Fully Revert Clown Waddling (#32652)

Fully revert Clown Waddling (revival of #29161)

A sad day, see #29156 for discussion
This commit is contained in:
Golinth
2024-10-06 08:33:02 -05:00
committed by GitHub
parent 35fc1b4037
commit 46a2eb545e
8 changed files with 0 additions and 405 deletions

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@@ -1,149 +0,0 @@
using System.Numerics;
using Content.Client.Buckle;
using Content.Client.Gravity;
using Content.Shared.ActionBlocker;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
namespace Content.Client.Movement.Systems;
public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem
{
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly GravitySystem _gravity = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly BuckleSystem _buckle = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeAllEvent<StartedWaddlingEvent>(OnStartWaddling);
SubscribeLocalEvent<WaddleAnimationComponent, AnimationCompletedEvent>(OnAnimationCompleted);
SubscribeAllEvent<StoppedWaddlingEvent>(OnStopWaddling);
}
private void OnStartWaddling(StartedWaddlingEvent msg, EntitySessionEventArgs args)
{
if (TryComp<WaddleAnimationComponent>(GetEntity(msg.Entity), out var comp))
StartWaddling((GetEntity(msg.Entity), comp));
}
private void OnStopWaddling(StoppedWaddlingEvent msg, EntitySessionEventArgs args)
{
if (TryComp<WaddleAnimationComponent>(GetEntity(msg.Entity), out var comp))
StopWaddling((GetEntity(msg.Entity), comp));
}
private void StartWaddling(Entity<WaddleAnimationComponent> entity)
{
if (_animation.HasRunningAnimation(entity.Owner, entity.Comp.KeyName))
return;
if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
return;
if (_gravity.IsWeightless(entity.Owner))
return;
if (!_actionBlocker.CanMove(entity.Owner, mover))
return;
// Do nothing if buckled in
if (_buckle.IsBuckled(entity.Owner))
return;
// Do nothing if crit or dead (for obvious reasons)
if (_mobState.IsIncapacitated(entity.Owner))
return;
PlayWaddleAnimationUsing(
(entity.Owner, entity.Comp),
CalculateAnimationLength(entity.Comp, mover),
CalculateTumbleIntensity(entity.Comp)
);
}
private static float CalculateTumbleIntensity(WaddleAnimationComponent component)
{
return component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
}
private static float CalculateAnimationLength(WaddleAnimationComponent component, InputMoverComponent mover)
{
return mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
}
private void OnAnimationCompleted(Entity<WaddleAnimationComponent> entity, ref AnimationCompletedEvent args)
{
if (args.Key != entity.Comp.KeyName)
return;
if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
return;
PlayWaddleAnimationUsing(
(entity.Owner, entity.Comp),
CalculateAnimationLength(entity.Comp, mover),
CalculateTumbleIntensity(entity.Comp)
);
}
private void StopWaddling(Entity<WaddleAnimationComponent> entity)
{
if (!_animation.HasRunningAnimation(entity.Owner, entity.Comp.KeyName))
return;
_animation.Stop(entity.Owner, entity.Comp.KeyName);
if (!TryComp<SpriteComponent>(entity.Owner, out var sprite))
return;
sprite.Offset = new Vector2();
sprite.Rotation = Angle.FromDegrees(0);
}
private void PlayWaddleAnimationUsing(Entity<WaddleAnimationComponent> entity, float len, float tumbleIntensity)
{
entity.Comp.LastStep = !entity.Comp.LastStep;
var anim = new Animation()
{
Length = TimeSpan.FromSeconds(len),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Rotation),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(tumbleIntensity), len/2),
new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), len/2),
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(new Vector2(), 0),
new AnimationTrackProperty.KeyFrame(entity.Comp.HopIntensity, len/2),
new AnimationTrackProperty.KeyFrame(new Vector2(), len/2),
}
}
}
};
_animation.Play(entity.Owner, anim, entity.Comp.KeyName);
}
}

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@@ -1,5 +0,0 @@
using Content.Shared.Movement.Systems;
namespace Content.Server.Movement.Systems;
public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem;

