Files
OldThink/Content.Shared/Standing/StandingStateSystem.cs
Remuchi 673d26f918 [Feat] Система лежания и снаряды теперь проходят через лежащих людей, если не целиться в них (#195)
* add: система лежания и вставания

* add: теперь по-умолчанию по лежачим не попадают снаряды

* add: только гуманоиды могут ложиться
2024-03-21 09:54:11 +07:00

324 lines
10 KiB
C#

using Content.Shared.DoAfter;
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 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;
public sealed class StandingStateSystem : 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
// 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();
SubscribeLocalEvent<StandingStateComponent, StandingUpDoAfterEvent>(OnStandingUpDoAfter);
SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
SubscribeLocalEvent<StandingStateComponent, ProjectileCollideAttemptEvent>(OnProjectileCollideAttempt);
SubscribeLocalEvent<StandingStateComponent, HitscanHitAttemptEvent>(OnHitscanHitAttempt);
SubscribeNetworkEvent<ChangeStandingStateEvent>(OnChangeState);
CommandBinds.Builder
.Bind(ContentKeyFunctions.LieDown, InputCmdHandler.FromDelegate(ChangeLyingState))
.Register<StandingStateSystem>();
}
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);
}
private void OnChangeState(ChangeStandingStateEvent ev, EntitySessionEventArgs args)
{
if (!args.SenderSession.AttachedEntity.HasValue)
{
return;
}
var uid = args.SenderSession.AttachedEntity.Value;
if (IsDown(uid))
{
TryStandUp(uid);
}
else
{
TryLieDown(uid);
}
}
/// <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)
{
BreakOnUserMove = false,
BreakOnDamage = false,
BreakOnHandChange = false
};
_doAfter.TryStartDoAfter(doargs);
return true;
}
public bool TryLieDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;
if (standingState.CurrentState is not StandingState.Standing)
{
return false;
}
Down(uid, true, false, standingState);
_movement.RefreshMovementSpeedModifiers(uid);
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)
{
// 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)
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, uid);
}
return true;
}
public bool Stand(
EntityUid uid,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
bool force = false)
{
// TODO: This should actually log missing comps...
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();
return true;
}
}
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
{
}