Crawling Fixes 1: Dragons and Borgs can't do the worm. (#39084)

* Init Commit

* Remove unused code, fix stun visuals bug

* Update Content.Shared/Stunnable/SharedStunSystem.cs

* Some initial changes

* first batch of changes

* Commit

* One line cleanup

* KnockdownStatusEffect ain't worth it.

* Fix 2 bugs

* Fixes

* Remove that actually,

* Commit

* Better solution

* Alright final commit I think

* Add better remarks

* How the fuck did this not get pushed???

* Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!!

* Review

* Don't log that

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs
2025-08-10 10:49:29 -07:00
committed by GitHub
parent 4e29107c89
commit 55335cce0f
14 changed files with 376 additions and 212 deletions

View File

@@ -249,7 +249,7 @@ public sealed partial class ShuttleSystem
if (direction.LengthSquared() > minsq)
{
_stuns.TryUpdateKnockdownDuration(uid, knockdownTime);
_stuns.TryCrawling(uid, knockdownTime);
_throwing.TryThrow(uid, direction, physics, Transform(uid), _projQuery, direction.Length(), playSound: false);
}
else

View File

@@ -1,58 +1,66 @@
namespace Content.Server.Stunnable.Components
using Content.Server.Stunnable.Systems;
namespace Content.Server.Stunnable.Components;
/// <summary>
/// Adds stun when it collides with an entity
/// </summary>
[RegisterComponent, Access(typeof(StunOnCollideSystem))]
public sealed partial class StunOnCollideComponent : Component
{
// TODO: Can probably predict this.
/// <summary>
/// Adds stun when it collides with an entity
/// How long we are stunned for
/// </summary>
[RegisterComponent, Access(typeof(StunOnCollideSystem))]
public sealed partial class StunOnCollideComponent : Component
{
// TODO: Can probably predict this.
[DataField]
public TimeSpan StunAmount;
/// <summary>
/// How long we are stunned for
/// </summary>
[DataField]
public TimeSpan StunAmount;
/// <summary>
/// How long we are knocked down for
/// </summary>
[DataField]
public TimeSpan KnockdownAmount;
/// <summary>
/// How long we are knocked down for
/// </summary>
[DataField]
public TimeSpan KnockdownAmount;
/// <summary>
/// How long we are slowed down for
/// </summary>
[DataField]
public TimeSpan SlowdownAmount;
/// <summary>
/// How long we are slowed down for
/// </summary>
[DataField]
public TimeSpan SlowdownAmount;
/// <summary>
/// Multiplier for a mob's walking speed
/// </summary>
[DataField]
public float WalkSpeedModifier = 1f;
/// <summary>
/// Multiplier for a mob's walking speed
/// </summary>
[DataField]
public float WalkSpeedModifier = 1f;
/// <summary>
/// Multiplier for a mob's sprinting speed
/// </summary>
[DataField]
public float SprintSpeedModifier = 1f;
/// <summary>
/// Multiplier for a mob's sprinting speed
/// </summary>
[DataField]
public float SprintSpeedModifier = 1f;
/// <summary>
/// Refresh Stun or Slowdown on hit
/// </summary>
[DataField]
public bool Refresh = true;
/// <summary>
/// Refresh Stun or Slowdown on hit
/// </summary>
[DataField]
public bool Refresh = true;
/// <summary>
/// Should the entity try and stand automatically after being knocked down?
/// </summary>
[DataField]
public bool AutoStand = true;
/// <summary>
/// Should the entity try and stand automatically after being knocked down?
/// </summary>
[DataField]
public bool AutoStand = true;
/// <summary>
/// Should the entity drop their items upon first being knocked down?
/// </summary>
[DataField]
public bool Drop = true;
/// <summary>
/// Fixture we track for the collision.
/// </summary>
[DataField("fixture")] public string FixtureID = "projectile";
}
/// <summary>
/// Fixture we track for the collision.
/// </summary>
[DataField("fixture")] public string FixtureID = "projectile";
}

