Species Component (#130)

* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -0,0 +1,47 @@
using SS14.Shared.GameObjects.Systems;
using SS14.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.EntitySystems
{
public interface IActionBlocker
{
bool CanMove();
bool CanInteract();
bool CanUse();
}
public class ActionBlockerSystem : EntitySystem
{
public static bool CanMove(IEntity entity)
{
bool canmove = true;
foreach(var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
{
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;
}
}
}

View File

@@ -178,10 +178,9 @@ namespace Content.Server.GameObjects.EntitySystems
var item = hands.GetActiveHand?.Owner;
if (!MobCanInteract(player))
if (!ActionBlockerSystem.CanInteract(player))
return;
//TODO: Mob status code that allows or rejects interactions based on current mob status
//Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
//TODO: Check if client should be able to see that object to click on it in the first place, prevent using locaters by firing a laser or something
//Clicked on empty space behavior, try using ranged attack
@@ -239,15 +238,6 @@ namespace Content.Server.GameObjects.EntitySystems
}
}
/// <summary>
/// TODO function for blocking activity based on mob status
/// </summary>
/// <returns></returns>
private static bool MobCanInteract(IEntity user)
{
return true; //Hook into future planned mob status system
}
/// <summary>
/// We didn't click on any entity, try doing an afterattack on the click location
/// </summary>
@@ -324,7 +314,7 @@ namespace Content.Server.GameObjects.EntitySystems
/// <param name="used"></param>
public static void TryUseInteraction(IEntity user, IEntity used)
{
if (user != null && used != null && MobCanInteract(user))
if (user != null && used != null && ActionBlockerSystem.CanUse(user))
{
UseInteraction(user, used);
}