Files
tbd-station-14/Content.Shared/ActionBlocker/ActionBlockerSystem.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

118 lines
2.8 KiB
C#

using Content.Shared.Body.Events;
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.Movement;
using Content.Shared.Speech;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Shared.ActionBlocker
{
/// <summary>
/// Utility methods to check if a specific entity is allowed to perform an action.
/// </summary>
[UsedImplicitly]
public class ActionBlockerSystem : EntitySystem
{
public bool CanMove(EntityUid uid)
{
var ev = new MovementAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanInteract(EntityUid uid)
{
var ev = new InteractionAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanUse(EntityUid uid)
{
var ev = new UseAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanThrow(EntityUid uid)
{
var ev = new ThrowAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanSpeak(EntityUid uid)
{
var ev = new SpeakAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanDrop(EntityUid uid)
{
var ev = new DropAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanPickup(EntityUid uid)
{
var ev = new PickupAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanEmote(EntityUid uid)
{
var ev = new EmoteAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanAttack(EntityUid uid)
{
var ev = new AttackAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanChangeDirection(EntityUid uid)
{
var ev = new ChangeDirectionAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanShiver(EntityUid uid)
{
var ev = new ShiverAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanSweat(EntityUid uid)
{
var ev = new SweatAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
}
}