View File

@@ -4,47 +4,60 @@ using JetBrains.Annotations;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Events;
namespace Content.Server.Stunnable
namespace Content.Server.Stunnable.Systems;
[UsedImplicitly]
internal sealed class StunOnCollideSystem : EntitySystem
{
[UsedImplicitly]
internal sealed class StunOnCollideSystem : EntitySystem
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
public override void Initialize()
{
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
base.Initialize();
public override void Initialize()
SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
}
private void TryDoCollideStun(Entity<StunOnCollideComponent> ent, EntityUid target)
{
_stunSystem.TryKnockdown(target, ent.Comp.KnockdownAmount, ent.Comp.Refresh, ent.Comp.AutoStand, ent.Comp.Drop);
if (ent.Comp.Refresh)
{
base.Initialize();
SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
}
private void TryDoCollideStun(EntityUid uid, StunOnCollideComponent component, EntityUid target)
{
_stunSystem.TryUpdateStunDuration(target, component.StunAmount);
_stunSystem.TryKnockdown(target, component.KnockdownAmount, component.Refresh, component.AutoStand, force: true);
_stunSystem.TryUpdateStunDuration(target, ent.Comp.StunAmount);
_movementMod.TryUpdateMovementSpeedModDuration(
target,
MovementModStatusSystem.TaserSlowdown,
component.SlowdownAmount,
component.WalkSpeedModifier,
component.SprintSpeedModifier
ent.Comp.SlowdownAmount,
ent.Comp.WalkSpeedModifier,
ent.Comp.SprintSpeedModifier
);
}
private void HandleCollide(EntityUid uid, StunOnCollideComponent component, ref StartCollideEvent args)
else
{
if (args.OurFixtureId != component.FixtureID)
return;
TryDoCollideStun(uid, component, args.OtherEntity);
}
private void HandleThrow(EntityUid uid, StunOnCollideComponent component, ThrowDoHitEvent args)
{
TryDoCollideStun(uid, component, args.Target);
_stunSystem.TryAddStunDuration(target, ent.Comp.StunAmount);
_movementMod.TryAddMovementSpeedModDuration(
target,
MovementModStatusSystem.TaserSlowdown,
ent.Comp.SlowdownAmount,
ent.Comp.WalkSpeedModifier,
ent.Comp.SprintSpeedModifier
);
}
}
private void HandleCollide(Entity<StunOnCollideComponent> ent, ref StartCollideEvent args)
{
if (args.OurFixtureId != ent.Comp.FixtureID)
return;
TryDoCollideStun(ent, args.OtherEntity);
}
private void HandleThrow(Entity<StunOnCollideComponent> ent, ref ThrowDoHitEvent args)
{
TryDoCollideStun(ent, args.Target);
}
}

View File

@@ -149,7 +149,8 @@ public sealed class SlipperySystem : EntitySystem
_audio.PlayPredicted(component.SlipSound, other, other);
}
_stun.TryKnockdown(other, component.SlipData.KnockdownTime, true, force: true);
// Slippery is so tied to knockdown that we really just need to force it here.
_stun.TryKnockdown(other, component.SlipData.KnockdownTime, force: true);
_adminLogger.Add(LogType.Slip, LogImpact.Low, $"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
}

View File

@@ -15,23 +15,10 @@ namespace Content.Shared.Standing
public bool Standing { get; set; } = true;
/// <summary>
/// Time it takes us to stand up
/// Friction modifier applied to an entity in the downed state.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan StandTime = TimeSpan.FromSeconds(2);
/// <summary>
/// Default Friction modifier for knocked down players.
/// Makes them accelerate and deccelerate slower.
/// </summary>
[DataField, AutoNetworkedField]
public float FrictionModifier = 0.4f;
/// <summary>
/// Base modifier to the maximum movement speed of a knocked down mover.
/// </summary>
[DataField, AutoNetworkedField]
public float SpeedModifier = 0.3f;
public float DownFrictionMod = 0.4f;
/// <summary>
/// List of fixtures that had their collision mask changed when the entity was downed.

