[Feat] Система лежания и снаряды теперь проходят через лежащих людей, если не целиться в них (#195)
* add: система лежания и вставания * add: теперь по-умолчанию по лежачим не попадают снаряды * add: только гуманоиды могут ложиться
This commit is contained in:
@@ -1,166 +1,324 @@
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.Components;
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using Content.Shared.Input;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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using Content.Shared.Rotation;
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using Robust.Shared.Audio;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Standing
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namespace Content.Shared.Standing;
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public sealed class StandingStateSystem : EntitySystem
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{
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public sealed class StandingStateSystem : EntitySystem
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!; // WD EDIT
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!; // WD EDIT
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// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
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private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
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// WD EDIT START
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/// <inheritdoc />
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public override void Initialize()
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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base.Initialize();
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// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
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private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
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SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
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SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
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SubscribeLocalEvent<StandingStateComponent, ProjectileCollideAttemptEvent>(OnProjectileCollideAttempt);
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SubscribeLocalEvent<StandingStateComponent, HitscanHitAttemptEvent>(OnHitscanHitAttempt);
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public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
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SubscribeNetworkEvent<ChangeStandingStateEvent>(OnChangeState);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.LieDown, InputCmdHandler.FromDelegate(ChangeLyingState))
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.Register<StandingStateSystem>();
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}
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private void OnRefreshMovementSpeed(
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EntityUid uid,
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StandingStateComponent component,
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RefreshMovementSpeedModifiersEvent args)
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{
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if (IsDown(uid))
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args.ModifySpeed(0.4f, 0.4f);
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else
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args.ModifySpeed(1f, 1f);
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}
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private void OnProjectileCollideAttempt(EntityUid uid, StandingStateComponent component, ref ProjectileCollideAttemptEvent args)
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{
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if (component.CurrentState is StandingState.Standing)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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return;
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}
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if (!args.Component.Target.HasValue || args.Component.Target != uid)
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{
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args.Cancelled = true;
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}
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}
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private void OnHitscanHitAttempt(EntityUid uid, StandingStateComponent component, ref HitscanHitAttemptEvent args)
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{
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if (component.CurrentState is StandingState.Standing)
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{
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return;
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}
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if (!args.Target.HasValue || args.Target != uid)
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{
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args.Cancelled = true;
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}
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}
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return !standingState.Standing;
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private void OnStandingUpDoAfter(EntityUid uid, StandingStateComponent component, StandingUpDoAfterEvent args)
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{
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Stand(uid);
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_movement.RefreshMovementSpeedModifiers(uid);
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}
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private void OnChangeState(ChangeStandingStateEvent ev, EntitySessionEventArgs args)
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{
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if (!args.SenderSession.AttachedEntity.HasValue)
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{
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return;
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}
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public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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HandsComponent? hands = null)
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var uid = args.SenderSession.AttachedEntity.Value;
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if (IsDown(uid))
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{
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// TODO: This should actually log missing comps...
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if (!Resolve(uid, ref standingState, false))
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return false;
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TryStandUp(uid);
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}
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else
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{
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TryLieDown(uid);
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}
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}
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// Optional component.
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Resolve(uid, ref appearance, ref hands, false);
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/// <summary>
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/// Send an update event when player pressed keybind.
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/// </summary>
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private void ChangeLyingState(ICommonSession? session)
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{
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if (session?.AttachedEntity == null ||
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!TryComp(session.AttachedEntity, out StandingStateComponent? standing) ||
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!standing.CanLieDown)
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{
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return;
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}
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if (!standingState.Standing)
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return true;
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RaiseNetworkEvent(new ChangeStandingStateEvent());
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}
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public bool TryStandUp(EntityUid uid, StandingStateComponent? standingState = null)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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// This is just to avoid most callers doing this manually saving boilerplate
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// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
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// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
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// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
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if (dropHeldItems && hands != null)
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if (standingState.CurrentState is not StandingState.Lying)
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return false;
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standingState.CurrentState = StandingState.GettingUp;
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var doargs = new DoAfterArgs(EntityManager, uid, standingState.StandingUpTime,
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new StandingUpDoAfterEvent(), uid)
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{
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BreakOnUserMove = false,
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BreakOnDamage = false,
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BreakOnHandChange = false
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};
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_doAfter.TryStartDoAfter(doargs);
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return true;
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}
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public bool TryLieDown(EntityUid uid, StandingStateComponent? standingState = null)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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if (standingState.CurrentState is not StandingState.Standing)
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{
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return false;
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}
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Down(uid, true, false, standingState);
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_movement.RefreshMovementSpeedModifiers(uid);
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return true;
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}
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// WD EDIT END
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public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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return standingState.CurrentState is StandingState.Lying or StandingState.GettingUp;
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}
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public bool Down(
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EntityUid uid,
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bool playSound = true,
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bool dropHeldItems = true,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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HandsComponent? hands = null)
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{
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// TODO: This should actually log missing comps...
