* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role Moved the starting TC balance to cvars * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Removed Pressure property from BarotraumaComponent Changed CanShiver method to match style of other CanX method in ActionBlockerSystem * Merged EntityCoordinates and changed components to reflect the change * Fix typo * Wrapped string to Loc.GetString Added CanSweat Refactored dead state check
197 lines
5.6 KiB
C#
197 lines
5.6 KiB
C#
using System.Linq;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
|
|
namespace Content.Shared.GameObjects.EntitySystems
|
|
{
|
|
/// <summary>
|
|
/// This interface gives components the ability to block certain actions from
|
|
/// being done by the owning entity. For effects see <see cref="IEffectBlocker"/>
|
|
/// </summary>
|
|
public interface IActionBlocker
|
|
{
|
|
bool CanMove() => true;
|
|
bool CanInteract() => true;
|
|
bool CanUse() => true;
|
|
bool CanThrow() => true;
|
|
bool CanSpeak() => true;
|
|
bool CanDrop() => true;
|
|
bool CanPickup() => true;
|
|
bool CanEmote() => true;
|
|
bool CanAttack() => true;
|
|
|
|
bool CanEquip() => true;
|
|
|
|
bool CanUnequip() => true;
|
|
|
|
bool CanChangeDirection() => true;
|
|
|
|
bool CanShiver() => true;
|
|
bool CanSweat() => true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Utility methods to check if a specific entity is allowed to perform an action.
|
|
/// For effects see <see cref="EffectBlockerSystem"/>
|
|
/// </summary>
|
|
public class ActionBlockerSystem : EntitySystem
|
|
{
|
|
public static bool CanMove(IEntity entity)
|
|
{
|
|
bool canmove = true;
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canmove &= actionblockercomponents.CanMove(); // Sets var to false if false
|
|
}
|
|
|
|
return canmove;
|
|
}
|
|
|
|
public static bool CanInteract(IEntity entity)
|
|
{
|
|
bool caninteract = true;
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
caninteract &= actionblockercomponents.CanInteract();
|
|
}
|
|
|
|
return caninteract;
|
|
}
|
|
|
|
public static bool CanUse(IEntity entity)
|
|
{
|
|
bool canuse = true;
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canuse &= actionblockercomponents.CanUse();
|
|
}
|
|
|
|
return canuse;
|
|
}
|
|
|
|
public static bool CanThrow(IEntity entity)
|
|
{
|
|
bool canthrow = true;
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canthrow &= actionblockercomponents.CanThrow();
|
|
}
|
|
|
|
return canthrow;
|
|
}
|
|
|
|
public static bool CanSpeak(IEntity entity)
|
|
{
|
|
bool canspeak = true;
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canspeak &= actionblockercomponents.CanSpeak();
|
|
}
|
|
|
|
return canspeak;
|
|
}
|
|
|
|
public static bool CanDrop(IEntity entity)
|
|
{
|
|
bool candrop = true;
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
candrop &= actionblockercomponents.CanDrop();
|
|
}
|
|
|
|
return candrop;
|
|
}
|
|
|
|
public static bool CanPickup(IEntity entity)
|
|
{
|
|
bool canpickup = true;
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canpickup &= actionblockercomponents.CanPickup();
|
|
}
|
|
|
|
return canpickup;
|
|
}
|
|
|
|
public static bool CanEmote(IEntity entity)
|
|
{
|
|
bool canemote = true;
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canemote &= actionblockercomponents.CanEmote();
|
|
}
|
|
|
|
return canemote;
|
|
}
|
|
|
|
public static bool CanAttack(IEntity entity)
|
|
{
|
|
bool canattack = true;
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canattack &= actionblockercomponents.CanAttack();
|
|
}
|
|
|
|
return canattack;
|
|
}
|
|
|
|
public static bool CanEquip(IEntity entity)
|
|
{
|
|
bool canequip = true;
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canequip &= actionblockercomponents.CanEquip();
|
|
}
|
|
|
|
return canequip;
|
|
}
|
|
|
|
public static bool CanUnequip(IEntity entity)
|
|
{
|
|
bool canunequip = true;
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canunequip &= actionblockercomponents.CanUnequip();
|
|
}
|
|
|
|
return canunequip;
|
|
}
|
|
|
|
public static bool CanChangeDirection(IEntity entity)
|
|
{
|
|
bool canchangedirection = true;
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canchangedirection &= actionblockercomponents.CanChangeDirection();
|
|
}
|
|
|
|
return canchangedirection;
|
|
}
|
|
|
|
public static bool CanShiver(IEntity entity)
|
|
{
|
|
var canShiver = true;
|
|
foreach (var component in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canShiver &= component.CanShiver();
|
|
}
|
|
return canShiver;
|
|
}
|
|
|
|
public static bool CanSweat(IEntity entity)
|
|
{
|
|
var canSweat = true;
|
|
foreach (var component in entity.GetAllComponents<IActionBlocker>())
|
|
{
|
|
canSweat &= component.CanSweat();
|
|
}
|
|
return canSweat;
|
|
}
|
|
}
|
|
}
|