Example #1
0
        public virtual bool WillInteract(AimApply interaction, NetworkSide side)
        {
            if (!DefaultWillInteract.Default(interaction, side))
            {
                return(false);
            }

            if (CurrentMagazine == null)
            {
                PlayEmptySFX();
                if (side == NetworkSide.Server)
                {
                    Logger.LogTrace("Server rejected shot - No magazine being loaded", Category.Firearms);
                }
                return(false);
            }

            //note: fire count down is only checked local player side, as server processes all the shots in a queue
            //anyway so client cannot exceed that firing rate no matter what. If we validate firing rate server
            //side at the moment of interaction, it will reject client's shots because of lag between server / client
            //firing countdown
            if (side == NetworkSide.Server || FireCountDown <= 0)
            {
                if (CurrentMagazine.ClientAmmoRemains <= 0)
                {
                    if (SmartGun && allowMagazineRemoval)                     // smartGun is forced off when using an internal magazine
                    {
                        RequestUnload(CurrentMagazine);
                        OutOfAmmoSFX();
                    }
                    else
                    {
                        PlayEmptySFX();
                    }
                    if (side == NetworkSide.Server)
                    {
                        Logger.LogTrace("Server rejected shot - out of ammo", Category.Firearms);
                    }
                    return(false);
                }

                if (CurrentMagazine.containedBullets[0] != null)
                {
                    if (interaction.MouseButtonState == MouseButtonState.PRESS)
                    {
                        return(true);
                    }
                    else
                    {
                        //being held, only can shoot if this is an automatic
                        return(WeaponType == WeaponType.FullyAutomatic);
                    }
                }
            }

            if (side == NetworkSide.Server)
            {
                Logger.LogTraceFormat("Server rejected shot - unknown reason. MouseButtonState {0} ammo remains {1} weapon type {2}", Category.Firearms,
                                      interaction.MouseButtonState, CurrentMagazine.ClientAmmoRemains, WeaponType);
            }
            return(false);
        }
 public bool WillInteract(ContextMenuApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side) && noteText.IsNullOrEmpty() == false);
 }
 public bool WillInteract(InventoryApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side) &&
            CommonWillInteract(interaction));
 }
Example #4
0
 /// <summary>
 /// Decides if interaction logic should proceed. On client side, the interaction
 /// request will only be sent to the server if this returns true. On server side,
 /// the interaction will only be performed if this returns true.
 ///
 /// Each interaction has a default implementation of this which should apply for most cases.
 /// By overriding this and adding more specific logic, you can reduce the amount of messages
 /// sent by the client to the server, decreasing overall network load.
 /// </summary>
 /// <param name="interaction">interaction to validate</param>
 /// <param name="side">which side of the network this is being invoked on</param>
 /// <returns>True/False based on whether the interaction logic should proceed as described above.</returns>
 protected virtual bool WillInteract(HandActivate interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side));
 }
Example #5
0
 public bool WillInteract(HandApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side) &&
            Validations.HasComponent <IDCard>(interaction.HandObject));
 }
 /// <summary>
 /// Decides if interaction logic should proceed. On client side, the interaction
 /// request will only be sent to the server if this returns true. On server side,
 /// the interaction will only be performed if this returns true.
 ///
 /// Each interaction has a default implementation of this which should apply for most cases.
 /// By overriding this and adding more specific logic, you can reduce the amount of messages
 /// sent by the client to the server, decreasing overall network load.
 /// </summary>
 /// <param name="interaction">interaction to validate</param>
 /// <param name="side">which side of the network this is being invoked on</param>
 /// <returns>True/False based on whether the interaction logic should proceed as described above.</returns>
 protected virtual bool WillInteract(PositionalHandApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side));
 }
Example #7
0
        public bool Interact(PositionalHandApply interaction)
        {
            if (DefaultWillInteract.Default(interaction, NetworkSide.Client) == false)
            {
                return(false);
            }
            //**Client**
            if (Validations.HasComponent <Dissectible>(interaction.TargetObject) == false)
            {
                return(false);
            }