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if (!Resolve(uid, ref standingState, false))
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return false;
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// Optional component.
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Resolve(uid, ref appearance, ref hands, false);
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if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
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return true;
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// This is just to avoid most callers doing this manually saving boilerplate
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// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
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// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
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// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
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if (dropHeldItems && hands != null)
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{
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RaiseLocalEvent(uid, new DropHandItemsEvent());
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}
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var msg = new DownAttemptEvent();
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RaiseLocalEvent(uid, msg);
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if (msg.Cancelled)
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return false;
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standingState.CurrentState = StandingState.Lying;
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Dirty(uid, standingState);
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RaiseLocalEvent(uid, new DownedEvent());
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// Seemed like the best place to put it
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
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// Change collision masks to allow going under certain entities like flaps and tables
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var (key, fixture) in fixtureComponent.Fixtures)
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{
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RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
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}
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if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
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continue;
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var msg = new DownAttemptEvent();
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RaiseLocalEvent(uid, msg, false);
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standingState.ChangedFixtures.Add(key);
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer,
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manager: fixtureComponent);
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}
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}
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// check if component was just added or streamed to client
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// if true, no need to play sound - mob was down before player could seen that
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if (standingState.LifeStage <= ComponentLifeStage.Starting)
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return true;
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if (playSound)
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{
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_audio.PlayPredicted(standingState.DownSound, uid, uid);
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}
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return true;
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}
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public bool Stand(
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EntityUid uid,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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bool force = false)
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{
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// TODO: This should actually log missing comps...
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if (!Resolve(uid, ref standingState, false))
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return false;
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// Optional component.
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Resolve(uid, ref appearance, false);
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if (standingState.CurrentState is StandingState.Standing)
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return true;
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if (!force)
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{
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var msg = new StandAttemptEvent();
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RaiseLocalEvent(uid, msg);
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if (msg.Cancelled)
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return false;
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standingState.Standing = false;
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Dirty(standingState);
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RaiseLocalEvent(uid, new DownedEvent(), false);
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// Seemed like the best place to put it
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
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// Change collision masks to allow going under certain entities like flaps and tables
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var (key, fixture) in fixtureComponent.Fixtures)
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{
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if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
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continue;
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standingState.ChangedFixtures.Add(key);
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
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}
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}
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// check if component was just added or streamed to client
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// if true, no need to play sound - mob was down before player could seen that
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if (standingState.LifeStage <= ComponentLifeStage.Starting)
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return true;
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if (playSound)
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{
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_audio.PlayPredicted(standingState.DownSound, uid, uid);
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}
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return true;
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}
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public bool Stand(EntityUid uid,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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bool force = false)
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standingState.CurrentState = StandingState.Standing;
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Dirty(uid, standingState);
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RaiseLocalEvent(uid, new StoodEvent());
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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// TODO: This should actually log missing comps...
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if (!Resolve(uid, ref standingState, false))
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return false;
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// Optional component.
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Resolve(uid, ref appearance, false);
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if (standingState.Standing)
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return true;
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if (!force)
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foreach (var key in standingState.ChangedFixtures)
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{
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var msg = new StandAttemptEvent();
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RaiseLocalEvent(uid, msg, false);
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if (msg.Cancelled)
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return false;
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}
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standingState.Standing = true;
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Dirty(uid, standingState);
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RaiseLocalEvent(uid, new StoodEvent(), false);
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var key in standingState.ChangedFixtures)
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if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
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{
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if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer,
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fixtureComponent);
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}
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}
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standingState.ChangedFixtures.Clear();
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return true;
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}
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}
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public sealed class DropHandItemsEvent : EventArgs
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{
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}
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standingState.ChangedFixtures.Clear();
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/// <summary>
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/// Subscribe if you can potentially block a down attempt.
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/// </summary>
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public sealed class DownAttemptEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Subscribe if you can potentially block a stand attempt.
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/// </summary>
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public sealed class StandAttemptEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Raised when an entity becomes standing
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/// </summary>
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public sealed class StoodEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// Raised when an entity is not standing
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/// </summary>
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public sealed class DownedEvent : EntityEventArgs
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{
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return true;
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}
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}
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public sealed class DropHandItemsEvent : EventArgs
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{
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}
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/// <summary>
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/// Subscribe if you can potentially block a down attempt.
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/// </summary>
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public sealed class DownAttemptEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Subscribe if you can potentially block a stand attempt.
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/// </summary>
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public sealed class StandAttemptEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Raised when an entity becomes standing
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/// </summary>
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public sealed class StoodEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// Raised when an entity is not standing
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/// </summary>
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public sealed class DownedEvent : EntityEventArgs
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{
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}
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// WD EDIT
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[Serializable, NetSerializable]
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public sealed partial class StandingUpDoAfterEvent : SimpleDoAfterEvent
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{
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}
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Reference in New Issue
Block a user