[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>
This commit is contained in:
Remuchi
2024-04-22 22:14:23 +07:00
committed by GitHub
parent 026ab3b445
commit 9565de0262
30 changed files with 237 additions and 139 deletions

View File

@@ -1,10 +1,11 @@
using Content.Shared.Standing.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(StandingStateSystem))]
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStandingStateSystem))]
public sealed partial class StandingStateComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField]

View File

@@ -1,11 +1,12 @@
using Content.Shared.DoAfter;
using Content.Shared.Gravity;
using Content.Shared.Hands.Components;
using Content.Shared.Input;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Projectiles;
using Content.Shared.Rotation;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Slippery;
using Content.Shared.Stunnable;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Input.Binding;
using Robust.Shared.Physics;
@@ -13,81 +14,41 @@ using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing;
namespace Content.Shared.Standing.Systems;
public sealed class StandingStateSystem : EntitySystem
public abstract partial class SharedStandingStateSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!; // WD EDIT
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!; // WD EDIT
[Dependency] private readonly SharedStunSystem _stun = default!; // WD EDIT
// 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;
// WD EDIT START
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
SubscribeLocalEvent<StandingStateComponent, ProjectileCollideAttemptEvent>(OnProjectileCollideAttempt);
SubscribeLocalEvent<StandingStateComponent, HitscanHitAttemptEvent>(OnHitscanHitAttempt);
CommandBinds.Builder
.Bind(ContentKeyFunctions.LieDown, InputCmdHandler.FromDelegate(ChangeLyingState))
.Register<SharedStandingStateSystem>();
SubscribeNetworkEvent<ChangeStandingStateEvent>(OnChangeState);
CommandBinds.Builder
.Bind(ContentKeyFunctions.LieDown, InputCmdHandler.FromDelegate(ChangeLyingState))
.Register<StandingStateSystem>();
SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
SubscribeLocalEvent<StandingStateComponent, SlipAttemptEvent>(OnSlipAttempt);
InitializeColliding();
}
private void OnRefreshMovementSpeed(
EntityUid uid,
StandingStateComponent component,
RefreshMovementSpeedModifiersEvent args)
{
if (IsDown(uid))
args.ModifySpeed(0.4f, 0.4f);
else
args.ModifySpeed(1f, 1f);
}
private void OnProjectileCollideAttempt(EntityUid uid, StandingStateComponent component, ref ProjectileCollideAttemptEvent args)
{
if (component.CurrentState is StandingState.Standing)
{
return;
}
if (!args.Component.Target.HasValue || args.Component.Target != uid)
{
args.Cancelled = true;
}
}
private void OnHitscanHitAttempt(EntityUid uid, StandingStateComponent component, ref HitscanHitAttemptEvent args)
{
if (component.CurrentState is StandingState.Standing)
{
return;
}
if (!args.Target.HasValue || args.Target != uid)
{
args.Cancelled = true;
}
}
private void OnStandingUpDoAfter(EntityUid uid, StandingStateComponent component, StandingUpDoAfterEvent args)
{
Stand(uid);
_movement.RefreshMovementSpeedModifiers(uid);
}
#region Events
private void OnChangeState(ChangeStandingStateEvent ev, EntitySessionEventArgs args)
{
@@ -98,6 +59,11 @@ public sealed class StandingStateSystem : EntitySystem
var uid = args.SenderSession.AttachedEntity.Value;
if (_stun.IsParalyzed(uid))
{
return;
}
if (IsDown(uid))
{
TryStandUp(uid);
@@ -108,12 +74,38 @@ public sealed class StandingStateSystem : EntitySystem
}
}
private void OnStandingUpDoAfter(EntityUid uid, StandingStateComponent component, StandingUpDoAfterEvent args)
{
Stand(uid);
}
private void OnRefreshMovementSpeed(EntityUid uid, StandingStateComponent component,
RefreshMovementSpeedModifiersEvent args)
{
if (IsDown(uid))
args.ModifySpeed(0.4f, 0.4f);
else
args.ModifySpeed(1f, 1f);
}
private void OnSlipAttempt(EntityUid uid, StandingStateComponent component, SlipAttemptEvent args)
{
if (IsDown(uid))
{
args.Cancel();
}
}
#endregion
#region Methods
/// <summary>
/// Send an update event when player pressed keybind.
/// </summary>
private void ChangeLyingState(ICommonSession? session)
{
if (session?.AttachedEntity == null ||
if (session?.AttachedEntity == null ||
!TryComp(session.AttachedEntity, out StandingStateComponent? standing) ||
!standing.CanLieDown)
{
@@ -122,7 +114,7 @@ public sealed class StandingStateSystem : EntitySystem
RaiseNetworkEvent(new ChangeStandingStateEvent());
}
public bool TryStandUp(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
@@ -140,11 +132,14 @@ public sealed class StandingStateSystem : EntitySystem
BreakOnHandChange = false
};
_doAfter.TryStartDoAfter(doargs);
if (!_doAfter.TryStartDoAfter(doargs))
return false;
standingState.CurrentState = StandingState.GettingUp;
return true;
}
public bool TryLieDown(EntityUid uid, StandingStateComponent? standingState = null)
public bool TryLieDown(EntityUid uid, StandingStateComponent? standingState = null, bool dropHeldItems = false)
{
if (!Resolve(uid, ref standingState, false))
return false;
@@ -154,13 +149,11 @@ public sealed class StandingStateSystem : EntitySystem
return false;
}
Down(uid, true, false, standingState);
_movement.RefreshMovementSpeedModifiers(uid);
Down(uid, true, dropHeldItems, standingState);
return true;
}
// WD EDIT END
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
@@ -177,14 +170,13 @@ public sealed class StandingStateSystem : EntitySystem
AppearanceComponent? appearance = null,
HandsComponent? hands = null)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, ref hands, false);
if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
return true;
// This is just to avoid most callers doing this manually saving boilerplate
@@ -230,9 +222,10 @@ public sealed class StandingStateSystem : EntitySystem
if (playSound)
{
_audio.PlayPredicted(standingState.DownSound, uid, uid);
_audio.PlayPredicted(standingState.DownSound, uid, null);
}
_movement.RefreshMovementSpeedModifiers(uid);
return true;
}
@@ -242,7 +235,6 @@ public sealed class StandingStateSystem : EntitySystem
AppearanceComponent? appearance = null,
bool force = false)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
@@ -280,9 +272,12 @@ public sealed class StandingStateSystem : EntitySystem
}
standingState.ChangedFixtures.Clear();
_movement.RefreshMovementSpeedModifiers(uid);
return true;
}
#endregion
}
public sealed class DropHandItemsEvent : EventArgs;
@@ -309,4 +304,4 @@ public sealed class DownedEvent : EntityEventArgs;
// WD EDIT
[Serializable, NetSerializable]
public sealed partial class StandingUpDoAfterEvent : SimpleDoAfterEvent;
public sealed partial class StandingUpDoAfterEvent : SimpleDoAfterEvent;

