Files
OldThink/Content.Shared/Stunnable/SharedStunSystem.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

314 lines
11 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Bed.Sleep;
using Content.Shared.Database;
using Content.Shared.Hands;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.Standing.Systems;
using Content.Shared.StatusEffect;
using Content.Shared.Throwing;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
namespace Content.Shared.Stunnable;
public abstract class SharedStunSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedStandingStateSystem _standingState = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffect = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
/// <summary>
/// Friction modifier for knocked down players.
/// Doesn't make them faster but makes them slow down... slower.
/// </summary>
public const float KnockDownModifier = 0.4f;
public override void Initialize()
{
SubscribeLocalEvent<KnockedDownComponent, ComponentInit>(OnKnockInit);
SubscribeLocalEvent<KnockedDownComponent, ComponentShutdown>(OnKnockShutdown);
SubscribeLocalEvent<KnockedDownComponent, StandAttemptEvent>(OnStandAttempt);
SubscribeLocalEvent<SlowedDownComponent, ComponentInit>(OnSlowInit);
SubscribeLocalEvent<SlowedDownComponent, ComponentShutdown>(OnSlowRemove);
SubscribeLocalEvent<StunnedComponent, ComponentStartup>(UpdateCanMove);
SubscribeLocalEvent<StunnedComponent, ComponentShutdown>(UpdateCanMove);
// helping people up if they're knocked down
SubscribeLocalEvent<KnockedDownComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<SlowedDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
//SubscribeLocalEvent<KnockedDownComponent, TileFrictionEvent>(OnKnockedTileFriction);
// Attempt event subscriptions.
SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<MobStateComponent, MobStateChangedEvent>(OnMobStateChanged);
}
private void OnMobStateChanged(EntityUid uid, MobStateComponent component, MobStateChangedEvent args)
{
if (!TryComp<StatusEffectsComponent>(uid, out var status))
{
return;
}
switch (args.NewMobState)
{
case MobState.Alive:
{
break;
}
case MobState.Critical:
{
_statusEffect.TryRemoveStatusEffect(uid, "Stun");
break;
}
case MobState.Dead:
{
_statusEffect.TryRemoveStatusEffect(uid, "Stun");
break;
}
case MobState.Invalid:
default:
return;
}
}
private void UpdateCanMove(EntityUid uid, StunnedComponent component, EntityEventArgs args)
{
_blocker.UpdateCanMove(uid);
}
private void OnKnockInit(EntityUid uid, KnockedDownComponent component, ComponentInit args)
{
RaiseNetworkEvent(new CheckAutoGetUpEvent()); // WD EDIT
_standingState.TryLieDown(uid, null, SharedStandingStateSystem.DropHeldItemsBehavior.DropIfStanding);
}
private void OnKnockShutdown(EntityUid uid, KnockedDownComponent component, ComponentShutdown args)
{
// WD EDIT START
// Don't stand up if we can lie down via keybind
if (!TryComp(uid, out StandingStateComponent? standing) || !(!standing.CanLieDown || standing.AutoGetUp)) // WD EDIT
return;
if (standing.AutoGetUp && !_container.IsEntityInContainer(uid)) // WD EDIT
{
_standingState.TryStandUp(uid, standing);
return;
}
_standingState.Stand(uid, standing);
// WD EDIT END
}
private void OnStandAttempt(EntityUid uid, KnockedDownComponent component, StandAttemptEvent args)
{
if (component.LifeStage <= ComponentLifeStage.Running)
args.Cancel();
}
private void OnSlowInit(EntityUid uid, SlowedDownComponent component, ComponentInit args)
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
}
private void OnSlowRemove(EntityUid uid, SlowedDownComponent component, ComponentShutdown args)
{
component.SprintSpeedModifier = 1f;
component.WalkSpeedModifier = 1f;
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
}
private void OnRefreshMovespeed(EntityUid uid, SlowedDownComponent component, RefreshMovementSpeedModifiersEvent args)
{
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
}
// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
/// <summary>
/// Stuns the entity, disallowing it from doing many interactions temporarily.