            var RegisterPlayer = interaction.TargetObject.GetComponent <RegisterPlayer>();

            if (RegisterPlayer == null)
            {
                return(false);                                    //Player script changes needed
            }
            if (RegisterPlayer.IsLayingDown == false)
            {
                return(false);
            }

            if (ProcedureInProgress == false)
            {
                if (KeyboardInputManager.Instance.CheckKeyAction(KeyAction.InteractionModifier,
                                                                 KeyboardInputManager.KeyEventType.Hold) == false)
                {
                    return(false);
                }


                if (Validations.HasAnyTrait(interaction.HandObject, InitiateSurgeryItemTraits) == false)
                {
                    return(false);
                }
            }
            else
            {
                if (Validations.HasAnyTrait(interaction.HandObject, InitiateSurgeryItemTraits) == false)
                {
                    return(false);
                }
            }

            if (ProcedureInProgress == false)             //Defer to server
            {
                if (BodyPartIsOn != null)                 //Body part not picked?
                {
                    if (BodyPartIsopen)
                    {
                        // var Options = currentlyOn.ContainBodyParts;
                        // UIManager.Instance.SurgeryDialogue.ShowDialogue(this, Options);
                        RequestBodyParts.Send(this.gameObject);
                        return(true);
                        //Show dialogue for  Pick organ and Procedure set it
                    }
                    else
                    {
                        // var Options = currentlyOn;
                        // UIManager.Instance.SurgeryDialogue.ShowDialogue(this, Options);
                        RequestBodyParts.Send(this.gameObject);
                        return(true);
                        //Show dialogue for possible surgeries
                    }
                }
                else
                {
                    // var Options = LivingHealthMasterBase.GetBodyPartsInZone(interaction.TargetBodyPart);
                    // UIManager.Instance.SurgeryDialogue.ShowDialogue(this, Options, true);
                    RequestBodyParts.Send(this.gameObject, interaction.TargetBodyPart);
                    return(true);
                    //showDialogue box, For which body part
                    // Set currently on and choose what surgery
                }
            }
            else
            {
                return(false);                //?
                //Pass over to Body part being operated on
            }
        }
Example #8
0
 /// <summary>
 /// Decides if interaction logic should proceed. On client side, the interaction
 /// request will only be sent to the server if this returns true. On server side,
 /// the interaction will only be performed if this returns true.
 ///
 /// Each interaction has a default implementation of this which should apply for most cases.
 /// By overriding this and adding more specific logic, you can reduce the amount of messages
 /// sent by the client to the server, decreasing overall network load.
 /// </summary>
 /// <param name="interaction">interaction to validate</param>
 /// <param name="side">which side of the network this is being invoked on</param>
 /// <returns>True/False based on whether the interaction logic should proceed as described above.</returns>
 protected virtual bool WillInteractT5(T5 interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side));
 }
Example #9
0
    private static bool CheckInteractInternal <T>(this IBaseInteractable <T> interactable, T interaction,
                                                  NetworkSide side, out bool wasClientInteractable)
        where T : Interaction
    {
        wasClientInteractable = false;
        //interactions targeting an object at hiddenpos are NEVER allowed (except for inventory actions,
        //since they can target an object in inventory which means its at hiddenpos)
        if (!(interaction is InventoryApply) && interaction is TargetedInteraction targetedInteraction && !(interaction is ContextMenuApply))
        {
            if (targetedInteraction.TargetObject != null &&
                targetedInteraction.TargetObject.IsAtHiddenPos())
            {
                Logger.LogTraceFormat("Aborting {0} interaction on object {1} because the object is hidden.",
                                      Category.Interaction, typeof(T).Name, targetedInteraction.TargetObject.name);
                return(false);
            }
        }
        if (Cooldowns.IsOn(interaction, CooldownID.Asset(CommonCooldowns.Instance.Interaction, side)))
        {
            return(false);
        }
        var result = false;