View File

@@ -23,7 +23,6 @@ public sealed class StandingStateSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<StandingStateComponent, AttemptMobCollideEvent>(OnMobCollide);
SubscribeLocalEvent<StandingStateComponent, AttemptMobTargetCollideEvent>(OnMobTargetCollide);
SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
SubscribeLocalEvent<StandingStateComponent, RefreshFrictionModifiersEvent>(OnRefreshFrictionModifiers);
SubscribeLocalEvent<StandingStateComponent, TileFrictionEvent>(OnTileFriction);
}
@@ -44,25 +43,19 @@ public sealed class StandingStateSystem : EntitySystem
}
}
private void OnRefreshMovementSpeedModifiers(Entity<StandingStateComponent> entity, ref RefreshMovementSpeedModifiersEvent args)
{
if (!entity.Comp.Standing)
args.ModifySpeed(entity.Comp.FrictionModifier);
}
private void OnRefreshFrictionModifiers(Entity<StandingStateComponent> entity, ref RefreshFrictionModifiersEvent args)
{
if (entity.Comp.Standing)
return;
args.ModifyFriction(entity.Comp.FrictionModifier);
args.ModifyAcceleration(entity.Comp.FrictionModifier);
args.ModifyFriction(entity.Comp.DownFrictionMod);
args.ModifyAcceleration(entity.Comp.DownFrictionMod);
}
private void OnTileFriction(Entity<StandingStateComponent> entity, ref TileFrictionEvent args)
{
if (!entity.Comp.Standing)
args.Modifier *= entity.Comp.FrictionModifier;
args.Modifier *= entity.Comp.DownFrictionMod;
}
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)

View File

@@ -0,0 +1,40 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Stunnable;
/// <summary>
/// This is used to denote that an entity can crawl.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStunSystem))]
public sealed partial class CrawlerComponent : Component
{
/// <summary>
/// Default time we will be knocked down for.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan DefaultKnockedDuration { get; set; } = TimeSpan.FromSeconds(0.5);
/// <summary>
/// Minimum damage taken to extend our knockdown timer by the default time.
/// </summary>
[DataField, AutoNetworkedField]
public float KnockdownDamageThreshold = 5f;
/// <summary>
/// Time it takes us to stand up
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan StandTime = TimeSpan.FromSeconds(2);
/// <summary>
/// Base modifier to the maximum movement speed of a knocked down mover.
/// </summary>
[DataField, AutoNetworkedField]
public float SpeedModifier = 0.4f;
/// <summary>
/// Friction modifier applied to an entity in the downed state.
/// </summary>
[DataField, AutoNetworkedField]
public float FrictionModifier = 1f;
}

View File

@@ -6,4 +6,22 @@ namespace Content.Shared.Stunnable;
/// Knockdown as a status effect.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedStunSystem))]
public sealed partial class KnockdownStatusEffectComponent : Component;
public sealed partial class KnockdownStatusEffectComponent : Component
{
/// <summary>
/// Should this knockdown only affect crawlers?
/// </summary>
/// <remarks>
/// If your status effect doesn't come paired with <see cref="StunnedStatusEffectComponent"/>
/// Or if your status effect doesn't whitelist itself to only those with <see cref="CrawlerComponent"/>
/// Then you need to set this to true.
/// </remarks>
[DataField]
public bool Crawl;
/// <summary>
/// Should we drop items when we fall?
/// </summary>
[DataField]
public bool Drop = true;
}

View File

@@ -25,13 +25,7 @@ namespace Content.Shared.Stunnable;
/// </summary>
public abstract partial class SharedStunSystem
{
// TODO: Both of these constants need to be moved to a component somewhere, and need to be tweaked for balance...
// We don't always have standing state available when these are called so it can't go there
// Maybe I can pass the values to KnockedDownComponent from Standing state on Component init?
// Default knockdown timer
public static readonly TimeSpan DefaultKnockedDuration = TimeSpan.FromSeconds(0.5f);
// Minimum damage taken to refresh our knockdown timer to the default duration
public static readonly float KnockdownDamageThreshold = 5f;
private EntityQuery<CrawlerComponent> _crawlerQuery;
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly SharedHandsSystem _hands = default!;
@@ -43,6 +37,8 @@ public abstract partial class SharedStunSystem
private void InitializeKnockdown()
{
_crawlerQuery = GetEntityQuery<CrawlerComponent>();
SubscribeLocalEvent<KnockedDownComponent, RejuvenateEvent>(OnRejuvenate);
// Startup and Shutdown
@@ -61,8 +57,9 @@ public abstract partial class SharedStunSystem
// DoAfter event subscriptions
SubscribeLocalEvent<KnockedDownComponent, TryStandDoAfterEvent>(OnStandDoAfter);
// Knockdown Extenders
SubscribeLocalEvent<KnockedDownComponent, DamageChangedEvent>(OnDamaged);
// Crawling
SubscribeLocalEvent<CrawlerComponent, KnockedDownRefreshEvent>(OnKnockdownRefresh);
SubscribeLocalEvent<CrawlerComponent, DamageChangedEvent>(OnDamaged);
// Handling Alternative Inputs
SubscribeAllEvent<ForceStandUpEvent>(OnForceStandup);
@@ -81,6 +78,7 @@ public abstract partial class SharedStunSystem
while (query.MoveNext(out var uid, out var knockedDown))
{
// If it's null then we don't want to stand up
if (!knockedDown.AutoStand || knockedDown.DoAfterId.HasValue || knockedDown.NextUpdate > GameTiming.CurTime)
continue;
@@ -157,7 +155,7 @@ public abstract partial class SharedStunSystem
/// <param name="entity">Entity who's knockdown time we're updating.</param>
/// <param name="time">The time we're updating with.</param>
/// <param name="refresh">Whether we're resetting the timer or adding to the current timer.</param>
public void UpdateKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time, bool refresh = true)
public void UpdateKnockdownTime(Entity<KnockedDownComponent?> entity, TimeSpan time, bool refresh = true)
{
if (refresh)
RefreshKnockdownTime(entity, time);
@@ -174,6 +172,7 @@ public abstract partial class SharedStunSystem
{
entity.Comp.NextUpdate = time;
DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
Alerts.ShowAlert(entity, KnockdownAlert, null, (GameTiming.CurTime, entity.Comp.NextUpdate));
}
/// <summary>
@@ -182,11 +181,14 @@ public abstract partial class SharedStunSystem
/// </summary>
/// <param name="entity">Entity whose timer we're updating</param>
/// <param name="time">The time we want them to be knocked down for.</param>
public void RefreshKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
public void RefreshKnockdownTime(Entity<KnockedDownComponent?> entity, TimeSpan time)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
var knockedTime = GameTiming.CurTime + time;
if (entity.Comp.NextUpdate < knockedTime)
SetKnockdownTime(entity, knockedTime);
SetKnockdownTime((entity, entity.Comp), knockedTime);
}
/// <summary>
@@ -194,35 +196,20 @@ public abstract partial class SharedStunSystem
/// </summary>
/// <param name="entity">Entity whose timer we're updating</param>
/// <param name="time">The time we want to add to their knocked down timer.</param>
public void AddKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
public void AddKnockdownTime(Entity<KnockedDownComponent?> entity, TimeSpan time)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
if (entity.Comp.NextUpdate < GameTiming.CurTime)
{
SetKnockdownTime(entity, GameTiming.CurTime + time);
SetKnockdownTime((entity, entity.Comp), GameTiming.CurTime + time);
return;
}
entity.Comp.NextUpdate += time;
DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
}
/// <summary>
/// Checks if an entity is able to stand, returns true if it can, returns false if it cannot.
/// </summary>
/// <param name="entity">Entity we're checking</param>
/// <returns>Returns whether the entity is able to stand</returns>
public bool CanStand(Entity<KnockedDownComponent> entity)
{
if (entity.Comp.NextUpdate > GameTiming.CurTime)
return false;
if (!Blocker.CanMove(entity))
return false;
var ev = new StandUpAttemptEvent();
RaiseLocalEvent(entity, ref ev);
return !ev.Cancelled;
Alerts.ShowAlert(entity, KnockdownAlert, null, (GameTiming.CurTime, entity.Comp.NextUpdate));
}
#endregion
@@ -237,29 +224,55 @@ public abstract partial class SharedStunSystem
if (playerSession.AttachedEntity is not { Valid: true } playerEnt || !Exists(playerEnt))
return;
if (!TryComp<KnockedDownComponent>(playerEnt, out var component))
ToggleKnockdown(playerEnt);
}
/// <summary>
/// Handles an entity trying to make itself fall down.
/// </summary>
/// <param name="entity">Entity who is trying to fall down</param>
private void ToggleKnockdown(Entity<CrawlerComponent?, KnockedDownComponent?> entity)