/// </summary>
public bool TryStun(EntityUid uid, TimeSpan time, bool refresh,
StatusEffectsComponent? status = null)
{
if (time <= TimeSpan.Zero)
return false;
if (!Resolve(uid, ref status, false))
return false;
if (!_statusEffect.TryAddStatusEffect<StunnedComponent>(uid, "Stun", time, refresh))
return false;
var ev = new StunnedEvent();
RaiseLocalEvent(uid, ref ev);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} stunned for {time.Seconds} seconds");
return true;
}
/// <summary>
/// Knocks down the entity, making it fall to the ground.
/// </summary>
public bool TryKnockdown(EntityUid uid, TimeSpan time, bool refresh,
StatusEffectsComponent? status = null)
{
if (time <= TimeSpan.Zero)
return false;
if (!Resolve(uid, ref status, false))
return false;
if (!_statusEffect.TryAddStatusEffect<KnockedDownComponent>(uid, "KnockedDown", time, refresh))
return false;
var ev = new KnockedDownEvent();
RaiseLocalEvent(uid, ref ev);
return true;
}
/// <summary>
/// Applies knockdown and stun to the entity temporarily.
/// </summary>
public bool TryParalyze(EntityUid uid, TimeSpan time, bool refresh,
StatusEffectsComponent? status = null)
{
if (!Resolve(uid, ref status, false))
return false;
if (_statusEffect.HasStatusEffect(uid, "Stun"))
time = TimeSpan.FromSeconds(6);
if (_standingState.IsDown(uid)) // WD
RaiseLocalEvent(uid, new DropHandItemsEvent());
return TryKnockdown(uid, time, refresh, status) && TryStun(uid, time, refresh, status);
}
/// <summary>
/// Slows down the mob's walking/running speed temporarily
/// </summary>
public bool TrySlowdown(EntityUid uid, TimeSpan time, bool refresh,
float walkSpeedMultiplier = 1f, float runSpeedMultiplier = 1f,
StatusEffectsComponent? status = null)
{
if (!Resolve(uid, ref status, false))
return false;
if (time <= TimeSpan.Zero)
return false;
if (_statusEffect.TryAddStatusEffect<SlowedDownComponent>(uid, "SlowedDown", time, refresh, status))
{
var slowed = Comp<SlowedDownComponent>(uid);
// Doesn't make much sense to have the "TrySlowdown" method speed up entities now does it?
walkSpeedMultiplier = Math.Clamp(walkSpeedMultiplier, 0f, 1f);
runSpeedMultiplier = Math.Clamp(runSpeedMultiplier, 0f, 1f);
slowed.WalkSpeedModifier *= walkSpeedMultiplier;
slowed.SprintSpeedModifier *= runSpeedMultiplier;
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
return true;
}
return false;
}
private void OnInteractHand(EntityUid uid, KnockedDownComponent knocked, InteractHandEvent args)
{
if (args.Handled || knocked.HelpTimer > 0f)
return;
// TODO: This should be an event.
if (HasComp<SleepingComponent>(uid))
return;
// Set it to half the help interval so helping is actually useful...
knocked.HelpTimer = knocked.HelpInterval / 2f;
_statusEffect.TryRemoveTime(uid, "KnockedDown", TimeSpan.FromSeconds(knocked.HelpInterval));
_audio.PlayPredicted(knocked.StunAttemptSound, uid, args.User);
Dirty(uid, knocked);
args.Handled = true;
}
/*private void OnKnockedTileFriction(EntityUid uid, KnockedDownComponent component, ref TileFrictionEvent args)
{
args.Modifier *= KnockDownModifier;
}*/
#region Attempt Event Handling
private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, UpdateCanMoveEvent args)
{
if (stunned.LifeStage > ComponentLifeStage.Running)
return;
args.Cancel();
}
private void OnAttempt(EntityUid uid, StunnedComponent stunned, CancellableEntityEventArgs args)
{
args.Cancel();
}
private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == uid)
args.Cancel();
}
private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == uid)
args.Cancel();
}
#endregion
}
/// <summary>
/// Raised directed on an entity when it is stunned.
/// </summary>
[ByRefEvent]
public record struct StunnedEvent;
/// <summary>
/// Raised directed on an entity when it is knocked down.
/// </summary>
[ByRefEvent]
public record struct KnockedDownEvent;