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* refactor: make MoverController use more queries
* perf: don't process paused MoverControllers
* perf: track active input movers via events
* Revert "place stored changeling identities next to each other (#39452)"
This reverts commit 9b5d2ff11b.
* perf: keep around the seen movers hashset
* fix: don't reintroduce wild wild west ordering
* style: use virtual method
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* docs: better ActiveInputMoverComponent motiviation
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
* fix: pass through known comp
* fix: properly order relay movers for real
* perf: use proxy Transform() and inline it
Actually this might be a slight performance improvement since it avoids
the dictionary lookup until the case that its body status is on ground.
* style: switch an event handler to Entity<T>
* fix: just-in-case track for relay loops
* merg conflix
* borger
* whitespace moment
* whoops
* empty
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
253 lines
8.5 KiB
C#
253 lines
8.5 KiB
C#
using Content.Shared.Body.Events;
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using Content.Shared.Emoting;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Item;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Speech;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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namespace Content.Shared.ActionBlocker
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{
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/// <summary>
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/// Utility methods to check if a specific entity is allowed to perform an action.
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/// </summary>
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[UsedImplicitly]
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public sealed class ActionBlockerSystem : EntitySystem
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{
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[Dependency] private readonly SharedContainerSystem _container = default!;
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private EntityQuery<ComplexInteractionComponent> _complexInteractionQuery;
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public override void Initialize()
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{
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base.Initialize();
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_complexInteractionQuery = GetEntityQuery<ComplexInteractionComponent>();
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}
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// These two methods should probably both live in SharedMoverController
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// but they're called in a million places and I'm not doing that
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// refactor right now.
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public bool CanMove(EntityUid uid, InputMoverComponent? component = null)
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{
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return Resolve(uid, ref component, false) && component.CanMove;
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}
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public bool UpdateCanMove(EntityUid uid, InputMoverComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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var ev = new UpdateCanMoveEvent(uid);
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RaiseLocalEvent(uid, ev);
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if (component.CanMove == ev.Cancelled)
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Dirty(uid, component);
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component.CanMove = !ev.Cancelled;
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return !ev.Cancelled;
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}
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/// <summary>
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/// Checks if a given entity is able to do specific complex interactions.
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/// This is used to gate manipulation to general humanoids. If a mouse shouldn't be able to do something, then it's complex.
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/// </summary>
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public bool CanComplexInteract(EntityUid user)
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{
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return _complexInteractionQuery.HasComp(user);
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}
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/// <summary>
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/// Raises an event directed at both the user and the target entity to check whether a user is capable of
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/// interacting with this entity.
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/// </summary>
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/// <remarks>
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/// If this is a generic interaction without a target (e.g., stop-drop-and-roll when burning), the target
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/// may be null. Note that this is checked by <see cref="SharedInteractionSystem"/>. In the majority of
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/// cases, systems that provide interactions will not need to check this themselves, though they may need to
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/// check other blockers like <see cref="CanPickup(EntityUid)"/>
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/// </remarks>
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/// <returns></returns>
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public bool CanInteract(EntityUid user, EntityUid? target)
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{
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if (!CanConsciouslyPerformAction(user))
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return false;
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var ev = new InteractionAttemptEvent(user, target);
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RaiseLocalEvent(user, ref ev);
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if (ev.Cancelled)
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return false;
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if (target == null || target == user)
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return true;
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var targetEv = new GettingInteractedWithAttemptEvent(user, target);
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RaiseLocalEvent(target.Value, ref targetEv);
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return !targetEv.Cancelled;
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}
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/// <summary>
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/// Can a user utilize the entity that they are currently holding in their hands.
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/// </summary>>
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/// <remarks>
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/// This event is automatically checked by <see cref="SharedInteractionSystem"/> for any interactions that
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/// involve using a held entity. In the majority of cases, systems that provide interactions will not need
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/// to check this themselves.
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/// </remarks>
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public bool CanUseHeldEntity(EntityUid user, EntityUid used)
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{
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var useEv = new UseAttemptEvent(user, used);
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RaiseLocalEvent(user, useEv);
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if (useEv.Cancelled)
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return false;
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var usedEv = new GettingUsedAttemptEvent(user);
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RaiseLocalEvent(used, usedEv);
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return !usedEv.Cancelled;
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}
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/// <summary>
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/// Whether a user conscious to perform an action.
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/// </summary>
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/// <remarks>
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/// This should be used when you want a much more permissive check than <see cref="CanInteract"/>
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/// </remarks>
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public bool CanConsciouslyPerformAction(EntityUid user)
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{
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var ev = new ConsciousAttemptEvent(user);
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RaiseLocalEvent(user, ref ev);
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return !ev.Cancelled;
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}
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public bool CanThrow(EntityUid user, EntityUid itemUid)
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{
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var ev = new ThrowAttemptEvent(user, itemUid);
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RaiseLocalEvent(user, ev);
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if (ev.Cancelled)
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return false;
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var itemEv = new ThrowItemAttemptEvent(user);
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RaiseLocalEvent(itemUid, ref itemEv);
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return !itemEv.Cancelled;
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}
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public bool CanSpeak(EntityUid uid)
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{
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// This one is used as broadcast
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var ev = new SpeakAttemptEvent(uid);
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RaiseLocalEvent(uid, ev, true);
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return !ev.Cancelled;
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}
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public bool CanDrop(EntityUid uid)
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{
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var ev = new DropAttemptEvent();
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RaiseLocalEvent(uid, ev);
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return !ev.Cancelled;
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}
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/// <summary>
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/// Whether a user can pickup the given item.
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/// </summary>
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/// <param name="user">The mob trying to pick up the item.</param>
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/// <param name="item">The item being picked up.</param>
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/// <param name="showPopup">Whether or not to show a popup to the player telling them why the attempt failed.</param>
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public bool CanPickup(EntityUid user, EntityUid item, bool showPopup = false)
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{
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var userEv = new PickupAttemptEvent(user, item, showPopup);
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RaiseLocalEvent(user, userEv);
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if (userEv.Cancelled)
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return false;
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var itemEv = new GettingPickedUpAttemptEvent(user, item, showPopup);
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RaiseLocalEvent(item, itemEv);
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return !itemEv.Cancelled;
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}
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public bool CanEmote(EntityUid uid)
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{
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// This one is used as broadcast
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var ev = new EmoteAttemptEvent(uid);
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RaiseLocalEvent(uid, ev, true);
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return !ev.Cancelled;
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}
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public bool CanAttack(EntityUid uid, EntityUid? target = null, Entity<MeleeWeaponComponent>? weapon = null, bool disarm = false)
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{
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// If target is in a container can we attack
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if (target != null && _container.IsEntityInContainer(target.Value))
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{
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return false;
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}
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_container.TryGetOuterContainer(uid, Transform(uid), out var outerContainer);
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// If we're in a container can we attack the target.
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if (target != null && target != outerContainer?.Owner && _container.IsEntityInContainer(uid))
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{
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var containerEv = new CanAttackFromContainerEvent(uid, target);
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RaiseLocalEvent(uid, containerEv);
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if (!containerEv.CanAttack)
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return false;
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}
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var ev = new AttackAttemptEvent(uid, target, weapon, disarm);
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RaiseLocalEvent(uid, ev);
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if (ev.Cancelled)
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return false;
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if (target == null)
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return true;
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var tev = new GettingAttackedAttemptEvent(uid, weapon, disarm);
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RaiseLocalEvent(target.Value, ref tev);
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return !tev.Cancelled;
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}
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public bool CanChangeDirection(EntityUid uid)
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{
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var ev = new ChangeDirectionAttemptEvent(uid);
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RaiseLocalEvent(uid, ev);
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return !ev.Cancelled;
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}
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public bool CanShiver(EntityUid uid)
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{
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var ev = new ShiverAttemptEvent(uid);
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RaiseLocalEvent(uid, ref ev);
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return !ev.Cancelled;
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}
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public bool CanSweat(EntityUid uid)
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{
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var ev = new SweatAttemptEvent(uid);
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RaiseLocalEvent(uid, ref ev);
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return !ev.Cancelled;
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}
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}
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}
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