* 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>
92 lines
3.5 KiB
C#
92 lines
3.5 KiB
C#
using Content.Shared.Cuffs.Components;
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using Content.Shared.DragDrop;
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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.Pulling.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Cuffs
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{
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public abstract class SharedCuffableSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedCuffableComponent, StopPullingEvent>(HandleStopPull);
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SubscribeLocalEvent<SharedCuffableComponent, MovementAttemptEvent>(HandleMoveAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, AttackAttemptEvent>(OnAttackAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<SharedCuffableComponent, PickupAttemptEvent>(OnPickupAttempt);
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}
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private void HandleMoveAttempt(EntityUid uid, SharedCuffableComponent component, MovementAttemptEvent args)
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{
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if (component.CanStillInteract || !EntityManager.TryGetComponent(uid, out SharedPullableComponent? pullable) || !pullable.BeingPulled)
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return;
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args.Cancel();
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}
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private void HandleStopPull(EntityUid uid, SharedCuffableComponent component, StopPullingEvent args)
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{
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if (args.User == null || !EntityManager.EntityExists(args.User.Value)) return;
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if (args.User.Value == component.Owner && !component.CanStillInteract)
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{
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args.Cancel();
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}
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}
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#region ActionBlocker
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private void CheckAct(EntityUid uid, SharedCuffableComponent component, CancellableEntityEventArgs args)
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{
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if (!component.CanStillInteract)
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args.Cancel();
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}
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private void OnUseAttempt(EntityUid uid, SharedCuffableComponent component, UseAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnInteractAttempt(EntityUid uid, SharedCuffableComponent component, InteractionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnEquipAttempt(EntityUid uid, SharedCuffableComponent component, IsEquippingAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUnequipAttempt(EntityUid uid, SharedCuffableComponent component, IsUnequippingAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnAttackAttempt(EntityUid uid, SharedCuffableComponent component, AttackAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnDropAttempt(EntityUid uid, SharedCuffableComponent component, DropAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnPickupAttempt(EntityUid uid, SharedCuffableComponent component, PickupAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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#endregion
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}
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}
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