Files
tbd-station-14/Content.Shared/MobState/EntitySystems/MobStateSystem.cs
2022-01-01 18:03:29 +01:00

147 lines
5.5 KiB
C#

using Content.Shared.Damage;
using Content.Shared.DragDrop;
using Content.Shared.Emoting;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.State;
using Content.Shared.Movement;
using Content.Shared.Pulling.Events;
using Content.Shared.Speech;
using Content.Shared.Standing;
using Content.Shared.Throwing;
using Robust.Shared.GameObjects;
namespace Content.Shared.MobState.EntitySystems
{
public class MobStateSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(OnEmoteAttempt);
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(OnAttackAttempt);
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
SubscribeLocalEvent<MobStateComponent, MovementAttemptEvent>(OnMoveAttempt);
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
}
#region ActionBlocker
private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
{
switch (component.CurrentState)
{
case SharedDeadMobState:
case SharedCriticalMobState:
args.Cancel();
break;
}
}
private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnEquipAttempt(EntityUid uid, MobStateComponent component, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == uid)
CheckAct(uid, component, args);
}
private void OnEmoteAttempt(EntityUid uid, MobStateComponent component, EmoteAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == uid)
CheckAct(uid, component, args);
}
private void OnAttackAttempt(EntityUid uid, MobStateComponent component, AttackAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
{
CheckAct(uid, component, args);
}
private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
{
CheckAct(uid, component, args);
}
#endregion
private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
{
if (component.IsIncapacitated())
args.Cancel();
}
public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args)
{
component.UpdateState(args.Damageable.TotalDamage);
}
private void OnMoveAttempt(EntityUid uid, MobStateComponent component, MovementAttemptEvent args)
{
switch (component.CurrentState)
{
case SharedCriticalMobState:
case SharedDeadMobState:
args.Cancel();
return;
default:
return;
}
}
private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
{
if (component.IsIncapacitated())
args.Cancel();
}
}
}