Refactor standing to be ECS (#4142)

* Refactor standing to be ECS

E C S B A B Y

* DONE

* FIX IT FIX IT FIX IT

* IsDown event

* Change to methods

* Fixes

* Address some reviews

* Last of the Mohicans

* Final fixes

* Fix tests
This commit is contained in:
metalgearsloth
2021-06-27 19:02:46 +10:00
committed by GitHub
parent 97f4f0a9bd
commit 50cc526ebd
30 changed files with 328 additions and 268 deletions

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@@ -1,51 +0,0 @@
#nullable enable
using Content.Shared.EffectBlocker;
using Robust.Shared.GameObjects;
namespace Content.Shared.Standing
{
public abstract class SharedStandingStateSystem : EntitySystem
{
protected abstract bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true,
bool force = false);
protected abstract bool OnStand(IEntity entity);
/// <summary>
/// Set's the mob standing state to down.
/// </summary>
/// <param name="entity">The mob in question</param>
/// <param name="playSound">Whether to play a sound when falling down or not</param>
/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
/// <param name="force">Whether or not to check if the entity can fall.</param>
/// <returns>False if the mob was already downed or couldn't set the state</returns>
public bool Down(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
{
if (dropItems)
{
DropAllItemsInHands(entity, false);
}
if (!force && !EffectBlockerSystem.CanFall(entity))
{
return false;
}
return OnDown(entity, playSound, dropItems, force);
}
/// <summary>
/// Sets the mob's standing state to standing.
/// </summary>
/// <param name="entity">The mob in question.</param>
/// <returns>False if the mob was already standing or couldn't set the state</returns>
public bool Standing(IEntity entity)
{
return OnStand(entity);
}
public virtual void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
{
}
}
}

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using System;
using Content.Shared.EffectBlocker;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Standing
{
[RegisterComponent]
public sealed class StandingStateComponent : Component, IEffectBlocker
{
public override string Name => "StandingState";
public override uint? NetID => ContentNetIDs.STANDING_STATE;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("downSoundCollection")]
public string? DownSoundCollection { get; } = "BodyFall";
[ViewVariables]
[DataField("standing")]
public bool Standing { get; set; } = true;
public bool CanFall() => Standing;
public override ComponentState GetComponentState(ICommonSession player)
{
return new StandingComponentState(Standing);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not StandingComponentState state) return;
Standing = state.Standing;
}
// I'm not calling it StandingStateComponentState
[Serializable, NetSerializable]
private sealed class StandingComponentState : ComponentState
{
public bool Standing { get; }
public StandingComponentState(bool standing) : base(ContentNetIDs.STANDING_STATE)
{
Standing = standing;
}
}
}
}

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#nullable enable
using Content.Shared.Audio;
using Content.Shared.Hands;
using Content.Shared.Rotation;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Player;
namespace Content.Shared.Standing
{
public sealed class StandingStateSystem : EntitySystem
{
public bool IsDown(IEntity entity)
{
if (entity.TryGetComponent(out StandingStateComponent? standingState) &&
standingState.Standing) return true;
return false;
}
public void Down(IEntity entity, bool playSound = true, bool dropHeldItems = true)
{
if (!entity.TryGetComponent(out StandingStateComponent? comp)) return;
Down(comp, playSound, dropHeldItems);
}
public void Stand(IEntity entity)
{
if (!entity.TryGetComponent(out StandingStateComponent? comp)) return;
Stand(comp);
}
public void Down(StandingStateComponent component, bool playSound = true, bool dropHeldItems = true)
{
if (!component.Standing) return;
var entity = component.Owner;
var uid = entity.Uid;
// This is just to avoid most callers doing this manually saving boilerplate
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems)
{
Get<SharedHandsSystem>().DropHandItems(entity, false);
}
var msg = new DownAttemptEvent();
EntityManager.EventBus.RaiseLocalEvent(uid, msg);
if (msg.Cancelled) return;
component.Standing = false;
component.Dirty();
EntityManager.EventBus.RaiseLocalEvent(uid, new DownedEvent());
// Seemed like the best place to put it
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
{
appearance.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
}
// Currently shit is only downed by server but when it's predicted we can probably only play this on server / client
var sound = component.DownSoundCollection;
if (playSound && !string.IsNullOrEmpty(sound))
{
var file = AudioHelpers.GetRandomFileFromSoundCollection(sound);
SoundSystem.Play(Filter.Pvs(entity), file, entity, AudioHelpers.WithVariation(0.25f));
}
}
public void Stand(StandingStateComponent component)
{
if (component.Standing) return;
var entity = component.Owner;
var uid = entity.Uid;
var msg = new StandAttemptEvent();
EntityManager.EventBus.RaiseLocalEvent(uid, msg);
if (msg.Cancelled) return;
component.Standing = true;
component.Dirty();
EntityManager.EventBus.RaiseLocalEvent(uid, new StoodEvent());
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
{
appearance.SetData(RotationVisuals.RotationState, RotationState.Vertical);
}
}
}
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs
{
}
/// <summary>
/// Raised when an entity is not standing
/// </summary>
public sealed class DownedEvent : EntityEventArgs
{
}
}