Files
tbd-station-14/Content.Shared/GameObjects/EntitySystems/ActionBlocker/ActionBlockerSystem.cs
Vera Aguilera Puerto 63e1252539 Speech and Emoting components (#3075)
* Add Speech and Emoting components.

* makesentient gives you speech and emoting abilities.

* Ghosts do *not* need a SpeechComponent.

* I hate you all, and I hate shared code as well.
2021-02-05 17:01:54 +01:00

187 lines
4.8 KiB
C#

using Content.Shared.GameObjects.Components.Mobs.Speech;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using JetBrains.Annotations;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.EntitySystems.ActionBlocker
{
/// <summary>
/// Utility methods to check if a specific entity is allowed to perform an action.
/// For effects see <see cref="EffectBlockerSystem"/>
/// </summary>
[UsedImplicitly]
public class ActionBlockerSystem : EntitySystem
{
public static bool CanMove(IEntity entity)
{
var canMove = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canMove &= blocker.CanMove(); // Sets var to false if false
}
return canMove;
}
public static bool CanInteract(IEntity entity)
{
var canInteract = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canInteract &= blocker.CanInteract();
}
return canInteract;
}
public static bool CanUse(IEntity entity)
{
var canUse = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canUse &= blocker.CanUse();
}
return canUse;
}
public static bool CanThrow(IEntity entity)
{
var canThrow = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canThrow &= blocker.CanThrow();
}
return canThrow;
}
public static bool CanSpeak(IEntity entity)
{
if (!entity.HasComponent<SharedSpeechComponent>())
return false;
var canSpeak = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canSpeak &= blocker.CanSpeak();
}
return canSpeak;
}
public static bool CanDrop(IEntity entity)
{
var canDrop = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canDrop &= blocker.CanDrop();
}
return canDrop;
}
public static bool CanPickup(IEntity entity)
{
var canPickup = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canPickup &= blocker.CanPickup();
}
return canPickup;
}
public static bool CanEmote(IEntity entity)
{
if (!entity.HasComponent<SharedEmotingComponent>())
return false;
var canEmote = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canEmote &= blocker.CanEmote();
}
return canEmote;
}
public static bool CanAttack(IEntity entity)
{
var canAttack = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canAttack &= blocker.CanAttack();
}
return canAttack;
}
public static bool CanEquip(IEntity entity)
{
var canEquip = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canEquip &= blocker.CanEquip();
}
return canEquip;
}
public static bool CanUnequip(IEntity entity)
{
var canUnequip = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canUnequip &= blocker.CanUnequip();
}
return canUnequip;
}
public static bool CanChangeDirection(IEntity entity)
{
var canChangeDirection = true;
foreach (var blocker in entity.GetAllComponents<IActionBlocker>())
{
canChangeDirection &= blocker.CanChangeDirection();
}
return canChangeDirection;
}
public static bool CanShiver(IEntity entity)
{
var canShiver = true;
foreach (var component in entity.GetAllComponents<IActionBlocker>())
{
canShiver &= component.CanShiver();
}
return canShiver;
}
public static bool CanSweat(IEntity entity)
{
var canSweat = true;
foreach (var component in entity.GetAllComponents<IActionBlocker>())
{
canSweat &= component.CanSweat();
}
return canSweat;
}
}
}