Knockdown (#535)
* - add: Better knockdown. * - add: Some stuff. * - add: Ghetto alert.
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@@ -38,8 +38,9 @@ namespace Content.Shared.Alert
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VeryGood,
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VeryVeryGood,
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MoodDead,
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//WD end
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CultBuffed,
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Knockdown,
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//WD end
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PilotingShuttle,
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Peckish,
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Starving,
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@@ -4,6 +4,7 @@ using Content.Shared.Humanoid;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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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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@@ -30,6 +31,7 @@ public abstract class SharedTentacleGun : EntitySystem
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[Dependency] private readonly ITimerManager _timerManager = default!;
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[Dependency] private readonly SharedStandingStateSystem _standing = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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public override void Initialize()
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{
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@@ -111,7 +113,7 @@ public abstract class SharedTentacleGun : EntitySystem
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return;
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}
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if (!HasComp<HumanoidAppearanceComponent>(args.Embedded))
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if (!TryComp<StandingStateComponent>(args.Embedded, out var standing) || !standing.CanLieDown)
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{
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DeleteProjectile(uid);
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return;
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@@ -156,6 +158,7 @@ public abstract class SharedTentacleGun : EntitySystem
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private bool PullMob(ProjectileEmbedEvent args)
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{
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_standing.TryLieDown(args.Embedded);
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_stun.TryKnockdown(args.Embedded, TimeSpan.FromSeconds(4), true);
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_throwingSystem.TryThrow(args.Embedded, Transform(args.Shooter!.Value).Coordinates, 5f);
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@@ -10,5 +10,6 @@ public sealed partial class FlashOnTriggerComponent : Component
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[DataField] public float Range = 1.0f;
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[DataField] public float Duration = 8.0f;
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[DataField] public float Probability = 1.0f;
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[DataField] public bool ForceStun; // WD
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[DataField] public float StunTime; // WD
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[DataField] public float KnockdownTime; // WD
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}
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@@ -11,6 +11,7 @@ using Content.Shared._White.Wizard.Timestop;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Movement.Events;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Physics;
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@@ -52,6 +53,7 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
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SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
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SubscribeLocalEvent<StandingStateComponent, TileFrictionEvent>(OnTileFriction);
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SubscribeLocalEvent<StandingStateComponent, SlipAttemptEvent>(OnSlipAttempt);
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InitializeColliding();
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@@ -98,12 +100,9 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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private void OnStandingUpDoAfter(EntityUid uid, StandingStateComponent component, StandingUpDoAfterEvent args)
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{
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if (args.Handled || _stun.IsParalyzed(uid)) // WD EDIT
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{
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if (args.Handled || args.Cancelled || HasComp<KnockedDownComponent>(uid) ||
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_mobState.IsIncapacitated(uid) || !Stand(uid)) // WD EDIT
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component.CurrentState = StandingState.Lying;
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return;
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}
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Stand(uid);
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}
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private void OnRefreshMovementSpeed(EntityUid uid, StandingStateComponent component,
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@@ -115,6 +114,12 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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args.ModifySpeed(1f, 1f);
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}
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private void OnTileFriction(Entity<StandingStateComponent> ent, ref TileFrictionEvent args)
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{
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if (IsDown(ent))
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args.Modifier *= SharedStunSystem.KnockDownModifier;
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}
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private void OnSlipAttempt(EntityUid uid, StandingStateComponent component, SlipAttemptEvent args)
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{
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if (IsDown(uid))
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@@ -217,6 +222,9 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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if (TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle)) // WD EDIT
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return false;
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if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
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return true;
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// This is just to avoid most callers doing this manually saving boilerplate
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// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
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// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
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@@ -226,9 +234,6 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
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RaiseLocalEvent(uid, new DropHandItemsEvent());
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}
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if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
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return true;
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var msg = new DownAttemptEvent();
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RaiseLocalEvent(uid, msg);
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@@ -52,7 +52,7 @@ public abstract class SharedStunSystem : EntitySystem
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SubscribeLocalEvent<KnockedDownComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<SlowedDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<KnockedDownComponent, TileFrictionEvent>(OnKnockedTileFriction);
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//SubscribeLocalEvent<KnockedDownComponent, TileFrictionEvent>(OnKnockedTileFriction);
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// Attempt event subscriptions.
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SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
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@@ -260,10 +260,10 @@ public abstract class SharedStunSystem : EntitySystem
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args.Handled = true;
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}
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private void OnKnockedTileFriction(EntityUid uid, KnockedDownComponent component, ref TileFrictionEvent args)
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/*private void OnKnockedTileFriction(EntityUid uid, KnockedDownComponent component, ref TileFrictionEvent args)
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{
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args.Modifier *= KnockDownModifier;
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}
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}*/
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//WD EDIT START
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public bool IsParalyzed(EntityUid uid)
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@@ -21,7 +21,7 @@ public sealed class FlashSoundSuppressionSystem : EntitySystem
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args.Args.MaxRange = MathF.Min(args.Args.MaxRange, ent.Comp.MaxRange);
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}
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public void Stun(EntityUid target, float duration, float distance, float range)
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public void Stun(EntityUid target, float stunDuration, float knockdownDuration, float distance, float range)
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{
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if (TryComp<FlashSoundSuppressionComponent>(target, out var suppression))
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range = MathF.Min(range, suppression.MaxRange);
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@@ -38,11 +38,13 @@ public sealed class FlashSoundSuppressionSystem : EntitySystem
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if (distance > range)
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return;
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var stunTime = float.Lerp(duration, 0f, distance / range);
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if (stunTime <= 0f)
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return;
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var knockdownTime = float.Lerp(knockdownDuration, 0f, distance / range);
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if (knockdownTime > 0f)
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_stunSystem.TryKnockdown(target, TimeSpan.FromSeconds(knockdownTime), true);
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_stunSystem.TryParalyze(target, TimeSpan.FromSeconds(stunTime / 1000f), true);
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var stunTime = float.Lerp(stunDuration, 0f, distance / range);
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if (stunTime > 0f)
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_stunSystem.TryStun(target, TimeSpan.FromSeconds(stunTime), true);
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}
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}
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