Refactor standing to be ECS (#4142)

* Refactor standing to be ECS

E C S B A B Y

* DONE

* FIX IT FIX IT FIX IT

* IsDown event

* Change to methods

* Fixes

* Address some reviews

* Last of the Mohicans

* Final fixes

* Fix tests
This commit is contained in:
metalgearsloth
2021-06-27 19:02:46 +10:00
committed by GitHub
parent 97f4f0a9bd
commit 50cc526ebd
30 changed files with 328 additions and 268 deletions

View File

@@ -1,4 +1,6 @@
using Robust.Shared.GameObjects;
using Content.Shared.Hands;
using Content.Shared.Standing;
using Robust.Shared.GameObjects;
namespace Content.Shared.MobState.State
{
@@ -11,6 +13,18 @@ namespace Content.Shared.MobState.State
base.EnterState(entity);
var wake = entity.EnsureComponent<CollisionWakeComponent>();
wake.Enabled = true;
var standingState = EntitySystem.Get<StandingStateSystem>();
standingState.Down(entity);
if (standingState.IsDown(entity) && entity.TryGetComponent(out PhysicsComponent? physics))
{
physics.CanCollide = false;
}
if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
}
}
public override void ExitState(IEntity entity)
@@ -20,6 +34,14 @@ namespace Content.Shared.MobState.State
{
entity.RemoveComponent<CollisionWakeComponent>();
}
var standingState = EntitySystem.Get<StandingStateSystem>();
standingState.Stand(entity);
if (!standingState.IsDown(entity) && entity.TryGetComponent(out PhysicsComponent? physics))
{
physics.CanCollide = true;
}
}
public override bool CanInteract()