        //check if client side interaction should be triggered
        if (side == NetworkSide.Client && interactable is IClientInteractable <T> clientInteractable)
        {
            result = clientInteractable.Interact(interaction);
            if (result)
            {
                Logger.LogTraceFormat("ClientInteractable triggered from {0} on {1} for object {2}", Category.Interaction, typeof(T).Name, clientInteractable.GetType().Name,
                                      (clientInteractable as Component).gameObject.name);
                Cooldowns.TryStartClient(interaction, CommonCooldowns.Instance.Interaction);
                wasClientInteractable = true;
                return(true);
            }
        }
        //check other kinds of interactions
        if (interactable is ICheckable <T> checkable)
        {
            result = checkable.WillInteract(interaction, side);
            if (result)
            {
                Logger.LogTraceFormat("WillInteract triggered from {0} on {1} for object {2}", Category.Interaction, typeof(T).Name, checkable.GetType().Name,
                                      (checkable as Component).gameObject.name);
                wasClientInteractable = false;
                return(true);
            }
        }
        else if (interactable is IInteractable <T> )
        {
            //use default logic
            result = DefaultWillInteract.Default(interaction, side);
            if (result)
            {
                Logger.LogTraceFormat("WillInteract triggered from {0} on {1} for object {2}", Category.Interaction, typeof(T).Name, interactable.GetType().Name,
                                      (interactable as Component).gameObject.name);
                wasClientInteractable = false;
                return(true);
            }
        }

        Logger.LogTraceFormat("No interaction triggered from {0} on {1} for object {2}", Category.Interaction, typeof(T).Name, interactable.GetType().Name,
                              (interactable as Component).gameObject.name);

        wasClientInteractable = false;
        return(false);
    }
 public virtual bool WillInteract(TileApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side));
 }
Example #11
0
        public bool WillInteract(AimApply interaction, NetworkSide side)
        {
            if (!DefaultWillInteract.Default(interaction, side))
            {
                return(false);
            }
            if (CurrentMagazine == null)
            {
                PlayEmptySFX();
                if (interaction.Performer != PlayerManager.LocalPlayer)
                {
                    Logger.LogTrace("Server rejected shot - No magazine being loaded", Category.Firearms);
                }
                return(false);
            }

            //note: fire count down is only checked local player side, as server processes all the shots in a queue
            //anyway so client cannot exceed that firing rate no matter what. If we validate firing rate server
            //side at the moment of interaction, it will reject client's shots because of lag between server / client
            //firing countdown
            if (Projectile != null && CurrentMagazine.ClientAmmoRemains <= 0 && (interaction.Performer != PlayerManager.LocalPlayer || FireCountDown <= 0))
            {
                if (SmartGun && allowMagazineRemoval)                 // smartGun is forced off when using an internal magazine
                {
                    RequestUnload(CurrentMagazine);
                    OutOfAmmoSFX();
                }
                else
                {
                    PlayEmptySFX();
                }
                if (interaction.Performer != PlayerManager.LocalPlayer)
                {
                    Logger.LogTrace("Server rejected shot - out of ammo", Category.Firearms);
                }
                return(false);
            }

            if (Projectile != null && CurrentMagazine.ClientAmmoRemains > 0 && (interaction.Performer != PlayerManager.LocalPlayer || FireCountDown <= 0))
            {
                if (WeaponType == WeaponType.Burst)
                {
                    //being held and is a burst weapon, check how many shots have been fired our the current burst
                    if (currentBurstCount < burstCount)
                    {
                        //we have shot less then the max allowed shots in our current burst, increase and fire again
                        currentBurstCount++;
                        return(true);
                    }
                    else if (currentBurstCount >= burstCount)
                    {
                        //we have shot the max allowed shots in our current burst, start cooldown and then fire the first shot
                        WaitFor.Seconds((float)burstCooldown);
                        currentBurstCount = 1;
                        return(true);
                    }
                }
                else if (interaction.MouseButtonState == MouseButtonState.PRESS)
                {
                    if (currentBurstCount != 0)
                    {
                        currentBurstCount = 0;
                    }
                    return(true);
                }
                else
                {
                    //being held, only can shoot if this is an automatic
                    return(WeaponType == WeaponType.FullyAutomatic);
                }
            }

