Fire damage (#2024)
* Moved the uplink creation code to the PresetSuspicion.Start method to ensure uplink created when we give the traitor role Moved the starting TC balance to cvars * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Added component to handle interaction with Atmospheric system Added damage from high and cold temperature * renamed AtmoExposable to AtmosExposed moved AtmosExposed updates to its own system refactored TemperatureComponent renamed fire to heat added null check for Air added self-heating and self-cooling to body system * small refactoring for checking on airless tile in MetabolismComponent * Removed Pressure property from BarotraumaComponent Changed CanShiver method to match style of other CanX method in ActionBlockerSystem * Merged EntityCoordinates and changed components to reflect the change * Fix typo * Wrapped string to Loc.GetString Added CanSweat Refactored dead state check
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@@ -1,4 +1,5 @@
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using Robust.Shared.GameObjects.Systems;
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using System.Linq;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Shared.GameObjects.EntitySystems
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@@ -24,6 +25,9 @@ namespace Content.Shared.GameObjects.EntitySystems
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bool CanUnequip() => true;
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bool CanChangeDirection() => true;
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bool CanShiver() => true;
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bool CanSweat() => true;
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}
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/// <summary>
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@@ -35,10 +39,11 @@ namespace Content.Shared.GameObjects.EntitySystems
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public static bool CanMove(IEntity entity)
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{
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bool canmove = true;
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foreach(var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
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{
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canmove &= actionblockercomponents.CanMove(); // Sets var to false if false
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}
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return canmove;
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}
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@@ -49,6 +54,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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{
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caninteract &= actionblockercomponents.CanInteract();
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}
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return caninteract;
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}
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@@ -59,6 +65,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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{
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canuse &= actionblockercomponents.CanUse();
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}
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return canuse;
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}
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@@ -69,6 +76,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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{
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canthrow &= actionblockercomponents.CanThrow();
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}
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return canthrow;
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}
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@@ -79,6 +87,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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{
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canspeak &= actionblockercomponents.CanSpeak();
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}
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return canspeak;
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}
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@@ -89,8 +98,9 @@ namespace Content.Shared.GameObjects.EntitySystems
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{
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candrop &= actionblockercomponents.CanDrop();
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}
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return candrop;
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}
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}
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public static bool CanPickup(IEntity entity)
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{
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@@ -99,6 +109,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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{
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canpickup &= actionblockercomponents.CanPickup();
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}
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return canpickup;
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}
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@@ -161,5 +172,25 @@ namespace Content.Shared.GameObjects.EntitySystems
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return canchangedirection;
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}
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public static bool CanShiver(IEntity entity)
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{
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var canShiver = true;
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foreach (var component in entity.GetAllComponents<IActionBlocker>())
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{
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canShiver &= component.CanShiver();
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}
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return canShiver;
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}
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public static bool CanSweat(IEntity entity)
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{
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var canSweat = true;
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foreach (var component in entity.GetAllComponents<IActionBlocker>())
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{
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canSweat &= component.CanSweat();
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}
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return canSweat;
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}
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}
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}
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