{
// We resolve here instead of using TryCrawling to be extra sure someone without crawler can't stand up early.
if (!Resolve(entity, ref entity.Comp1, false))
return;
if (!Resolve(entity, ref entity.Comp2, false))
{
TryKnockdown(playerEnt, DefaultKnockedDuration, true, false, false); // TODO: Unhardcode these numbers
TryKnockdown(entity.Owner, entity.Comp1.DefaultKnockedDuration, true, false, false);
return;
}
var stand = !component.DoAfterId.HasValue;
SetAutoStand(playerEnt, stand);
var stand = !entity.Comp2.DoAfterId.HasValue;
SetAutoStand((entity, entity.Comp2), stand);
if (!stand || !TryStanding(playerEnt))
CancelKnockdownDoAfter((playerEnt, component));
if (!stand || !TryStanding((entity, entity.Comp2)))
CancelKnockdownDoAfter((entity, entity.Comp2));
}
public bool TryStanding(Entity<KnockedDownComponent?, StandingStateComponent?> entity)
public bool TryStanding(Entity<KnockedDownComponent?> entity)
{
// If we aren't knocked down or can't be knocked down, then we did technically succeed in standing up
if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2, false))
if (!Resolve(entity, ref entity.Comp, false))
return true;
if (!TryStand((entity.Owner, entity.Comp1)))
if (!KnockdownOver((entity, entity.Comp)))
return false;
var ev = new GetStandUpTimeEvent(entity.Comp2.StandTime);
if (!_crawlerQuery.TryComp(entity, out var crawler))
{
// If we can't crawl then just have us sit back up...
// In case you're wondering, the KnockdownOverCheck, returns if we're able to move, so if next update is null.
// An entity that can't crawl will stand up the next time they can move, which should prevent moving while knocked down.
RemComp<KnockedDownComponent>(entity);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(entity):user} has stood up from knockdown.");
return true;
}
if (!TryStand((entity, entity.Comp)))
return false;
var ev = new GetStandUpTimeEvent(crawler.StandTime);
RaiseLocalEvent(entity, ref ev);
var doAfterArgs = new DoAfterArgs(EntityManager, entity, ev.DoAfterTime, new TryStandDoAfterEvent(), entity, entity)
@@ -275,11 +288,19 @@ public abstract partial class SharedStunSystem
if (!DoAfter.TryStartDoAfter(doAfterArgs, out var doAfterId))
return false;
entity.Comp1.DoAfterId = doAfterId.Value.Index;
DirtyField(entity, entity.Comp1, nameof(KnockedDownComponent.DoAfterId));
entity.Comp.DoAfterId = doAfterId.Value.Index;
DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.DoAfterId));
return true;
}
public bool KnockdownOver(Entity<KnockedDownComponent> entity)
{
if (entity.Comp.NextUpdate > GameTiming.CurTime)
return false;
return Blocker.CanMove(entity);
}
/// <summary>
/// A variant of <see cref="CanStand"/> used when we're actually trying to stand.
/// Main difference is this one affects autostand datafields and also displays popups.
@@ -288,10 +309,7 @@ public abstract partial class SharedStunSystem
/// <returns>Returns whether the entity is able to stand</returns>
public bool TryStand(Entity<KnockedDownComponent> entity)
{
if (entity.Comp.NextUpdate > GameTiming.CurTime)
return false;
if (!Blocker.CanMove(entity))
if (!KnockdownOver(entity))
return false;
var ev = new StandUpAttemptEvent(entity.Comp.AutoStand);
@@ -308,6 +326,22 @@ public abstract partial class SharedStunSystem
return !ev.Cancelled;
}
/// <summary>
/// Checks if an entity is able to stand, returns true if it can, returns false if it cannot.
/// </summary>
/// <param name="entity">Entity we're checking</param>
/// <returns>Returns whether the entity is able to stand</returns>
public bool CanStand(Entity<KnockedDownComponent> entity)
{
if (!KnockdownOver(entity))
return false;
var ev = new StandUpAttemptEvent();
RaiseLocalEvent(entity, ref ev);
return !ev.Cancelled;
}
private bool StandingBlocked(Entity<KnockedDownComponent> entity)
{
if (!TryStand(entity))
@@ -338,7 +372,7 @@ public abstract partial class SharedStunSystem
// That way if we fail to stand, the game will try to stand for us when we are able to
SetAutoStand(entity, true);
if (!HasComp<StandingStateComponent>(entity) || StandingBlocked((entity, entity.Comp)))
if (StandingBlocked((entity, entity.Comp)))
return;
if (!_hands.TryGetEmptyHand(entity.Owner, out _))
@@ -436,16 +470,22 @@ public abstract partial class SharedStunSystem
#endregion
#region Knockdown Extenders
#region Crawling
private void OnDamaged(Entity<KnockedDownComponent> entity, ref DamageChangedEvent args)
private void OnDamaged(Entity<CrawlerComponent> entity, ref DamageChangedEvent args)
{
// We only want to extend our knockdown timer if it would've prevented us from standing up
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState)
return;
if (args.DamageDelta.GetTotal() >= KnockdownDamageThreshold) // TODO: Unhardcode this
SetKnockdownTime(entity, GameTiming.CurTime + DefaultKnockedDuration);
if (args.DamageDelta.GetTotal() >= entity.Comp.KnockdownDamageThreshold)
RefreshKnockdownTime(entity.Owner, entity.Comp.DefaultKnockedDuration);
}
private void OnKnockdownRefresh(Entity<CrawlerComponent> entity, ref KnockedDownRefreshEvent args)
{
args.FrictionModifier *= entity.Comp.FrictionModifier;
args.SpeedModifier *= entity.Comp.SpeedModifier;
}
#endregion