            if (interaction.Performer != PlayerManager.LocalPlayer)
            {
                Logger.LogTraceFormat("Server rejected shot - unknown reason. MouseButtonState {0} ammo remains {1} weapon type {2}", Category.Firearms,
                                      interaction.MouseButtonState, CurrentMagazine.ClientAmmoRemains, WeaponType);
            }
            return(false);
        }
        public bool WillInteract(HandApply interaction, NetworkSide side)
        {
            if (!DefaultWillInteract.Default(interaction, side))
            {
                return(false);
            }

            if (!Validations.IsTarget(gameObject, interaction))
            {
                return(false);
            }

            //Anchor or disassemble
            if (CurrentState == initialState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Wrench) ||
                       Validations.HasUsedActiveWelder(interaction));
            }

            //Adding Circuit board or unanchor
            if (CurrentState == anchoredState)
            {
                return(Validations.HasUsedItemTrait(interaction, aiCoreCircuitBoardTrait) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Wrench));
            }

            //Screwdriver or remove Circuit board
            if (CurrentState == circuitAddedState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Screwdriver) ||
                       interaction.HandObject == null);
            }

            //Add wire or unscrew
            if (CurrentState == screwState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Cable) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Screwdriver));
            }

            //Add brain, or skip brain and add reinforced glass or remove wire
            if (CurrentState == wireAddedState)
            {
                //TODO enable brain stuff
                return                 //Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.MMI / or Positron) ||
                       (Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.ReinforcedGlassSheet) ||
                        Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Wirecutter));
            }

            //Add reinforced glass or remove brain
            if (CurrentState == brainAddedState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.ReinforcedGlassSheet) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Crowbar));
            }

            //Screw to finish or remove glass
            if (CurrentState == glassState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Screwdriver) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Crowbar));
            }

            return(false);
        }
Example #13
0
        public bool WillInteract(HandApply interaction, NetworkSide side)
        {
            if (!DefaultWillInteract.Default(interaction, side))
            {
                return(false);
            }

            if (!Validations.IsTarget(gameObject, interaction))
            {
                return(false);
            }

            //Anchor or disassemble
            if (CurrentState == initialState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Wrench) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Crowbar));
            }

            //Adding metal or unanchor
            if (CurrentState == anchoredState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.MetalSheet) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Wrench));
            }

            //Wrench or remove metal
            if (CurrentState == metalAddedState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Wrench) ||
                       Validations.HasUsedActiveWelder(interaction));
            }

            //Add gun or unwrench
            if (CurrentState == wrenchState)
            {
                return(Validations.HasUsedItemTrait(interaction, gunTrait) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Wrench));
            }

            //Add prox or remove gun
            if (CurrentState == gunAddedState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.ProximitySensor) ||
                       interaction.HandObject == null);
            }

            //Screw or remove prox
            if (CurrentState == proxAddedState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Screwdriver) ||
                       interaction.HandObject == null);
            }

            //Add metal or unscrew
            if (CurrentState == screwState)
            {
                return(Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.MetalSheet) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Screwdriver));
            }

            //Finish construction or remove metal
            if (CurrentState == secondMetalAddedState)
            {
                return(Validations.HasUsedActiveWelder(interaction) ||
                       Validations.HasUsedItemTrait(interaction, CommonTraits.Instance.Crowbar));
            }

