* 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>
143 lines
5.3 KiB
C#
143 lines
5.3 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)
|
|
{
|
|
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)
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
}
|