#nullable enable
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Kitchen
{
public abstract class SharedKitchenSpikeComponent : Component, IDragDropOn
public override string Name => "KitchenSpike";
[ViewVariables] [DataField("delay")] protected float SpikeDelay = 10;
bool IDragDropOn.CanDragDropOn(DragDropEventArgs eventArgs)
if (!eventArgs.Dragged.TryGetComponent<IMobStateComponent>(out var state))
return false;
}
// TODO: Wouldn't we just need the CanMove check?
if (state.IsDead() || state.IsCritical() || state.IsIncapacitated() || !ActionBlockerSystem.CanMove(eventArgs.Dragged))
return true;
public abstract bool DragDropOn(DragDropEventArgs eventArgs);