43 lines
1.2 KiB
C#
43 lines
1.2 KiB
C#
using System;
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using Content.Shared.ActionBlocker;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.EffectBlocker
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{
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/// <summary>
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/// Utility methods to check if an effect is allowed to affect a specific entity.
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/// For actions see <see cref="ActionBlockerSystem"/>
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/// </summary>
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[UsedImplicitly]
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public class EffectBlockerSystem : EntitySystem
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{
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// TODO: Make these methods not static. Maybe move them to their relevant EntitySystems?
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// TODO: Add EntityUid overloads.
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public static bool CanFall(IEntity entity)
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{
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var canFall = true;
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foreach (var blocker in entity.GetAllComponents<IEffectBlocker>())
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{
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canFall &= blocker.CanFall(); // Sets var to false if false
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}
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return canFall;
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}
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public static bool CanSlip(IEntity entity)
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{
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var canSlip = true;
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foreach (var blocker in entity.GetAllComponents<IEffectBlocker>())
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{
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canSlip &= blocker.CanSlip(); // Sets var to false if false
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}
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return canSlip;
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}
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}
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}
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