# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
261 lines
8.7 KiB
C#
261 lines
8.7 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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//🌟Starlight🌟
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public bool CanInstrumentInteract(EntityUid user, EntityUid used, EntityUid? target)
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{
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var ev = new InteractionAttemptEvent(user, target);
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RaiseLocalEvent(used, ref ev);
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return !ev.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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