            return(false);
        }
Example #14
0
 public bool WillInteract(HandApply interaction, NetworkSide side)
 {
     //only wrench can be used
     return(DefaultWillInteract.HandApply(interaction, side) &&
            Validations.HasItemTrait(interaction.UsedObject, CommonTraits.Instance.Wrench));
 }
Example #15
0
 protected override bool WillInteract(HandApply interaction, NetworkSide side)
 {
     //only wrench can be used
     return(DefaultWillInteract.HandApply(interaction, side) &&
            Validations.IsTool(interaction.UsedObject, ToolType.Wrench));
 }
 public bool WillInteract(InventoryApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side) &&
            interaction.UsedObject == null &&
            interaction.Intent == Intent.Harm);
 }
    /// <summary>
    /// Client:
    /// Allow items to be stored by clicking on bags with item in hand
    /// and clicking items with bag in hand if CanClickPickup is enabled
    /// </summary>
    public bool WillInteract(PositionalHandApply interaction, NetworkSide side)
    {
        if (!allowedToInteract)
        {
            return(false);
        }
        // Use default interaction checks
        if (!DefaultWillInteract.Default(interaction, side))
        {
            return(false);
        }

        // See which item needs to be stored
        if (Validations.IsTarget(gameObject, interaction))
        {
            // We're the target
            // If player's hands are empty let Pickupable handle the interaction
            if (interaction.HandObject == null)
            {
                return(false);
            }

            // There's something in the player's hands
            // Check if item from the hand slot fits in this storage sitting in the world
            if (!Validations.CanPutItemToStorage(interaction.PerformerPlayerScript,
                                                 itemStorage, interaction.HandObject, side, examineRecipient: interaction.Performer))
            {
                Chat.AddExamineMsgToClient($"The {interaction.HandObject.ExpensiveName()} doesn't fit!");
                return(false);
            }

            return(true);
        }
        else if (canClickPickup)
        {
            // If we can click pickup then try to store the target object
            switch (pickupMode)
            {
            case PickupMode.Single:
                // See if there's an item to pickup
                if (interaction.TargetObject == null ||
                    interaction.TargetObject.Item() == null)
                {
                    Chat.AddExamineMsgToClient("There's nothing to pickup!");
                    return(false);
                }

                if (!Validations.CanPutItemToStorage(interaction.PerformerPlayerScript,
                                                     itemStorage, interaction.TargetObject, side, examineRecipient: interaction.Performer))
                {
                    // In Single pickup mode if the target item doesn't
                    // fit then don't interact
                    Chat.AddExamineMsgToClient($"The {interaction.TargetObject.ExpensiveName()} doesn't fit!");
                    return(false);
                }

                break;

            case PickupMode.Same:
                if (interaction.TargetObject == null)
                {
                    // If there's nothing to compare then don't interact
                    Chat.AddExamineMsgToClient("There's nothing to pickup!");
                    return(false);
                }

                break;
            }

            // In Same and All pickup modes other items on the
            // tile could still be picked up, so we interact
            return(true);
        }
        else
        {
            // We're not the target and we can't click pickup so don't do anything
            return(false);
        }
    }
    public bool Interact(PositionalHandApply interaction)
    {
        if (!DefaultWillInteract.PositionalHandApply(interaction, NetworkSide.Client))
        {
            return(false);
        }

        PlayerNetworkActions pna = interaction.Performer.GetComponent <PlayerNetworkActions>();

        Vector3Int pos = objectLayer.transform.InverseTransformPoint(interaction.WorldPositionTarget).RoundToInt();

        pos.z = 0;
        Vector3Int cellPos = baseLayer.WorldToCell(interaction.WorldPositionTarget);

        LayerTile tile = metaTileMap.GetTile(pos);

        if (tile != null)
        {
            switch (tile.TileType)
            {
            case TileType.Table:
            {
                Vector3 targetPosition = interaction.WorldPositionTarget;
                targetPosition.z = -0.2f;
                pna.CmdPlaceItem(interaction.HandSlot.equipSlot, targetPosition, interaction.Performer, true);
                return(true);
            }

            case TileType.Floor:
            {
                //Crowbar
                if (Validations.IsTool(interaction.HandObject, ToolType.Crowbar))
                {
                    pna.CmdCrowBarRemoveFloorTile(interaction.Performer, LayerType.Floors,
                                                  new Vector2(cellPos.x, cellPos.y), interaction.WorldPositionTarget);
                    return(true);
                }

