2020-09-09 18:03:27 +03:00
|
|
|
|
using System.Linq;
|
|
|
|
|
|
using Robust.Shared.GameObjects.Systems;
|
2019-04-15 21:11:38 -06:00
|
|
|
|
using Robust.Shared.Interfaces.GameObjects;
|
2018-12-13 07:47:19 -06:00
|
|
|
|
|
2020-06-24 02:21:20 +02:00
|
|
|
|
namespace Content.Shared.GameObjects.EntitySystems
|
2018-12-13 07:47:19 -06:00
|
|
|
|
{
|
2020-06-25 15:52:24 +02:00
|
|
|
|
/// <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>
|
2018-12-13 07:47:19 -06:00
|
|
|
|
public interface IActionBlocker
|
|
|
|
|
|
{
|
2020-03-30 01:15:03 +02:00
|
|
|
|
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;
|
Bodysystem and damagesystem rework (#1544)
* 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>
2020-08-17 01:42:42 +02:00
|
|
|
|
|
2020-05-13 16:53:01 +02:00
|
|
|
|
bool CanEquip() => true;
|
Bodysystem and damagesystem rework (#1544)
* 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>
2020-08-17 01:42:42 +02:00
|
|
|
|
|
2020-05-13 16:53:01 +02:00
|
|
|
|
bool CanUnequip() => true;
|
Bodysystem and damagesystem rework (#1544)
* 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>
2020-08-17 01:42:42 +02:00
|
|
|
|
|
2020-05-13 19:26:39 +02:00
|
|
|
|
bool CanChangeDirection() => true;
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
|
|
|
|
|
bool CanShiver() => true;
|
|
|
|
|
|
bool CanSweat() => true;
|
2018-12-13 07:47:19 -06:00
|
|
|
|
}
|
|
|
|
|
|
|
2020-06-25 15:52:24 +02:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// Utility methods to check if a specific entity is allowed to perform an action.
|
|
|
|
|
|
/// For effects see <see cref="EffectBlockerSystem"/>
|
|
|
|
|
|
/// </summary>
|
2018-12-13 07:47:19 -06:00
|
|
|
|
public class ActionBlockerSystem : EntitySystem
|
|
|
|
|
|
{
|
|
|
|
|
|
public static bool CanMove(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canmove = true;
|
2020-09-09 18:03:27 +03:00
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
2018-12-13 07:47:19 -06:00
|
|
|
|
{
|
2020-06-25 15:52:24 +02:00
|
|
|
|
canmove &= actionblockercomponents.CanMove(); // Sets var to false if false
|
2018-12-13 07:47:19 -06:00
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
2018-12-13 07:47:19 -06:00
|
|
|
|
return canmove;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public static bool CanInteract(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool caninteract = true;
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
caninteract &= actionblockercomponents.CanInteract();
|
|
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
2018-12-13 07:47:19 -06:00
|
|
|
|
return caninteract;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public static bool CanUse(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canuse = true;
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
canuse &= actionblockercomponents.CanUse();
|
|
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
2018-12-13 07:47:19 -06:00
|
|
|
|
return canuse;
|
|
|
|
|
|
}
|
2019-07-18 23:33:02 +02:00
|
|
|
|
|
|
|
|
|
|
public static bool CanThrow(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canthrow = true;
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
canthrow &= actionblockercomponents.CanThrow();
|
|
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
2019-07-18 23:33:02 +02:00
|
|
|
|
return canthrow;
|
|
|
|
|
|
}
|
2019-09-24 03:55:38 -04:00
|
|
|
|
|
|
|
|
|
|
public static bool CanSpeak(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canspeak = true;
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
canspeak &= actionblockercomponents.CanSpeak();
|
|
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
2019-09-24 03:55:38 -04:00
|
|
|
|
return canspeak;
|
|
|
|
|
|
}
|
2019-10-30 21:49:07 +01:00
|
|
|
|
|
2019-11-25 00:11:47 +01:00
|
|
|
|
public static bool CanDrop(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool candrop = true;
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
candrop &= actionblockercomponents.CanDrop();
|
|
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
2019-11-25 00:11:47 +01:00
|
|
|
|
return candrop;
|
2020-09-09 18:03:27 +03:00
|
|
|
|
}
|
2020-02-16 23:04:06 +01:00
|
|
|
|
|
|
|
|
|
|
public static bool CanPickup(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canpickup = true;
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
canpickup &= actionblockercomponents.CanPickup();
|
|
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
2020-02-16 23:04:06 +01:00
|
|
|
|
return canpickup;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2019-10-30 21:49:07 +01:00
|
|
|
|
public static bool CanEmote(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canemote = true;
|
|
|
|
|
|
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
canemote &= actionblockercomponents.CanEmote();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return canemote;
|
|
|
|
|
|
}
|
2020-03-03 15:10:09 +01:00
|
|
|
|
|
|
|
|
|
|
public static bool CanAttack(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canattack = true;
|
|
|
|
|
|
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
canattack &= actionblockercomponents.CanAttack();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return canattack;
|
|
|
|
|
|
}
|
2020-05-13 16:53:01 +02:00
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
}
|
2020-05-13 19:26:39 +02:00
|
|
|
|
|
|
|
|
|
|
public static bool CanChangeDirection(IEntity entity)
|
|
|
|
|
|
{
|
|
|
|
|
|
bool canchangedirection = true;
|
|
|
|
|
|
|
|
|
|
|
|
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
|
|
|
|
|
{
|
|
|
|
|
|
canchangedirection &= actionblockercomponents.CanChangeDirection();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return canchangedirection;
|
|
|
|
|
|
}
|
2020-09-09 18:03:27 +03:00
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
}
|
2018-12-13 07:47:19 -06:00
|
|
|
|
}
|
|
|
|
|
|
}
|