Deprecate a bunch of IActionBlocker (#4852)

* Deprecate IActionBlocker ChangeDirectionAttempt

* Woops

* Throw and interact

* Deperacte speech

* ActionBlocker in fucking shambles

* CanEmote go byebye

* CanAttack is GONE

* IActionBlocker finally ded

* DRY
This commit is contained in:
metalgearsloth
2021-10-21 13:03:14 +11:00
committed by GitHub
parent 339982d05b
commit 7beb363285
20 changed files with 196 additions and 437 deletions

View File

@@ -33,55 +33,5 @@ namespace Content.Shared.MobState.State
public virtual void ExitState(IEntity entity) { }
public virtual void UpdateState(IEntity entity, int threshold) { }
public virtual bool CanInteract()
{
return true;
}
public virtual bool CanUse()
{
return true;
}
public virtual bool CanThrow()
{
return true;
}
public virtual bool CanSpeak()
{
return true;
}
public virtual bool CanDrop()
{
return true;
}
public virtual bool CanPickup()
{
return true;
}
public virtual bool CanEmote()
{
return true;
}
public virtual bool CanAttack()
{
return true;
}
public virtual bool CanEquip()
{
return true;
}
public virtual bool CanUnequip()
{
return true;
}
}
}

View File

@@ -8,7 +8,7 @@ namespace Content.Shared.MobState.State
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
/// </summary>
public interface IMobState : IActionBlocker
public interface IMobState
{
bool IsAlive();

View File

@@ -1,5 +1,4 @@
using Content.Shared.Alert;
using Content.Shared.Hands;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
@@ -35,55 +34,5 @@ namespace Content.Shared.MobState.State
EntitySystem.Get<StandingStateSystem>().Stand(entity.Uid);
}
public override bool CanInteract()
{
return false;
}
public override bool CanUse()
{
return false;
}
public override bool CanThrow()
{
return false;
}
public override bool CanSpeak()
{
return false;
}
public override bool CanDrop()
{
return false;
}
public override bool CanPickup()
{
return false;
}
public override bool CanEmote()
{
return false;
}
public override bool CanAttack()
{
return false;
}
public override bool CanEquip()
{
return false;
}
public override bool CanUnequip()
{
return false;
}
}
}

View File

@@ -43,65 +43,5 @@ namespace Content.Shared.MobState.State
physics.CanCollide = true;
}
}
public override bool CanInteract()
{
return false;
}
public override bool CanUse()
{
return false;
}
public override bool CanThrow()
{
return false;
}
public override bool CanSpeak()
{
return false;
}
public override bool CanDrop()
{
return false;
}
public override bool CanPickup()
{
return false;
}
public override bool CanEmote()
{
return false;
}
public override bool CanAttack()
{
return false;
}
public override bool CanEquip()
{
return false;
}
public override bool CanUnequip()
{
return false;
}
public bool CanShiver()
{
return false;
}
public bool CanSweat()
{
return false;
}
}
}

View File

@@ -21,55 +21,5 @@ namespace Content.Shared.MobState.State
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
}
public override bool CanInteract()
{
return true;
}
public override bool CanUse()
{
return true;
}
public override bool CanThrow()
{
return true;
}
public override bool CanSpeak()
{
return true;
}
public override bool CanDrop()
{
return true;
}
public override bool CanPickup()
{
return true;
}
public override bool CanEmote()
{
return true;
}
public override bool CanAttack()
{
return true;
}
public override bool CanEquip()
{
return true;
}
public override bool CanUnequip()
{
return true;
}
}
}