                break;
            }

            case TileType.Base:
            {
                if (Validations.HasComponent <UniFloorTile>(interaction.HandObject))
                {
                    pna.CmdPlaceFloorTile(interaction.Performer,
                                          new Vector2(cellPos.x, cellPos.y), interaction.HandObject);
                    return(true);
                }

                break;
            }

            case TileType.Window:
            {
                //Check Melee:
                Meleeable melee = windowLayer.gameObject.GetComponent <Meleeable>();
                if (melee != null &&
                    melee.Interact(PositionalHandApply.ByLocalPlayer(gameObject)))
                {
                    return(true);
                }

                break;
            }

            case TileType.Grill:
            {
                //Check Melee:
                Meleeable melee = grillTileMap.gameObject.GetComponent <Meleeable>();
                if (melee != null && melee.Interact(PositionalHandApply.ByLocalPlayer(gameObject)))
                {
                    return(true);
                }

                break;
            }

            case TileType.Wall:
            {
                Welder welder = interaction.HandObject != null?interaction.HandObject.GetComponent <Welder>() : null;

                if (welder != null)
                {
                    if (welder.isOn)
                    {
                        //Request to deconstruct from the server:
                        RequestTileDeconstructMessage.Send(interaction.Performer, gameObject, TileType.Wall,
                                                           cellPos, interaction.WorldPositionTarget);
                        return(true);
                    }
                }
                break;
            }
            }
        }

        return(false);
    }
		public bool WillInteract(HandActivate interaction, NetworkSide side)
		{
			if (DefaultWillInteract.Default(interaction, side) == false) return false;

			return true;
		}
Example #20
0
        // will a player start to craft something?
        public bool WillInteract(HandApply interaction, NetworkSide side)
        {
            if (HasSimpleRelatedRecipe == false ||
                interaction.HandObject == null ||
                DefaultWillInteract.Default(interaction, side) == false
                )
            {
                return(false);
            }

            // we should check related recipes in WillInteract() because otherwise
            // other interactions will be blocked because of an interaction cooldown

            List <CraftingIngredient> possibleIngredients = new List <CraftingIngredient>();

            possibleIngredients.Add(this);

            if (interaction.HandObject.TryGetComponent(out CraftingIngredient otherPossibleIngredient))
            {
                possibleIngredients.Add(otherPossibleIngredient);
            }

            List <ItemAttributesV2> possibleTools = new List <ItemAttributesV2>();

            if (TryGetComponent(out ItemAttributesV2 selfPossibleTool))
            {
                possibleTools.Add(selfPossibleTool);
            }

            if (interaction.HandObject.TryGetComponent(out ItemAttributesV2 otherPossibleTool))
            {
                possibleTools.Add(otherPossibleTool);
            }

            foreach (RelatedRecipe relatedRecipe in relatedRecipes)
            {
                if (relatedRecipe.Recipe.IsSimple == false)
                {
                    continue;
                }
                if (side == NetworkSide.Client)
                {
                    if (interaction.PerformerPlayerScript.PlayerCrafting.CanClientCraft(
                            relatedRecipe.Recipe,
                            possibleIngredients,
                            possibleTools
                            ) == CraftingStatus.AllGood
                        )
                    {
                        return(true);
                    }
                }
                else if (side == NetworkSide.Server)
                {
                    if (interaction.PerformerPlayerScript.PlayerCrafting.CanCraft(
                            relatedRecipe.Recipe,
                            possibleIngredients,
                            possibleTools,
                            new List <ReagentContainer>()
                            ) == CraftingStatus.AllGood
                        )
                    {
                        return(true);
                    }
                }
            }

            return(false);
        }
Example #21
0
 public bool WillInteract(HandApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side) &&
            (interaction.HandObject == null ||
             (interaction.Intent == Intent.Help || interaction.Intent == Intent.Grab)));
 }
Example #22
0
 public bool WillInteract(ContextMenuApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side));
 }
Example #23
0
 public bool WillInteract(HandActivate interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side));
 }
 public bool WillInteract(PositionalHandApply interaction, NetworkSide side)
 {
     return(DefaultWillInteract.Default(interaction, side));
 }