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@@ -1,36 +0,0 @@
using System.Numerics;
using Robust.Shared.GameStates;
namespace Content.Shared.Clothing.Components;
/// <summary>
/// Defines something as causing waddling when worn.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class WaddleWhenWornComponent : Component
{
///<summary>
/// How high should they hop during the waddle? Higher hop = more energy.
/// </summary>
[DataField, AutoNetworkedField]
public Vector2 HopIntensity = new(0, 0.25f);
/// <summary>
/// How far should they rock backward and forward during the waddle?
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
/// </summary>
[DataField, AutoNetworkedField]
public float TumbleIntensity = 20.0f;
/// <summary>
/// How long should a complete step take? Less time = more chaos.
/// </summary>
[DataField, AutoNetworkedField]
public float AnimationLength = 0.66f;
/// <summary>
/// How much shorter should the animation be when running?
/// </summary>
[DataField, AutoNetworkedField]
public float RunAnimationLengthMultiplier = 0.568f;
}

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@@ -1,32 +0,0 @@
using Content.Shared.Clothing;
using Content.Shared.Clothing.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Inventory.Events;
namespace Content.Shared.Clothing.EntitySystems;
public sealed class WaddleClothingSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WaddleWhenWornComponent, ClothingGotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<WaddleWhenWornComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
}
private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, ClothingGotEquippedEvent args)
{
var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Wearer);
waddleAnimComp.AnimationLength = comp.AnimationLength;
waddleAnimComp.HopIntensity = comp.HopIntensity;
waddleAnimComp.RunAnimationLengthMultiplier = comp.RunAnimationLengthMultiplier;
waddleAnimComp.TumbleIntensity = comp.TumbleIntensity;
}
private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, ClothingGotUnequippedEvent args)
{
RemComp<WaddleAnimationComponent>(args.Wearer);
}
}

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@@ -1,74 +0,0 @@
using System.Numerics;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Declares that an entity has started to waddle like a duck/clown.
/// </summary>
/// <param name="entity">The newly be-waddled.</param>
[Serializable, NetSerializable]
public sealed class StartedWaddlingEvent(NetEntity entity) : EntityEventArgs
{
public NetEntity Entity = entity;
}
/// <summary>
/// Declares that an entity has stopped waddling like a duck/clown.
/// </summary>
/// <param name="entity">The former waddle-er.</param>
[Serializable, NetSerializable]
public sealed class StoppedWaddlingEvent(NetEntity entity) : EntityEventArgs
{
public NetEntity Entity = entity;
}
/// <summary>
/// Defines something as having a waddle animation when it moves.
/// </summary>
[RegisterComponent, AutoGenerateComponentState]
public sealed partial class WaddleAnimationComponent : Component
{
/// <summary>
/// What's the name of this animation? Make sure it's unique so it can play along side other animations.
/// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
/// </summary>
[DataField]
public string KeyName = "Waddle";
///<summary>
/// How high should they hop during the waddle? Higher hop = more energy.
/// </summary>
[DataField, AutoNetworkedField]
public Vector2 HopIntensity = new(0, 0.25f);
/// <summary>
/// How far should they rock backward and forward during the waddle?
/// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
/// </summary>
[DataField, AutoNetworkedField]
public float TumbleIntensity = 20.0f;
/// <summary>
/// How long should a complete step take? Less time = more chaos.
/// </summary>
[DataField, AutoNetworkedField]
public float AnimationLength = 0.66f;
/// <summary>
/// How much shorter should the animation be when running?
/// </summary>
[DataField, AutoNetworkedField]
public float RunAnimationLengthMultiplier = 0.568f;
/// <summary>
/// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
/// </summary>
public bool LastStep;
/// <summary>
/// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
/// </summary>
[AutoNetworkedField]
public bool IsCurrentlyWaddling;
}

