Knockdown (#535)

* - add: Better knockdown.

* - add: Some stuff.

* - add: Ghetto alert.
This commit is contained in:
Aviu00
2024-08-01 17:49:56 +00:00
committed by GitHub
parent 5df2d4586e
commit c2fd356c5c
15 changed files with 54 additions and 27 deletions

View File

@@ -11,6 +11,7 @@ using Content.Shared._White.Wizard.Timestop;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Mobs;
using Content.Shared.Movement.Events;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Input.Binding;
using Robust.Shared.Physics;
@@ -52,6 +53,7 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
SubscribeLocalEvent<StandingStateComponent, TileFrictionEvent>(OnTileFriction);
SubscribeLocalEvent<StandingStateComponent, SlipAttemptEvent>(OnSlipAttempt);
InitializeColliding();
@@ -98,12 +100,9 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
private void OnStandingUpDoAfter(EntityUid uid, StandingStateComponent component, StandingUpDoAfterEvent args)
{
if (args.Handled || _stun.IsParalyzed(uid)) // WD EDIT
{
if (args.Handled || args.Cancelled || HasComp<KnockedDownComponent>(uid) ||
_mobState.IsIncapacitated(uid) || !Stand(uid)) // WD EDIT
component.CurrentState = StandingState.Lying;
return;
}
Stand(uid);
}
private void OnRefreshMovementSpeed(EntityUid uid, StandingStateComponent component,
@@ -115,6 +114,12 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
args.ModifySpeed(1f, 1f);
}
private void OnTileFriction(Entity<StandingStateComponent> ent, ref TileFrictionEvent args)
{
if (IsDown(ent))
args.Modifier *= SharedStunSystem.KnockDownModifier;
}
private void OnSlipAttempt(EntityUid uid, StandingStateComponent component, SlipAttemptEvent args)
{
if (IsDown(uid))
@@ -217,6 +222,9 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
if (TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle)) // WD EDIT
return 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
@@ -226,9 +234,6 @@ public abstract partial class SharedStandingStateSystem : EntitySystem
RaiseLocalEvent(uid, new DropHandItemsEvent());
}
if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
return true;
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg);