Files
wwdpublic/Content.Shared/Interaction/SharedInteractionSystem.Blocking.cs
Leon Friedrich 92ae508bee Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes

(cherry picked from commit 56451fa5e7fd9910cf38d27e5cc0800bd71b9a2f)
2025-01-14 02:02:07 +03:00

58 lines
2.1 KiB
C#

using Content.Shared.Hands;
using Content.Shared.Interaction.Components;
using Content.Shared.Interaction.Events;
using Content.Shared.Item;
using Content.Shared.Movement.Events;
namespace Content.Shared.Interaction;
// TODO deduplicate with AdminFrozenComponent
/// <summary>
/// Handles <see cref="BlockMovementComponent"/>, which prevents various
/// kinds of movement and interactions when attached to an entity.
/// </summary>
public partial class SharedInteractionSystem
{
public void InitializeBlocking()
{
SubscribeLocalEvent<BlockMovementComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<BlockMovementComponent, UseAttemptEvent>(CancelEvent);
SubscribeLocalEvent<BlockMovementComponent, InteractionAttemptEvent>(CancelInteractEvent);
SubscribeLocalEvent<BlockMovementComponent, DropAttemptEvent>(CancelEvent);
SubscribeLocalEvent<BlockMovementComponent, PickupAttemptEvent>(CancelEvent);
SubscribeLocalEvent<BlockMovementComponent, ChangeDirectionAttemptEvent>(CancelEvent);
SubscribeLocalEvent<BlockMovementComponent, ComponentStartup>(OnBlockingStartup);
SubscribeLocalEvent<BlockMovementComponent, ComponentShutdown>(OnBlockingShutdown);
}
private void CancelInteractEvent(Entity<BlockMovementComponent> ent, ref InteractionAttemptEvent args)
{
args.Cancelled = true;
}
private void OnMoveAttempt(EntityUid uid, BlockMovementComponent component, UpdateCanMoveEvent args)
{
if (component.LifeStage > ComponentLifeStage.Running)
return;
args.Cancel(); // no more scurrying around
}
private void CancelEvent(EntityUid uid, BlockMovementComponent component, CancellableEntityEventArgs args)
{
args.Cancel();
}
private void OnBlockingStartup(EntityUid uid, BlockMovementComponent component, ComponentStartup args)
{
_actionBlockerSystem.UpdateCanMove(uid);
}
private void OnBlockingShutdown(EntityUid uid, BlockMovementComponent component, ComponentShutdown args)
{
_actionBlockerSystem.UpdateCanMove(uid);
}
}