* ECS dragdrop No more excuses. * AAAAAAAAAAAAAA * kry * events * aaaaaaaaaa * HUH * Fix stripping * aaaaaa * spoike * asease * fix table vaulting * ded * rebiew * aaaaaaaaaaaaa * drag * aeaeae * weh
130 lines
4.1 KiB
C#
130 lines
4.1 KiB
C#
using Content.Shared.DragDrop;
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using Content.Shared.Emoting;
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using Content.Shared.Hands;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Ghost
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{
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/// <summary>
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/// System for the <see cref="SharedGhostComponent"/>.
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/// Prevents ghosts from interacting when <see cref="SharedGhostComponent.CanGhostInteract"/> is false.
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/// </summary>
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public abstract class SharedGhostSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedGhostComponent, UseAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<SharedGhostComponent, InteractionAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<SharedGhostComponent, EmoteAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<SharedGhostComponent, DropAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<SharedGhostComponent, PickupAttemptEvent>(OnAttempt);
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}
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private void OnAttempt(EntityUid uid, SharedGhostComponent component, CancellableEntityEventArgs args)
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{
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if (!component.CanGhostInteract)
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args.Cancel();
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}
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public void SetCanReturnToBody(SharedGhostComponent component, bool value)
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{
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component.CanReturnToBody = value;
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}
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}
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/// <summary>
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/// A client to server request to get places a ghost can warp to.
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/// Response is sent via <see cref="GhostWarpsResponseEvent"/>
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostWarpsRequestEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// An individual place a ghost can warp to.
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/// This is used as part of <see cref="GhostWarpsResponseEvent"/>
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/// </summary>
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[Serializable, NetSerializable]
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public struct GhostWarp
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{
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public GhostWarp(EntityUid entity, string displayName, bool isWarpPoint)
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{
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Entity = entity;
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DisplayName = displayName;
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IsWarpPoint = isWarpPoint;
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}
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/// <summary>
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/// The entity representing the warp point.
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/// This is passed back to the server in <see cref="GhostWarpToTargetRequestEvent"/>
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/// </summary>
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public EntityUid Entity { get; }
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/// <summary>
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/// The display name to be surfaced in the ghost warps menu
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/// </summary>
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public string DisplayName { get; }
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/// <summary>
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/// Whether this warp represents a warp point or a player
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/// </summary>
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public bool IsWarpPoint { get; }
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}
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/// <summary>
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/// A server to client response for a <see cref="GhostWarpsRequestEvent"/>.
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/// Contains players, and locations a ghost can warp to
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostWarpsResponseEvent : EntityEventArgs
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{
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public GhostWarpsResponseEvent(List<GhostWarp> warps)
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{
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Warps = warps;
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}
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/// <summary>
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/// A list of warp points.
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/// </summary>
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public List<GhostWarp> Warps { get; }
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}
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/// <summary>
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/// A client to server request for their ghost to be warped to an entity
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostWarpToTargetRequestEvent : EntityEventArgs
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{
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public EntityUid Target { get; }
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public GhostWarpToTargetRequestEvent(EntityUid target)
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{
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Target = target;
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}
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}
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/// <summary>
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/// A client to server request for their ghost to return to body
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostReturnToBodyRequest : EntityEventArgs
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{
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}
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/// <summary>
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/// A server to client update with the available ghost role count
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class GhostUpdateGhostRoleCountEvent : EntityEventArgs
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{
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public int AvailableGhostRoles { get; }
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public GhostUpdateGhostRoleCountEvent(int availableGhostRoleCount)
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{
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AvailableGhostRoles = availableGhostRoleCount;
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}
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}
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}
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