* Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
171 lines
4.9 KiB
C#
171 lines
4.9 KiB
C#
using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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/// <summary>
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/// This interface gives components the ability to block certain actions from
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/// being done by the owning entity. For effects see <see cref="IEffectBlocker"/>
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/// </summary>
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public interface IActionBlocker
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{
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bool CanMove() => true;
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bool CanInteract() => true;
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bool CanUse() => true;
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bool CanThrow() => true;
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bool CanSpeak() => true;
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bool CanDrop() => true;
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bool CanPickup() => true;
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bool CanEmote() => true;
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bool CanAttack() => true;
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bool CanEquip() => true;
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bool CanUnequip() => true;
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bool CanChangeDirection() => true;
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}
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/// <summary>
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/// Utility methods to check if a specific entity is allowed to perform an action.
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/// For effects see <see cref="EffectBlockerSystem"/>
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/// </summary>
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public class ActionBlockerSystem : EntitySystem
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{
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public static bool CanMove(IEntity entity)
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{
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bool canmove = true;
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foreach(var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canmove &= actionblockercomponents.CanMove(); // Sets var to false if false
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}
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return canmove;
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}
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public static bool CanInteract(IEntity entity)
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{
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bool caninteract = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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caninteract &= actionblockercomponents.CanInteract();
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}
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return caninteract;
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}
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public static bool CanUse(IEntity entity)
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{
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bool canuse = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canuse &= actionblockercomponents.CanUse();
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}
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return canuse;
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}
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public static bool CanThrow(IEntity entity)
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{
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bool canthrow = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canthrow &= actionblockercomponents.CanThrow();
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}
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return canthrow;
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}
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public static bool CanSpeak(IEntity entity)
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{
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bool canspeak = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canspeak &= actionblockercomponents.CanSpeak();
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}
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return canspeak;
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}
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public static bool CanDrop(IEntity entity)
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{
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bool candrop = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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candrop &= actionblockercomponents.CanDrop();
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}
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return candrop;
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}
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public static bool CanPickup(IEntity entity)
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{
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bool canpickup = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canpickup &= actionblockercomponents.CanPickup();
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}
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return canpickup;
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}
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public static bool CanEmote(IEntity entity)
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{
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bool canemote = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canemote &= actionblockercomponents.CanEmote();
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}
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return canemote;
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}
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public static bool CanAttack(IEntity entity)
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{
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bool canattack = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canattack &= actionblockercomponents.CanAttack();
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}
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return canattack;
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}
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public static bool CanEquip(IEntity entity)
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{
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bool canequip = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canequip &= actionblockercomponents.CanEquip();
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}
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return canequip;
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}
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public static bool CanUnequip(IEntity entity)
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{
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bool canunequip = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canunequip &= actionblockercomponents.CanUnequip();
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}
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return canunequip;
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}
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public static bool CanChangeDirection(IEntity entity)
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{
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bool canchangedirection = true;
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canchangedirection &= actionblockercomponents.CanChangeDirection();
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}
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return canchangedirection;
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}
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}
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}
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