* fix: don't run pickup effects on verb creation * review * redundant --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
257 lines
8.5 KiB
C#
257 lines
8.5 KiB
C#
using Content.Shared.Body.Events;
|
|
using Content.Shared.Emoting;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Interaction.Components;
|
|
using Content.Shared.Interaction.Events;
|
|
using Content.Shared.Item;
|
|
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Movement.Events;
|
|
using Content.Shared.Speech;
|
|
using Content.Shared.Throwing;
|
|
using Content.Shared.Weapons.Melee;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.Containers;
|
|
|
|
namespace Content.Shared.ActionBlocker
|
|
{
|
|
/// <summary>
|
|
/// Utility methods to check if a specific entity is allowed to perform an action.
|
|
/// </summary>
|
|
[UsedImplicitly]
|
|
public sealed class ActionBlockerSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedContainerSystem _container = default!;
|
|
|
|
private EntityQuery<ComplexInteractionComponent> _complexInteractionQuery;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_complexInteractionQuery = GetEntityQuery<ComplexInteractionComponent>();
|
|
|
|
SubscribeLocalEvent<InputMoverComponent, ComponentStartup>(OnMoverStartup);
|
|
}
|
|
|
|
private void OnMoverStartup(EntityUid uid, InputMoverComponent component, ComponentStartup args)
|
|
{
|
|
UpdateCanMove(uid, component);
|
|
}
|
|
|
|
public bool CanMove(EntityUid uid, InputMoverComponent? component = null)
|
|
{
|
|
return Resolve(uid, ref component, false) && component.CanMove;
|
|
}
|
|
|
|
public bool UpdateCanMove(EntityUid uid, InputMoverComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component, false))
|
|
return false;
|
|
|
|
var ev = new UpdateCanMoveEvent(uid);
|
|
RaiseLocalEvent(uid, ev);
|
|
|
|
if (component.CanMove == ev.Cancelled)
|
|
Dirty(uid, component);
|
|
|
|
component.CanMove = !ev.Cancelled;
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if a given entity is able to do specific complex interactions.
|
|
/// This is used to gate manipulation to general humanoids. If a mouse shouldn't be able to do something, then it's complex.
|
|
/// </summary>
|
|
public bool CanComplexInteract(EntityUid user)
|
|
{
|
|
return _complexInteractionQuery.HasComp(user);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raises an event directed at both the user and the target entity to check whether a user is capable of
|
|
/// interacting with this entity.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// If this is a generic interaction without a target (e.g., stop-drop-and-roll when burning), the target
|
|
/// may be null. Note that this is checked by <see cref="SharedInteractionSystem"/>. In the majority of
|
|
/// cases, systems that provide interactions will not need to check this themselves, though they may need to
|
|
/// check other blockers like <see cref="CanPickup(EntityUid)"/>
|
|
/// </remarks>
|
|
/// <returns></returns>
|
|
public bool CanInteract(EntityUid user, EntityUid? target)
|
|
{
|
|
if (!CanConsciouslyPerformAction(user))
|
|
return false;
|
|
|
|
var ev = new InteractionAttemptEvent(user, target);
|
|
RaiseLocalEvent(user, ref ev);
|
|
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
if (target == null || target == user)
|
|
return true;
|
|
|
|
var targetEv = new GettingInteractedWithAttemptEvent(user, target);
|
|
RaiseLocalEvent(target.Value, ref targetEv);
|
|
|
|
return !targetEv.Cancelled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Can a user utilize the entity that they are currently holding in their hands.
|
|
/// </summary>>
|
|
/// <remarks>
|
|
/// This event is automatically checked by <see cref="SharedInteractionSystem"/> for any interactions that
|
|
/// involve using a held entity. In the majority of cases, systems that provide interactions will not need
|
|
/// to check this themselves.
|
|
/// </remarks>
|
|
public bool CanUseHeldEntity(EntityUid user, EntityUid used)
|
|
{
|
|
var useEv = new UseAttemptEvent(user, used);
|
|
RaiseLocalEvent(user, useEv);
|
|
|
|
if (useEv.Cancelled)
|
|
return false;
|
|
|
|
var usedEv = new GettingUsedAttemptEvent(user);
|
|
RaiseLocalEvent(used, usedEv);
|
|
|
|
return !usedEv.Cancelled;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Whether a user conscious to perform an action.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This should be used when you want a much more permissive check than <see cref="CanInteract"/>
|
|
/// </remarks>
|
|
public bool CanConsciouslyPerformAction(EntityUid user)
|
|
{
|
|
var ev = new ConsciousAttemptEvent(user);
|
|
RaiseLocalEvent(user, ref ev);
|
|
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
public bool CanThrow(EntityUid user, EntityUid itemUid)
|
|
{
|
|
var ev = new ThrowAttemptEvent(user, itemUid);
|
|
RaiseLocalEvent(user, ev);
|
|
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
var itemEv = new ThrowItemAttemptEvent(user);
|
|
RaiseLocalEvent(itemUid, ref itemEv);
|
|
|
|
return !itemEv.Cancelled;
|
|
}
|
|
|
|
public bool CanSpeak(EntityUid uid)
|
|
{
|
|
// This one is used as broadcast
|
|
var ev = new SpeakAttemptEvent(uid);
|
|
RaiseLocalEvent(uid, ev, true);
|
|
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
public bool CanDrop(EntityUid uid)
|
|
{
|
|
var ev = new DropAttemptEvent();
|
|
RaiseLocalEvent(uid, ev);
|
|
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Whether a user can pickup the given item.
|
|
/// </summary>
|
|
/// <param name="user">The mob trying to pick up the item.</param>
|
|
/// <param name="item">The item being picked up.</param>
|
|
/// <param name="showPopup">Whether or not to show a popup to the player telling them why the attempt failed.</param>
|
|
public bool CanPickup(EntityUid user, EntityUid item, bool showPopup = false)
|
|
{
|
|
var userEv = new PickupAttemptEvent(user, item, showPopup);
|
|
RaiseLocalEvent(user, userEv);
|
|
|
|
if (userEv.Cancelled)
|
|
return false;
|
|
|
|
var itemEv = new GettingPickedUpAttemptEvent(user, item, showPopup);
|
|
RaiseLocalEvent(item, itemEv);
|
|
|
|
return !itemEv.Cancelled;
|
|
}
|
|
|
|
public bool CanEmote(EntityUid uid)
|
|
{
|
|
// This one is used as broadcast
|
|
var ev = new EmoteAttemptEvent(uid);
|
|
RaiseLocalEvent(uid, ev, true);
|
|
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
public bool CanAttack(EntityUid uid, EntityUid? target = null, Entity<MeleeWeaponComponent>? weapon = null, bool disarm = false)
|
|
{
|
|
// If target is in a container can we attack
|
|
if (target != null && _container.IsEntityInContainer(target.Value))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
_container.TryGetOuterContainer(uid, Transform(uid), out var outerContainer);
|
|
|
|
// If we're in a container can we attack the target.
|
|
if (target != null && target != outerContainer?.Owner && _container.IsEntityInContainer(uid))
|
|
{
|
|
var containerEv = new CanAttackFromContainerEvent(uid, target);
|
|
RaiseLocalEvent(uid, containerEv);
|
|
if (!containerEv.CanAttack)
|
|
return false;
|
|
}
|
|
|
|
var ev = new AttackAttemptEvent(uid, target, weapon, disarm);
|
|
RaiseLocalEvent(uid, ev);
|
|
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
if (target == null)
|
|
return true;
|
|
|
|
var tev = new GettingAttackedAttemptEvent(uid, weapon, disarm);
|
|
RaiseLocalEvent(target.Value, ref tev);
|
|
return !tev.Cancelled;
|
|
}
|
|
|
|
public bool CanChangeDirection(EntityUid uid)
|
|
{
|
|
var ev = new ChangeDirectionAttemptEvent(uid);
|
|
RaiseLocalEvent(uid, ev);
|
|
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
public bool CanShiver(EntityUid uid)
|
|
{
|
|
var ev = new ShiverAttemptEvent(uid);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return !ev.Cancelled;
|
|
}
|
|
|
|
public bool CanSweat(EntityUid uid)
|
|
{
|
|
var ev = new SweatAttemptEvent(uid);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return !ev.Cancelled;
|
|
}
|
|
}
|
|
}
|