Files
tbd-station-14/Content.Shared/Cuffs/SharedCuffableSystem.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

92 lines
3.5 KiB
C#

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