[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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@@ -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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