Fix SCRAM implant not working while cuffed. Incidentally fix freedom implant working while dead/crit (#25978)

* Fix SCRAM implant not being usable while in cuffs. Also fix freedom implant from working while dead/crit as a side effect

* Move check up to apply to all actions and do thing I forgor to do before

* Change check into an ActionBlocker check that also checks whether the user is sleeping.

* Make checking for Consciousness the default for actions

Went through and chose what I believe to be sensible defaults for actions that had CheckCanInteract.

* Fix typos my beloved

I had an unbelievable skill issue

* Fix major skill issue
This commit is contained in:
nikthechampiongr
2024-03-19 00:35:46 +02:00
committed by GitHub
parent 5185a4a6b3
commit 22e9d6562f
13 changed files with 142 additions and 3 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.Bed.Sleep;
using Content.Shared.Body.Events;
using Content.Shared.DragDrop;
using Content.Shared.Emoting;
@@ -5,6 +6,8 @@ using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Speech;
@@ -67,6 +70,9 @@ namespace Content.Shared.ActionBlocker
/// <returns></returns>
public bool CanInteract(EntityUid user, EntityUid? target)
{
if (!CanConsciouslyPerformAction(user))
return false;
var ev = new InteractionAttemptEvent(user, target);
RaiseLocalEvent(user, ev);
@@ -98,6 +104,21 @@ namespace Content.Shared.ActionBlocker
return !ev.Cancelled;
}
/// <summary>
/// Whether a user conscious to perform an action.
/// </summary>
/// <remarks>
/// This should be used when you want a much more permissive check than <see cref="CanInteract"/>
/// </remarks>
public bool CanConsciouslyPerformAction(EntityUid user)
{
var ev = new ConsciousAttemptEvent(user);
RaiseLocalEvent(user, ev);
return !ev.Cancelled;
}
public bool CanThrow(EntityUid user, EntityUid itemUid)
{
var ev = new ThrowAttemptEvent(user, itemUid);

View File

@@ -1,4 +1,5 @@
using Robust.Shared.Audio;
using Content.Shared.Mobs;
using Robust.Shared.Audio;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
@@ -118,6 +119,12 @@ public abstract partial class BaseActionComponent : Component
/// </summary>
[DataField("checkCanInteract")] public bool CheckCanInteract = true;
/// <summary>
/// Whether to check if the user is conscious or not. Can be used instead of <see cref="CheckCanInteract"/>
/// for a more permissive check.
/// </summary>
[DataField] public bool CheckConsciousness = true;
/// <summary>
/// If true, this will cause the action to only execute locally without ever notifying the server.
/// </summary>
@@ -177,6 +184,7 @@ public abstract class BaseActionComponentState : ComponentState
public NetEntity? Container;
public NetEntity? EntityIcon;
public bool CheckCanInteract;
public bool CheckConsciousness;
public bool ClientExclusive;
public int Priority;
public NetEntity? AttachedEntity;
@@ -204,6 +212,7 @@ public abstract class BaseActionComponentState : ComponentState
MaxCharges = component.MaxCharges;
RenewCharges = component.RenewCharges;
CheckCanInteract = component.CheckCanInteract;
CheckConsciousness = component.CheckConsciousness;
ClientExclusive = component.ClientExclusive;
Priority = component.Priority;
AutoPopulate = component.AutoPopulate;

View File

@@ -8,6 +8,7 @@ using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Inventory.Events;
using Content.Shared.Mind;
using Content.Shared.Mobs.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
@@ -370,6 +371,9 @@ public abstract class SharedActionsSystem : EntitySystem
BaseActionEvent? performEvent = null;
if (action.CheckConsciousness && !_actionBlockerSystem.CanConsciouslyPerformAction(user))
return;
// Validate request by checking action blockers and the like:
switch (action)
{

View File

@@ -15,6 +15,14 @@
public EntityUid? Target { get; }
}
/// <summary>
/// Raised to determine whether an entity is conscious to perform an action.
/// </summary>
public sealed class ConsciousAttemptEvent(EntityUid Uid) : CancellableEntityEventArgs
{
public EntityUid Uid { get; } = Uid;
}
/// <summary>
/// Event raised directed at the target entity of an interaction to see if the user is allowed to perform some
/// generic interaction.

View File

@@ -28,7 +28,7 @@ public partial class MobStateSystem
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ConsciousAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);