
canSlip &= blocker.CanSlip(); // Sets var to false if false
}
return canSlip;
}
}
}