ECS standingstate (#8322)

This commit is contained in:
metalgearsloth
2022-05-21 17:30:38 +10:00
committed by GitHub
parent b5615b2564
commit 82693b4926
2 changed files with 37 additions and 31 deletions

View File

@@ -1,6 +1,5 @@
using Content.Shared.Sound; using Content.Shared.Sound;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing namespace Content.Shared.Standing
{ {
@@ -9,8 +8,8 @@ namespace Content.Shared.Standing
public sealed class StandingStateComponent : Component public sealed class StandingStateComponent : Component
{ {
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("downSoundCollection")] [DataField("downSound")]
public SoundSpecifier DownSoundCollection { get; } = new SoundCollectionSpecifier("BodyFall"); public SoundSpecifier DownSound { get; } = new SoundCollectionSpecifier("BodyFall");
[DataField("standing")] [DataField("standing")]
public bool Standing { get; set; } = true; public bool Standing { get; set; } = true;
@@ -21,30 +20,5 @@ namespace Content.Shared.Standing
/// </summary> /// </summary>
[DataField("changedFixtures")] [DataField("changedFixtures")]
public List<string> ChangedFixtures = new(); public List<string> ChangedFixtures = new();
public override ComponentState GetComponentState()
{
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)
{
Standing = standing;
}
}
} }
} }

View File

@@ -6,16 +6,36 @@ using Robust.Shared.Player;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Content.Shared.Physics; using Content.Shared.Physics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing namespace Content.Shared.Standing
{ {
public sealed class StandingStateSystem : EntitySystem public sealed class StandingStateSystem : EntitySystem
{ {
[Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IGameTiming _gameTiming = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited. // If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable; private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
public override void Initialize()
{
SubscribeLocalEvent<StandingStateComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<StandingStateComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(EntityUid uid, StandingStateComponent component, ref ComponentHandleState args)
{
if (args.Current is not StandingComponentState state) return;
component.Standing = state.Standing;
}
private void OnGetState(EntityUid uid, StandingStateComponent component, ref ComponentGetState args)
{
args.State = new StandingComponentState(component.Standing);
}
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null) public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{ {
if (!Resolve(uid, ref standingState, false)) if (!Resolve(uid, ref standingState, false))
@@ -81,7 +101,7 @@ namespace Content.Shared.Standing
// > no longer true with door crushing. There just needs to be a better way to handle audio prediction. // > no longer true with door crushing. There just needs to be a better way to handle audio prediction.
if (playSound) if (playSound)
{ {
SoundSystem.Play(Filter.Pvs(uid), standingState.DownSoundCollection.GetSound(), uid, AudioHelpers.WithVariation(0.25f)); SoundSystem.Play(Filter.Pvs(uid), standingState.DownSound.GetSound(), uid, AudioHelpers.WithVariation(0.25f));
} }
return true; return true;
@@ -108,7 +128,7 @@ namespace Content.Shared.Standing
return false; return false;
standingState.Standing = true; standingState.Standing = true;
standingState.Dirty(); Dirty(standingState);
RaiseLocalEvent(uid, new StoodEvent(), false); RaiseLocalEvent(uid, new StoodEvent(), false);
appearance?.SetData(RotationVisuals.RotationState, RotationState.Vertical); appearance?.SetData(RotationVisuals.RotationState, RotationState.Vertical);
@@ -125,6 +145,18 @@ namespace Content.Shared.Standing
return true; return true;
} }
// I'm not calling it StandingStateComponentState
[Serializable, NetSerializable]
private sealed class StandingComponentState : ComponentState
{
public bool Standing { get; }
public StandingComponentState(bool standing)
{
Standing = standing;
}
}
} }
public sealed class DropHandItemsEvent : EventArgs public sealed class DropHandItemsEvent : EventArgs