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