Files
OldThink/Content.Shared/Standing/Systems/SharedStandingStateSystem.cs
Aviu00 d4525a91e6 Fixes & more (#548)
* - fix: Narsie not spawning, items not dropping on paralyze, cult tweaks.

* - fix: Diagonal grilles layer.

* - add: Cockroaches don't drop organs.

* - add: Magic hands now work on interact & disable context menu interaction.

* - fix: Shackles speech after doafter.

* - tweak: Reduce flashbang knockdown, check for CanLieDown.

* - tweak: Hspear limit.

* - tweak: Remove knockdown tile friction.

* - tweak: Engi belt in sus box.

* - fix: Constructs can hear cult chat.

* - fix: Desword audio.

* - fix: Context menu.

* - fix: Actually drop items on paralyze.

* - tweak: Revert range reduction.

* - add: Update thermal visibility.

* - add: NPCs can miss.

* - tweak: Update desc.

* - fix: Actually fix desword audio.

* - tweak: Secret weights & game presets.

* - fix: Cult stun.
2024-08-03 18:23:46 +03:00

367 lines
12 KiB
C#

using Content.Shared.DoAfter;
using Content.Shared.Hands.Components;
using Content.Shared.Input;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Rotation;
using Content.Shared.Slippery;
using Content.Shared.Stunnable;
using Content.Shared._White.Wizard.Timestop;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Mobs;
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 MobStateSystem _mobState = default!; // WD EDIT
[Dependency] private readonly SharedBuckleSystem _buckle = default!; // WD EDIT
[Dependency] private readonly SharedRotationVisualsSystem _rotation = 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 (TryComp<FrozenComponent>(args.SenderSession.AttachedEntity, out _)) // WD EDIT
return;
if (!args.SenderSession.AttachedEntity.HasValue)
{
return;
}
var uid = args.SenderSession.AttachedEntity.Value;
if (!TryComp(uid, out StandingStateComponent? standing)) // WD EDIT
return;
RaiseNetworkEvent(new CheckAutoGetUpEvent()); // WD EDIT
if (HasComp<KnockedDownComponent>(uid))
{
return;
}
if (!_mobState.IsAlive(uid))
{
return;
}
if (IsDown(uid, standing))
{
TryStandUp(uid, standing);
}
else
{
TryLieDown(uid, standing);
}
}
private void OnStandingUpDoAfter(EntityUid uid, StandingStateComponent component, StandingUpDoAfterEvent args)
{
if (args.Handled || args.Cancelled || HasComp<KnockedDownComponent>(uid) ||
_mobState.IsIncapacitated(uid) || !Stand(uid)) // WD EDIT
component.CurrentState = StandingState.Lying;
}
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;
var doargs = new DoAfterArgs(EntityManager, uid, standingState.StandingUpTime,
new StandingUpDoAfterEvent(), uid)
{
BreakOnMove = false,
BreakOnDamage = false,
BreakOnHandChange = false,
RequireCanInteract = false
};
if (!_doAfter.TryStartDoAfter(doargs))
return false;
standingState.CurrentState = StandingState.GettingUp;
return true;
}
public enum DropHeldItemsBehavior : byte
{
NoDrop,
DropIfStanding,
AlwaysDrop
}
public bool TryLieDown(EntityUid uid,
StandingStateComponent? standingState = null,
DropHeldItemsBehavior behavior = DropHeldItemsBehavior.NoDrop)
{
if (!Resolve(uid, ref standingState, false) || !standingState.CanLieDown ||
standingState.CurrentState is not StandingState.Standing)
{
if (behavior == DropHeldItemsBehavior.AlwaysDrop)
RaiseLocalEvent(uid, new DropHandItemsEvent());
return false;
}
Down(uid, true, behavior != DropHeldItemsBehavior.NoDrop, true, 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,
bool unbuckle = true, // WD EDIT
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 (TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle)) // WD EDIT
return false;
// 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());
}
if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
return true;
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg);
if (msg.Cancelled)
return false;
standingState.CurrentState = StandingState.Lying;
Dirty(uid, standingState);
if (TryComp<TransformComponent>(uid, out var transform)) // WD EDIT
{
var rotation = transform.LocalRotation;
_appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, appearance);
if (!buckled && (!_appearance.TryGetData<MobState>(uid, MobStateVisuals.State, out var state, appearance) ||
state is MobState.Alive))
{
if (rotation.GetDir() is Direction.East
or Direction.North
or Direction.NorthEast
or Direction.SouthEast)
_rotation.SetHorizontalAngle(uid, Angle.FromDegrees(270));
else
_rotation.ResetHorizontalAngle(uid);
}
}
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,
bool unbuckle = true) // WD EDIT
{
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, false);
if (unbuckle && TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle)) // WD EDIT
return 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;