Files
tbd-station-14/Content.Shared/ActionBlocker/ActionBlockerSystem.cs

146 lines
4.3 KiB
C#

using Content.Shared.Body.Events;
using Content.Shared.DragDrop;
using Content.Shared.Emoting;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Movement;
using Content.Shared.Speech;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
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
{
public bool CanMove(EntityUid uid)
{
var ev = new MovementAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
/// <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)
{
var ev = new InteractionAttemptEvent(user, target);
RaiseLocalEvent(user, ev);
if (ev.Cancelled)
return false;
if (target == null)
return true;
var targetEv = new GettingInteractedWithAttemptEvent(user, target);
RaiseLocalEvent(target.Value, 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)
{
var ev = new UseAttemptEvent(user);
RaiseLocalEvent(user, ev);
return !ev.Cancelled;
}
public bool CanThrow(EntityUid user)
{
var ev = new ThrowAttemptEvent(user);
RaiseLocalEvent(user, ev);
return !ev.Cancelled;
}
public bool CanSpeak(EntityUid uid)
{
var ev = new SpeakAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanDrop(EntityUid uid)
{
var ev = new DropAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanPickup(EntityUid uid)
{
var ev = new PickupAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanEmote(EntityUid uid)
{
var ev = new EmoteAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
public bool CanAttack(EntityUid uid, EntityUid? target = null)
{
var ev = new AttackAttemptEvent(uid, target);
RaiseLocalEvent(uid, ev);
return !ev.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, ev);
return !ev.Cancelled;
}
public bool CanSweat(EntityUid uid)
{
var ev = new SweatAttemptEvent(uid);
RaiseLocalEvent(uid, ev);
return !ev.Cancelled;
}
}
}