View File

@@ -26,7 +26,6 @@ namespace Content.Shared.Stunnable;
public abstract partial class SharedStunSystem : EntitySystem
{
public static readonly EntProtoId StunId = "StatusEffectStunned";
public static readonly EntProtoId KnockdownId = "StatusEffectKnockdown";
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
@@ -61,10 +60,11 @@ public abstract partial class SharedStunSystem : EntitySystem
SubscribeLocalEvent<MobStateComponent, MobStateChangedEvent>(OnMobStateChanged);
// New Status Effect subscriptions
SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectAppliedEvent>(OnStunEffectApplied);
SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectAppliedEvent>(OnStunStatusApplied);
SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRemovedEvent>(OnStunStatusRemoved);
SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRelayedEvent<StunEndAttemptEvent>>(OnStunEndAttempt);
SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectAppliedEvent>(OnKnockdownStatusApplied);
SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectRelayedEvent<StandUpAttemptEvent>>(OnStandUpAttempt);
// Stun Appearance Data
@@ -123,7 +123,7 @@ public abstract partial class SharedStunSystem : EntitySystem
return;
TryUpdateStunDuration(args.OtherEntity, ent.Comp.Duration);
TryKnockdown(args.OtherEntity, ent.Comp.Duration, true, force: true);
TryKnockdown(args.OtherEntity, ent.Comp.Duration, force: true);
}
// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
@@ -156,29 +156,54 @@ public abstract partial class SharedStunSystem : EntitySystem
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} stunned for {timeForLogs} seconds");
}
public bool TryAddKnockdownDuration(EntityUid uid, TimeSpan duration)
/// <summary>
/// Tries to knock an entity to the ground, but will fail if they aren't able to crawl.
/// Useful if you don't want to paralyze an entity that can't crawl, but still want to knockdown
/// entities that can.
/// </summary>
/// <param name="entity">Entity we're trying to knockdown.</param>
/// <param name="time">Time of the knockdown.</param>
/// <param name="refresh">Do we refresh their timer, or add to it if one exists?</param>
/// <param name="autoStand">Whether we should automatically stand when knockdown ends.</param>
/// <param name="drop">Should we drop what we're holding?</param>
/// <param name="force">Should we force crawling? Even if something tried to block it?</param>
/// <returns>Returns true if the entity is able to crawl, and was able to be knocked down.</returns>
public bool TryCrawling(Entity<CrawlerComponent?> entity,
TimeSpan? time,
bool refresh = true,
bool autoStand = true,
bool drop = true,
bool force = false)
{
if (!_status.TryAddStatusEffectDuration(uid, KnockdownId, duration))
if (!Resolve(entity, ref entity.Comp, false))
return false;
TryKnockdown(uid, duration, true, force: true);
return true;
return TryKnockdown(entity, time, refresh, autoStand, drop, force);
}
public bool TryUpdateKnockdownDuration(EntityUid uid, TimeSpan? duration)
/// <inheritdoc cref="TryCrawling(Entity{CrawlerComponent?},TimeSpan?,bool,bool,bool,bool)"/>
/// <summary>An overload of TryCrawling which uses the default crawling time from the CrawlerComponent as its timespan.</summary>
public bool TryCrawling(Entity<CrawlerComponent?> entity,
bool refresh = true,
bool autoStand = true,
bool drop = true,
bool force = false)
{
if (!_status.TryUpdateStatusEffectDuration(uid, KnockdownId, duration))
if (!Resolve(entity, ref entity.Comp, false))
return false;
return TryKnockdown(uid, duration, true, force: true);
return TryKnockdown(entity, entity.Comp.DefaultKnockedDuration, refresh, autoStand, drop, force);
}
/// <summary>
/// Knocks down the entity, making it fall to the ground.
/// Checks if we can knock down an entity to the ground...
/// </summary>
public bool TryKnockdown(Entity<StandingStateComponent?> entity, TimeSpan? time, bool refresh, bool autoStand = true, bool drop = true, bool force = false)
/// <param name="entity">The entity we're trying to knock down</param>
/// <param name="time">The time of the knockdown</param>
/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
/// <param name="drop">Whether we should drop items.</param>
/// <param name="force">Should we force the status effect?</param>
public bool CanKnockdown(Entity<StandingStateComponent?> entity, ref TimeSpan? time, ref bool autoStand, ref bool drop, bool force = false)
{
if (time <= TimeSpan.Zero)
return false;
@@ -187,30 +212,53 @@ public abstract partial class SharedStunSystem : EntitySystem
if (!Resolve(entity, ref entity.Comp, false))
return false;
if (!force)
{
var evAttempt = new KnockDownAttemptEvent(autoStand, drop);
RaiseLocalEvent(entity, ref evAttempt);
var evAttempt = new KnockDownAttemptEvent(autoStand, drop, time);
RaiseLocalEvent(entity, ref evAttempt);
if (evAttempt.Cancelled)
return false;
autoStand = evAttempt.AutoStand;
drop = evAttempt.Drop;
autoStand = evAttempt.AutoStand;
drop = evAttempt.Drop;
}
return force || !evAttempt.Cancelled;
}
Knockdown(entity!, time, refresh, autoStand, drop);
/// <summary>
