* 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>
87 lines
2.5 KiB
C#
87 lines
2.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Shared.ActionBlocker;
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using Content.Shared.DragDrop;
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using Content.Shared.Hands.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Strip.Components
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{
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public abstract class SharedStrippableComponent : Component, IDraggable
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{
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public override string Name => "Strippable";
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public bool CanBeStripped(EntityUid by)
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{
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return by != Owner
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&& IoCManager.Resolve<IEntityManager>().HasComponent<SharedHandsComponent>(@by)
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&& EntitySystem.Get<ActionBlockerSystem>().CanInteract(@by);
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}
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bool IDraggable.CanDrop(CanDropEvent args)
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{
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return args.Target != args.Dragged
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&& args.Target == args.User
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&& CanBeStripped(args.User);
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}
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public abstract bool Drop(DragDropEvent args);
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[NetSerializable, Serializable]
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public enum StrippingUiKey
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{
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Key,
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}
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}
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[NetSerializable, Serializable]
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public class StrippingInventoryButtonPressed : BoundUserInterfaceMessage
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{
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public string Slot { get; }
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public StrippingInventoryButtonPressed(string slot)
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{
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Slot = slot;
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}
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}
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[NetSerializable, Serializable]
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public class StrippingHandButtonPressed : BoundUserInterfaceMessage
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{
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public string Hand { get; }
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public StrippingHandButtonPressed(string hand)
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{
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Hand = hand;
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}
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}
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[NetSerializable, Serializable]
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public class StrippingHandcuffButtonPressed : BoundUserInterfaceMessage
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{
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public EntityUid Handcuff { get; }
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public StrippingHandcuffButtonPressed(EntityUid handcuff)
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{
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Handcuff = handcuff;
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}
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}
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[NetSerializable, Serializable]
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public class StrippingBoundUserInterfaceState : BoundUserInterfaceState
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{
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public Dictionary<(string ID, string Name), string> Inventory { get; }
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public Dictionary<string, string> Hands { get; }
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public Dictionary<EntityUid, string> Handcuffs { get; }
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public StrippingBoundUserInterfaceState(Dictionary<(string ID, string Name), string> inventory, Dictionary<string, string> hands, Dictionary<EntityUid, string> handcuffs)
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{
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Inventory = inventory;
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Hands = hands;
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Handcuffs = handcuffs;
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}
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}
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}
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