[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:
307
Content.Shared/Standing/Systems/SharedStandingStateSystem.cs
Normal file
307
Content.Shared/Standing/Systems/SharedStandingStateSystem.cs
Normal file
@@ -0,0 +1,307 @@
|
||||
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.Rotation;
|
||||
using Content.Shared.Slippery;
|
||||
using Content.Shared.Stunnable;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Systems;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Standing.Systems;
|
||||
|
||||
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;
|
||||
|
||||
// WD EDIT START
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
CommandBinds.Builder
|
||||
.Bind(ContentKeyFunctions.LieDown, InputCmdHandler.FromDelegate(ChangeLyingState))
|
||||
.Register<SharedStandingStateSystem>();
|
||||
|
||||
SubscribeNetworkEvent<ChangeStandingStateEvent>(OnChangeState);
|
||||
|
||||
SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
|
||||
SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
|
||||
SubscribeLocalEvent<StandingStateComponent, SlipAttemptEvent>(OnSlipAttempt);
|
||||
|
||||
InitializeColliding();
|
||||
}
|
||||
|
||||
#region Events
|
||||
|
||||
private void OnChangeState(ChangeStandingStateEvent ev, EntitySessionEventArgs args)
|
||||
{
|
||||
if (!args.SenderSession.AttachedEntity.HasValue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var uid = args.SenderSession.AttachedEntity.Value;
|
||||
|
||||
if (_stun.IsParalyzed(uid))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsDown(uid))
|
||||
{
|
||||
TryStandUp(uid);
|
||||
}
|
||||
else
|
||||
{
|
||||
TryLieDown(uid);
|
||||
}
|
||||
}
|
||||
|
||||
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 ||
|
||||
!TryComp(session.AttachedEntity, out StandingStateComponent? standing) ||
|
||||
!standing.CanLieDown)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RaiseNetworkEvent(new ChangeStandingStateEvent());
|
||||
}
|
||||
|
||||
public bool TryStandUp(EntityUid uid, StandingStateComponent? standingState = null)
|
||||
{
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
return false;
|
||||
|
||||
if (standingState.CurrentState is not StandingState.Lying)
|
||||
return false;
|
||||
|
||||
standingState.CurrentState = StandingState.GettingUp;
|
||||
var doargs = new DoAfterArgs(EntityManager, uid, standingState.StandingUpTime,
|
||||
new StandingUpDoAfterEvent(), uid)
|
||||
{
|
||||
BreakOnMove = false,
|
||||
BreakOnDamage = false,
|
||||
BreakOnHandChange = false
|
||||
};
|
||||
|
||||
if (!_doAfter.TryStartDoAfter(doargs))
|
||||
return false;
|
||||
|
||||
standingState.CurrentState = StandingState.GettingUp;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryLieDown(EntityUid uid, StandingStateComponent? standingState = null, bool dropHeldItems = false)
|
||||
{
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
return false;
|
||||
|
||||
if (standingState.CurrentState is not StandingState.Standing)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Down(uid, true, dropHeldItems, standingState);
|
||||
return true;
|
||||
}
|
||||
// WD EDIT END
|
||||
|
||||
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
|
||||
{
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
return false;
|
||||
|
||||
return standingState.CurrentState is StandingState.Lying or StandingState.GettingUp;
|
||||
}
|
||||
|
||||
public bool Down(
|
||||
EntityUid uid,
|
||||
bool playSound = true,
|
||||
bool dropHeldItems = true,
|
||||
StandingStateComponent? standingState = null,
|
||||
AppearanceComponent? appearance = null,
|
||||
HandsComponent? hands = null)
|
||||
{
|
||||
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)
|
||||
return true;
|
||||
|
||||
// This is just to avoid most callers doing this manually saving boilerplate
|
||||
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
