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