View File

@@ -0,0 +1,68 @@
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Shared.Standing.Systems;
// WD ADDED
public abstract partial class SharedStandingStateSystem
{
[Dependency] protected readonly IRobustRandom Random = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
private void InitializeColliding()
{
SubscribeLocalEvent<StandingStateComponent, ProjectileCollideAttemptEvent>(OnProjectileCollideAttempt);
SubscribeLocalEvent<StandingStateComponent, HitscanHitAttemptEvent>(OnHitscanHitAttempt);
}
private void OnProjectileCollideAttempt(EntityUid uid, StandingStateComponent component,
ref ProjectileCollideAttemptEvent args)
{
if (component.CurrentState is StandingState.Standing)
{
return;
}
if (!TryHit(uid, args.Component.Target, args.Component.IgnoreTarget))
{
args.Cancelled = true;
}
}
private void OnHitscanHitAttempt(EntityUid uid, StandingStateComponent component, ref HitscanHitAttemptEvent args)
{
if (component.CurrentState is StandingState.Standing)
{
return;
}
if (!TryHit(uid, args.Target))
{
args.Cancelled = true;
}
}
private bool TryHit(EntityUid uid, EntityUid? target, bool ignoreTarget = false)
{
// Lying and being pulled
if (!ignoreTarget && TryComp(uid, out PullableComponent? pullable) && pullable.BeingPulled)
return uid == target;
if (!TryComp(uid, out PhysicsComponent? physics))
return true;
// If alive and moving
if (_mobState.IsAlive(uid) && (ignoreTarget || physics.LinearVelocity.LengthSquared() > 0.01f))
{
// We should hit
return true;
}
// Only hit if we're target
return uid == target;
}
}