[Feat&Fix] Система лежания (#288)
* лежать * лучше так сделать * - remove: Gravity is fine. * - add: Hit moving lying targets. * - tweak: Lie down insted of stun on FTL. * - fix: Fix double component. * - remove: Disable recoil. --------- Co-authored-by: Aviu00 <aviu00@protonmail.com>
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@@ -48,6 +48,7 @@ using Content.Shared.Ninja.Components;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Standing;
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using Content.Shared.Standing.Systems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Tag;
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using Robust.Server.Containers;
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@@ -65,7 +66,7 @@ public sealed partial class ChangelingSystem
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly DamageableSystem _damage = default!;
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[Dependency] private readonly StandingStateSystem _stateSystem = default!;
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[Dependency] private readonly SharedStandingStateSystem _stateSystem = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearance = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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[Dependency] private readonly IdentitySystem _identity = default!;
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@@ -10,6 +10,7 @@ using Content.Shared.Mind;
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using Content.Shared.Morgue;
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using Content.Shared.Popups;
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using Content.Shared.Standing;
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using Content.Shared.Standing.Systems;
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using Content.Shared.Storage;
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using Content.Shared.Storage.Components;
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using Content.Shared.Verbs;
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@@ -28,7 +29,7 @@ public sealed class CrematoriumSystem : EntitySystem
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly EntityStorageSystem _entityStorage = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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[Dependency] private readonly SharedStandingStateSystem _standing = default!;
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[Dependency] private readonly SharedMindSystem _minds = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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@@ -4,6 +4,7 @@ using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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@@ -203,6 +204,7 @@ public sealed partial class NPCCombatSystem
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return;
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}
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SharedGunSystem.SetTarget(gun, comp.Target); // WD
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_gun.AttemptShoot(uid, gunUid, gun, targetCordinates);
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}
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}
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@@ -586,10 +586,11 @@ public sealed partial class ShuttleSystem
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{
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foreach (var child in toKnock)
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{
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if (!_statusQuery.TryGetComponent(child, out var status))
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/*if (!_statusQuery.TryGetComponent(child, out var status))
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continue;
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_stuns.TryParalyze(child, _hyperspaceKnockdownTime, true, status);
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_stuns.TryParalyze(child, _hyperspaceKnockdownTime, true, status);*/
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_standing.TryLieDown(child, dropHeldItems: true);
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// If the guy we knocked down is on a spaced tile, throw them too
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if (grid != null)
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@@ -791,8 +792,8 @@ public sealed partial class ShuttleSystem
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spawnPos = _transform.GetWorldPosition(targetXform, xformQuery);
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}
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angle = !HasComp<MapComponent>(targetXform.GridUid)
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? _random.NextAngle()
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angle = !HasComp<MapComponent>(targetXform.GridUid)
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? _random.NextAngle()
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: Angle.Zero;
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coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos);
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@@ -2,6 +2,7 @@ using Content.Server.Body.Systems;
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using Content.Server.Doors.Systems;
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using Content.Server.Parallax;
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using Content.Server.Shuttles.Components;
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using Content.Server.Standing;
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using Content.Server.Station.Systems;
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using Content.Server.Stunnable;
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using Content.Shared.GameTicking;
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@@ -50,6 +51,7 @@ public sealed partial class ShuttleSystem : SharedShuttleSystem
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!; // WD
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[Dependency] private readonly StandingStateSystem _standing = default!; // WD
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public const float TileMassMultiplier = 0.5f;
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@@ -4,46 +4,17 @@ using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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using Content.Shared._White.MagGloves;
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using Content.Shared.Standing.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
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namespace Content.Server.Standing;
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public sealed class StandingStateSystem : EntitySystem
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public sealed class StandingStateSystem : SharedStandingStateSystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args)
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{
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var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero;
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var dropAngle = _random.NextFloat(0.8f, 1.2f);
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var fellEvent = new FellDownEvent(uid);
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RaiseLocalEvent(uid, fellEvent, false);
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if (!TryComp(uid, out HandsComponent? handsComp))
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return;
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var worldRotation = EntityManager.GetComponent<TransformComponent>(uid).WorldRotation.ToVec();
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foreach (var hand in handsComp.Hands.Values)
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{
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if (hand.HeldEntity is not EntityUid held)
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continue;
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if (!HasComp<KeepItemsOnFallComponent>(uid))
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{
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if (!_handsSystem.TryDrop(uid, hand, null, checkActionBlocker: false, handsComp: handsComp))
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continue;
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}
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_throwingSystem.TryThrow(held,
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_random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
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0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
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uid, 0);
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}
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}
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[Dependency] private readonly TransformSystem _transform = default!;
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public override void Initialize()
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{
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@@ -51,16 +22,43 @@ public sealed class StandingStateSystem : EntitySystem
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SubscribeLocalEvent<StandingStateComponent, DropHandItemsEvent>(FallOver);
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}
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}
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/// <summary>
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/// Raised after an entity falls down.
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/// </summary>
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public sealed class FellDownEvent : EntityEventArgs
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private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args)
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{
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public EntityUid Uid { get; }
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public FellDownEvent(EntityUid uid)
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var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp)
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? comp.LinearVelocity / 50
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: Vector2.Zero;
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var dropAngle = Random.NextFloat(0.8f, 1.2f);
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var fellEvent = new FellDownEvent(uid);
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RaiseLocalEvent(uid, fellEvent);
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if (!TryComp(uid, out HandsComponent? handsComp))
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return;
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var worldRotation = _transform.GetWorldRotation(uid).ToVec();
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foreach (var hand in handsComp.Hands.Values)
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{
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Uid = uid;
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if (hand.HeldEntity is not { } held)
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continue;
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if (!HasComp<KeepItemsOnFallComponent>(uid))
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{
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if (!_handsSystem.TryDrop(uid, hand, checkActionBlocker: false, handsComp: handsComp))
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continue;
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}
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_throwingSystem.TryThrow(held,
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Random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
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0.5f * dropAngle * Random.NextFloat(-0.9f, 1.1f),
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uid, 0);
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}
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}
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}
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/// <summary>
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/// Raised after an entity falls down.
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/// </summary>
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public sealed class FellDownEvent(EntityUid uid) : EntityEventArgs
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{
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public EntityUid Uid { get; } = uid;
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}
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@@ -20,7 +20,7 @@ using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Content.Shared.Standing.Systems;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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@@ -34,7 +34,6 @@ public sealed class CarryingSystem : EntitySystem
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[Dependency] private readonly VirtualItemSystem _virtualItemSystem = default!;
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[Dependency] private readonly CarryingSlowdownSystem _slowdown = default!;
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[Dependency] private readonly DoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly StandingStateSystem _standingState = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly PullingSystem _pullingSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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@@ -272,7 +271,6 @@ public sealed class CarryingSystem : EntitySystem
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_actionBlockerSystem.UpdateCanMove(carried);
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_virtualItemSystem.DeleteInHandsMatching(carrier, carried);
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_transform.AttachToGridOrMap(carried);
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_standingState.Stand(carried);
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_movementSpeed.RefreshMovementSpeedModifiers(carrier);
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}
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