|
||||
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
|
||||
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
|
||||
if (dropHeldItems && hands != null)
|
||||
{
|
||||
RaiseLocalEvent(uid, new DropHandItemsEvent());
|
||||
}
|
||||
|
||||
var msg = new DownAttemptEvent();
|
||||
RaiseLocalEvent(uid, msg);
|
||||
|
||||
if (msg.Cancelled)
|
||||
return false;
|
||||
|
||||
standingState.CurrentState = StandingState.Lying;
|
||||
Dirty(uid, standingState);
|
||||
RaiseLocalEvent(uid, new DownedEvent());
|
||||
|
||||
// Seemed like the best place to put it
|
||||
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
|
||||
|
||||
// Change collision masks to allow going under certain entities like flaps and tables
|
||||
if (TryComp(uid, out FixturesComponent? fixtureComponent))
|
||||
{
|
||||
foreach (var (key, fixture) in fixtureComponent.Fixtures)
|
||||
{
|
||||
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
|
||||
continue;
|
||||
|
||||
standingState.ChangedFixtures.Add(key);
|
||||
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer,
|
||||
manager: fixtureComponent);
|
||||
}
|
||||
}
|
||||
|
||||
// check if component was just added or streamed to client
|
||||
// if true, no need to play sound - mob was down before player could seen that
|
||||
if (standingState.LifeStage <= ComponentLifeStage.Starting)
|
||||
return true;
|
||||
|
||||
if (playSound)
|
||||
{
|
||||
_audio.PlayPredicted(standingState.DownSound, uid, null);
|
||||
}
|
||||
|
||||
_movement.RefreshMovementSpeedModifiers(uid);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Stand(
|
||||
EntityUid uid,
|
||||
StandingStateComponent? standingState = null,
|
||||
AppearanceComponent? appearance = null,
|
||||
bool force = false)
|
||||
{
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
return false;
|
||||
|
||||
// Optional component.
|
||||
Resolve(uid, ref appearance, false);
|
||||
|
||||
if (standingState.CurrentState is StandingState.Standing)
|
||||
return true;
|
||||
|
||||
if (!force)
|
||||
{
|
||||
var msg = new StandAttemptEvent();
|
||||
RaiseLocalEvent(uid, msg);
|
||||
|
||||
if (msg.Cancelled)
|
||||
return false;
|
||||
}
|
||||
|
||||
standingState.CurrentState = StandingState.Standing;
|
||||
Dirty(uid, standingState);
|
||||
RaiseLocalEvent(uid, new StoodEvent());
|
||||
|
||||
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
|
||||
|
||||
if (TryComp(uid, out FixturesComponent? fixtureComponent))
|
||||
{
|
||||
foreach (var key in standingState.ChangedFixtures)
|
||||
{
|
||||
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
|
||||
{
|
||||
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer,
|
||||
fixtureComponent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
standingState.ChangedFixtures.Clear();
|
||||
_movement.RefreshMovementSpeedModifiers(uid);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public sealed class DropHandItemsEvent : EventArgs;
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe if you can potentially block a down attempt.
|
||||
/// </summary>
|
||||
public sealed class DownAttemptEvent : CancellableEntityEventArgs;
|
||||
|
||||
/// <summary>
|
||||
/// Subscribe if you can potentially block a stand attempt.
|
||||
/// </summary>
|
||||
public sealed class StandAttemptEvent : CancellableEntityEventArgs;
|
||||
|
||||
/// <summary>
|
||||
/// Raised when an entity becomes standing
|
||||
/// </summary>
|
||||
public sealed class StoodEvent : EntityEventArgs;
|
||||
|
||||
/// <summary>
|
||||
/// Raised when an entity is not standing
|
||||
/// </summary>
|
||||
public sealed class DownedEvent : EntityEventArgs;
|
||||
|
||||
// WD EDIT
|
||||
[Serializable, NetSerializable]
|
||||
public sealed partial class StandingUpDoAfterEvent : SimpleDoAfterEvent;
|
||||
Reference in New Issue
Block a user