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@@ -1,106 +0,0 @@
using Content.Shared.Buckle.Components;
using Content.Shared.Gravity;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.Stunnable;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems;
public abstract class SharedWaddleAnimationSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
// Startup
SubscribeLocalEvent<WaddleAnimationComponent, ComponentStartup>(OnComponentStartup);
// Start moving possibilities
SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
SubscribeLocalEvent<WaddleAnimationComponent, StoodEvent>(OnStood);
// Stop moving possibilities
SubscribeLocalEvent((Entity<WaddleAnimationComponent> ent, ref StunnedEvent _) => StopWaddling(ent));
SubscribeLocalEvent((Entity<WaddleAnimationComponent> ent, ref DownedEvent _) => StopWaddling(ent));
SubscribeLocalEvent((Entity<WaddleAnimationComponent> ent, ref BuckledEvent _) => StopWaddling(ent));
SubscribeLocalEvent<WaddleAnimationComponent, GravityChangedEvent>(OnGravityChanged);
}
private void OnGravityChanged(Entity<WaddleAnimationComponent> ent, ref GravityChangedEvent args)
{
if (!args.HasGravity && ent.Comp.IsCurrentlyWaddling)
StopWaddling(ent);
}
private void OnComponentStartup(Entity<WaddleAnimationComponent> entity, ref ComponentStartup args)
{
if (!TryComp<InputMoverComponent>(entity.Owner, out var moverComponent))
return;
// If the waddler is currently moving, make them start waddling
if ((moverComponent.HeldMoveButtons & MoveButtons.AnyDirection) == MoveButtons.AnyDirection)
{
RaiseNetworkEvent(new StartedWaddlingEvent(GetNetEntity(entity.Owner)));
}
}
private void OnMovementInput(Entity<WaddleAnimationComponent> entity, ref MoveInputEvent args)
{
// Prediction mitigation. Prediction means that MoveInputEvents are spammed repeatedly, even though you'd assume
// they're once-only for the user actually doing something. As such do nothing if we're just repeating this FoR.
if (!_timing.IsFirstTimePredicted)
{
return;
}
if (!args.HasDirectionalMovement && entity.Comp.IsCurrentlyWaddling)
{
StopWaddling(entity);
return;
}
// Only start waddling if we're not currently AND we're actually moving.
if (entity.Comp.IsCurrentlyWaddling || !args.HasDirectionalMovement)
return;
entity.Comp.IsCurrentlyWaddling = true;
RaiseNetworkEvent(new StartedWaddlingEvent(GetNetEntity(entity.Owner)));
}
private void OnStood(Entity<WaddleAnimationComponent> entity, ref StoodEvent args)
{
// Prediction mitigation. Prediction means that MoveInputEvents are spammed repeatedly, even though you'd assume
// they're once-only for the user actually doing something. As such do nothing if we're just repeating this FoR.
if (!_timing.IsFirstTimePredicted)
{
return;
}
if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
{
return;
}
if ((mover.HeldMoveButtons & MoveButtons.AnyDirection) == MoveButtons.None)
return;
if (entity.Comp.IsCurrentlyWaddling)
return;
entity.Comp.IsCurrentlyWaddling = true;
RaiseNetworkEvent(new StartedWaddlingEvent(GetNetEntity(entity.Owner)));
}
private void StopWaddling(Entity<WaddleAnimationComponent> entity)
{
entity.Comp.IsCurrentlyWaddling = false;
RaiseNetworkEvent(new StoppedWaddlingEvent(GetNetEntity(entity.Owner)));
}
}

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@@ -47,8 +47,6 @@
collection: FootstepDuck collection: FootstepDuck
params: params:
variation: 0.07 variation: 0.07
- type: WaddleWhenWorn
tumbleIntensity: 10 # smaller than clown shoes
- type: Construction - type: Construction
graph: ClothingShoeSlippersDuck graph: ClothingShoeSlippersDuck
node: shoes node: shoes

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@@ -15,7 +15,6 @@
parent: [ClothingShoesBaseButcherable, ClothingSlotBase] parent: [ClothingShoesBaseButcherable, ClothingSlotBase]
id: ClothingShoesClownBase id: ClothingShoesClownBase
components: components:
- type: WaddleWhenWorn
- type: ItemSlots - type: ItemSlots
slots: slots:
item: item: