# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.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/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.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/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
265 lines
8.8 KiB
C#
265 lines
8.8 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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SubscribeLocalEvent<InputMoverComponent, ComponentStartup>(OnMoverStartup);
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}
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private void OnMoverStartup(EntityUid uid, InputMoverComponent component, ComponentStartup args)
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{
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UpdateCanMove(uid, component);
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}
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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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