/// Knocks down the entity, making it fall to the ground.
/// </summary>
/// <param name="entity">The entity we're trying to knock down</param>
/// <param name="time">The time of the knockdown</param>
/// <param name="refresh">Whether we should refresh a running timer or add to it, if one exists.</param>
/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
/// <param name="drop">Whether we should drop items.</param>
/// <param name="force">Should we force the status effect?</param>
public bool TryKnockdown(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh = true, bool autoStand = true, bool drop = true, bool force = false)
{
if (!CanKnockdown(entity.Owner, ref time, ref autoStand, ref drop, force))
return false;
// If the entity can't crawl they also need to be stunned, and therefore we should be using paralysis status effect.
// Also time shouldn't be null if we're and trying to add time but, we check just in case anyways.
if (!Resolve(entity, ref entity.Comp, false))
return refresh || time == null ? TryUpdateParalyzeDuration(entity, time) : TryAddParalyzeDuration(entity, time.Value);
Knockdown(entity, time, refresh, autoStand, drop);
return true;
}
private void Knockdown(Entity<StandingStateComponent> entity, TimeSpan? time, bool refresh, bool autoStand, bool drop)
private void Crawl(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh, bool autoStand, bool drop)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
Knockdown(entity, time, refresh, autoStand, drop);
}
private void Knockdown(EntityUid uid, TimeSpan? time, bool refresh, bool autoStand, bool drop)
{
// Initialize our component with the relevant data we need if we don't have it
if (EnsureComp<KnockedDownComponent>(entity, out var component))
if (EnsureComp<KnockedDownComponent>(uid, out var component))
{
RefreshKnockedMovement((entity, component));
CancelKnockdownDoAfter((entity, component));
RefreshKnockedMovement((uid, component));
CancelKnockdownDoAfter((uid, component));
}
else
{
@@ -218,41 +266,50 @@ public abstract partial class SharedStunSystem : EntitySystem
if (drop)
{
var ev = new DropHandItemsEvent();
RaiseLocalEvent(entity, ref ev);
RaiseLocalEvent(uid, ref ev);
}
// Only update Autostand value if it's our first time being knocked down...
SetAutoStand((entity, component), autoStand);
SetAutoStand((uid, component), autoStand);
}
var knockedEv = new KnockedDownEvent(time);
RaiseLocalEvent(entity, ref knockedEv);
var knockedEv = new KnockedDownEvent();
RaiseLocalEvent(uid, ref knockedEv);
if (time != null)
{
UpdateKnockdownTime((entity, component), time.Value, refresh);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(entity):user} knocked down for {time.Value.Seconds} seconds");
UpdateKnockdownTime((uid, component), time.Value, refresh);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down for {time.Value.Seconds} seconds");
}
else
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(entity):user} knocked down for an indefinite amount of time");
Alerts.ShowAlert(entity, KnockdownAlert, null, (GameTiming.CurTime, component.NextUpdate));
{
Alerts.ShowAlert(uid, KnockdownAlert);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down");
}
}
public bool TryAddParalyzeDuration(EntityUid uid, TimeSpan duration)
{
var knockdown = TryAddKnockdownDuration(uid, duration);
var stunned = TryAddStunDuration(uid, duration);
if (!_status.TryAddStatusEffectDuration(uid, StunId, duration))
return false;
return knockdown || stunned;
// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
Knockdown(uid, null, false, true, true);
OnStunnedSuccessfully(uid, duration);
return true;
}
public bool TryUpdateParalyzeDuration(EntityUid uid, TimeSpan? duration)
{
var knockdown = TryUpdateKnockdownDuration(uid, duration);
var stunned = TryUpdateStunDuration(uid, duration);
if (!_status.TryUpdateStatusEffectDuration(uid, StunId, duration))
return false;
return knockdown || stunned;
// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
Knockdown(uid, null, false, true, true);
OnStunnedSuccessfully(uid, duration);
return true;
}
public bool TryUnstun(Entity<StunnedComponent?> entity)
@@ -266,7 +323,7 @@ public abstract partial class SharedStunSystem : EntitySystem
return !ev.Cancelled && RemComp<StunnedComponent>(entity);
}
private void OnStunEffectApplied(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
private void OnStunStatusApplied(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
{
if (GameTiming.ApplyingState)
return;
@@ -289,6 +346,18 @@ public abstract partial class SharedStunSystem : EntitySystem
args.Args = ev;
}
private void OnKnockdownStatusApplied(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
{
if (GameTiming.ApplyingState)
return;
// If you make something that shouldn't crawl, crawl, that's your own fault.
if (entity.Comp.Crawl)
Crawl(args.Target, null, true, true, drop: entity.Comp.Drop);
else
Knockdown(args.Target, null, true, true, drop: entity.Comp.Drop);
}
private void OnStandUpAttempt(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectRelayedEvent<StandUpAttemptEvent> args)
{
if (args.Args.Cancelled)

