Files
OldThink/Content.Shared/GameObjects/EntitySystems/ActionBlockerSystem.cs

196 lines
5.6 KiB
C#
Raw Normal View History

using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
2020-06-24 02:21:20 +02:00
namespace Content.Shared.GameObjects.EntitySystems
{
Add Buckling (#1155) * Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
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>
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;
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;
bool CanShiver() => true;
bool CanSweat() => true;
}
Add Buckling (#1155) * Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
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>
public class ActionBlockerSystem : EntitySystem
{
public static bool CanMove(IEntity entity)
{
bool canmove = true;
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
{
Add Buckling (#1155) * Create BuckleableComponent.cs * Add strap component and keybind to buckle targeted entity * Remove buckle keybind, turn it into a verb * Add moving and attaching the buckled entity to the strap * Fix reality collapsing when clicking on a buckled entity * Add strap position to buckle a mob in the standing or down position * Add new default strap position that makes no change to the mob's standing state * Add Strap component to office chairs and stools * Add Strap component to the pilot chair * Add buckled status effect icon * Add status effect click behaviour * Add buckling and unbuckling sounds * Change Buckle verb to only appear when an entity can be currently buckled * Rotate buckled entity in the direction of the seat * Disable entity rotation when buckled * Fix buckle rotation on beds * Buckling now finds the closest strap to the buckleable entity * Fix rotation when unbuckling an entity * Move buckle verb to StrapComponent * Added buckled entity unbuckle verb, range and interaction checks * Add checks for currently occupied straps * Add unbuckling entity if its respective strap component is removed * Add Clickable, InteractionOutline and Collidable components to bed * Add rotation property to strap component * Rename Buckleable to Buckle * Add Buckle and Strap sizes to buckle multiple entities in the same strap * Remove out of range popup message from strap verb GetData * Move BuckledTo setter logic to its methods * Fix Strap BuckledEntities being public * Fix not updating status when Buckle component is removed * Change BuckleComponent.BuckledTo to be of type StrapComponent * Fix NRE when unbuckling * Add buckle perspective messages * Fix not equals comparison in strap verb * Add added check to Strap TryAdd * Change buckle.ogg and unbuckle.ogg from stereo to mono * Remove -2f volume on buckle and unbuckle sounds * Add summary to Strap TryAdd and Remove methods * Make buckled entities unable to fall * Fix default strap position not rotating the buckled entity * Add downing after unbuckling an entity if it is knocked down * Prevent an entity from buckling onto itself Fixes stack overflow error * Disable recursive buckling * Add buckling onto straps by clicking them with an empty hand * Add recursive buckle check to the trybuckle method as well * Fix being able to click on a different strap to unbuckle from the current one * Merge TryUnbuckle and ForceUnbuckle with a force argument * Remove explicit unimplemented status effect clicking cases * Add documentation to EffectBlockerSystem and ActionBlockerSystem
2020-06-25 15:52:24 +02:00
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;
}
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;
}
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;
}
}
}