Files
tbd-station-14/Content.Shared/Cuffs/Components/SharedCuffableComponent.cs
Acruid 59e5cc5e3c Remove Static Component NetIds (#4247)
* Remove the unnecessary NetID property from ComponentState.

* Remove Component.NetworkSynchronizeExistence.

* Removed Component.NetID.

* Adds component netID automatic generation.

* Removed NetIdAttribute from serverside components with no corresponding clientside registration.

* Completely remove static NetIds.

* Renamed NetIDAttribute to NetworkedComponentAttribute.

* Add GenerateNetIds calls to client and server entry points.
Add test to make sure auto generated NetIds are identical.

* Component changes when rebasing that I am too lazy to rewrite into the branch.

Co-authored-by: Vera Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2021-07-12 10:32:10 +02:00

56 lines
1.9 KiB
C#

#nullable enable
using System;
using Content.Shared.ActionBlocker;
using Content.Shared.Pulling.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Cuffs.Components
{
[NetworkedComponent()]
public class SharedCuffableComponent : Component, IActionBlocker
{
public override string Name => "Cuffable";
[ComponentDependency] private readonly SharedPullableComponent? _pullable = default!;
[ViewVariables]
public bool CanStillInteract { get; set; } = true;
#region ActionBlockers
bool IActionBlocker.CanInteract() => CanStillInteract;
bool IActionBlocker.CanUse() => CanStillInteract;
bool IActionBlocker.CanPickup() => CanStillInteract;
bool IActionBlocker.CanDrop() => CanStillInteract;
bool IActionBlocker.CanAttack() => CanStillInteract;
bool IActionBlocker.CanEquip() => CanStillInteract;
bool IActionBlocker.CanUnequip() => CanStillInteract;
bool IActionBlocker.CanMove() => _pullable == null || !_pullable.BeingPulled || CanStillInteract;
#endregion
[Serializable, NetSerializable]
protected sealed class CuffableComponentState : ComponentState
{
public bool CanStillInteract { get; }
public int NumHandsCuffed { get; }
public string? RSI { get; }
public string IconState { get; }
public Color Color { get; }
public CuffableComponentState(int numHandsCuffed, bool canStillInteract, string? rsiPath, string iconState, Color color)
{
NumHandsCuffed = numHandsCuffed;
CanStillInteract = canStillInteract;
RSI = rsiPath;
IconState = iconState;
Color = color;
}
}
}
}