View File

@@ -26,7 +26,7 @@ public record struct StunEndAttemptEvent(bool Cancelled);
/// knocked down arguments.
/// </summary>
[ByRefEvent]
public record struct KnockDownAttemptEvent(bool AutoStand, bool Drop)
public record struct KnockDownAttemptEvent(bool AutoStand, bool Drop, TimeSpan? Time)
{
public bool Cancelled;
}
@@ -35,7 +35,7 @@ public record struct KnockDownAttemptEvent(bool AutoStand, bool Drop)
/// Raised directed on an entity when it is knocked down.
/// </summary>
[ByRefEvent]
public record struct KnockedDownEvent(TimeSpan? Time);
public record struct KnockedDownEvent;
/// <summary>
/// Raised on an entity that needs to refresh its knockdown modifiers

View File

@@ -1433,6 +1433,7 @@
methods: [ Touch ]
effects:
- !type:WashCreamPieReaction
- type: Crawler

View File

@@ -163,6 +163,7 @@
- type: SleepEmitSound
- type: SSDIndicator
- type: StandingState
- type: Crawler
- type: Dna
- type: MindContainer
showExamineInfo: true

View File

@@ -58,10 +58,3 @@
- type: StatusEffectAlert
alert: Stun
- type: StunnedStatusEffect
- type: entity
parent: MobStandStatusEffectBase
id: StatusEffectKnockdown
name: knocked down
components:
- type: KnockdownStatusEffect