* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
174 lines
4.9 KiB
C#
174 lines
4.9 KiB
C#
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;
|
|
}
|
|
|
|
/// <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;
|
|
}
|
|
}
|
|
}
|