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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55335cce0f
@@ -249,7 +249,7 @@ public sealed partial class ShuttleSystem
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if (direction.LengthSquared() > minsq)
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{
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_stuns.TryUpdateKnockdownDuration(uid, knockdownTime);
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_stuns.TryCrawling(uid, knockdownTime);
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_throwing.TryThrow(uid, direction, physics, Transform(uid), _projQuery, direction.Length(), playSound: false);
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}
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else
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@@ -1,11 +1,13 @@
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namespace Content.Server.Stunnable.Components
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using Content.Server.Stunnable.Systems;
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namespace Content.Server.Stunnable.Components;
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/// <summary>
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent, Access(typeof(StunOnCollideSystem))]
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public sealed partial class StunOnCollideComponent : Component
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{
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/// <summary>
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent, Access(typeof(StunOnCollideSystem))]
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public sealed partial class StunOnCollideComponent : Component
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{
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// TODO: Can probably predict this.
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/// <summary>
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@@ -50,9 +52,15 @@ namespace Content.Server.Stunnable.Components
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[DataField]
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public bool AutoStand = true;
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/// <summary>
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/// Should the entity drop their items upon first being knocked down?
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/// </summary>
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[DataField]
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public bool Drop = true;
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/// <summary>
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/// Fixture we track for the collision.
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/// </summary>
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[DataField("fixture")] public string FixtureID = "projectile";
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}
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}
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@@ -4,47 +4,60 @@ using JetBrains.Annotations;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Stunnable
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namespace Content.Server.Stunnable.Systems;
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[UsedImplicitly]
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internal sealed class StunOnCollideSystem : EntitySystem
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{
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[UsedImplicitly]
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internal sealed class StunOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
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}
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private void TryDoCollideStun(EntityUid uid, StunOnCollideComponent component, EntityUid target)
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private void TryDoCollideStun(Entity<StunOnCollideComponent> ent, EntityUid target)
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{
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_stunSystem.TryUpdateStunDuration(target, component.StunAmount);
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_stunSystem.TryKnockdown(target, component.KnockdownAmount, component.Refresh, component.AutoStand, force: true);
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_stunSystem.TryKnockdown(target, ent.Comp.KnockdownAmount, ent.Comp.Refresh, ent.Comp.AutoStand, ent.Comp.Drop);
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if (ent.Comp.Refresh)
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{
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_stunSystem.TryUpdateStunDuration(target, ent.Comp.StunAmount);
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_movementMod.TryUpdateMovementSpeedModDuration(
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target,
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MovementModStatusSystem.TaserSlowdown,
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component.SlowdownAmount,
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component.WalkSpeedModifier,
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component.SprintSpeedModifier
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ent.Comp.SlowdownAmount,
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ent.Comp.WalkSpeedModifier,
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ent.Comp.SprintSpeedModifier
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);
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}
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private void HandleCollide(EntityUid uid, StunOnCollideComponent component, ref StartCollideEvent args)
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else
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{
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if (args.OurFixtureId != component.FixtureID)
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_stunSystem.TryAddStunDuration(target, ent.Comp.StunAmount);
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_movementMod.TryAddMovementSpeedModDuration(
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target,
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MovementModStatusSystem.TaserSlowdown,
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ent.Comp.SlowdownAmount,
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ent.Comp.WalkSpeedModifier,
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ent.Comp.SprintSpeedModifier
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);
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}
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}
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private void HandleCollide(Entity<StunOnCollideComponent> ent, ref StartCollideEvent args)
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{
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if (args.OurFixtureId != ent.Comp.FixtureID)
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return;
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TryDoCollideStun(uid, component, args.OtherEntity);
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TryDoCollideStun(ent, args.OtherEntity);
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}
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private void HandleThrow(EntityUid uid, StunOnCollideComponent component, ThrowDoHitEvent args)
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private void HandleThrow(Entity<StunOnCollideComponent> ent, ref ThrowDoHitEvent args)
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{
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TryDoCollideStun(uid, component, args.Target);
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}
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TryDoCollideStun(ent, args.Target);
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}
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}
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@@ -149,7 +149,8 @@ public sealed class SlipperySystem : EntitySystem
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_audio.PlayPredicted(component.SlipSound, other, other);
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}
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_stun.TryKnockdown(other, component.SlipData.KnockdownTime, true, force: true);
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// Slippery is so tied to knockdown that we really just need to force it here.
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_stun.TryKnockdown(other, component.SlipData.KnockdownTime, force: true);
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_adminLogger.Add(LogType.Slip, LogImpact.Low, $"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
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}
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@@ -15,23 +15,10 @@ namespace Content.Shared.Standing
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public bool Standing { get; set; } = true;
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/// <summary>
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/// Time it takes us to stand up
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/// Friction modifier applied to an entity in the downed state.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan StandTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Default Friction modifier for knocked down players.
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/// Makes them accelerate and deccelerate slower.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float FrictionModifier = 0.4f;
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/// <summary>
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/// Base modifier to the maximum movement speed of a knocked down mover.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SpeedModifier = 0.3f;
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public float DownFrictionMod = 0.4f;
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/// <summary>
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/// List of fixtures that had their collision mask changed when the entity was downed.
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@@ -23,7 +23,6 @@ public sealed class StandingStateSystem : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<StandingStateComponent, AttemptMobCollideEvent>(OnMobCollide);
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SubscribeLocalEvent<StandingStateComponent, AttemptMobTargetCollideEvent>(OnMobTargetCollide);
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SubscribeLocalEvent<StandingStateComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
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SubscribeLocalEvent<StandingStateComponent, RefreshFrictionModifiersEvent>(OnRefreshFrictionModifiers);
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SubscribeLocalEvent<StandingStateComponent, TileFrictionEvent>(OnTileFriction);
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}
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@@ -44,25 +43,19 @@ public sealed class StandingStateSystem : EntitySystem
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}
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}
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private void OnRefreshMovementSpeedModifiers(Entity<StandingStateComponent> entity, ref RefreshMovementSpeedModifiersEvent args)
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{
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if (!entity.Comp.Standing)
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args.ModifySpeed(entity.Comp.FrictionModifier);
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}
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private void OnRefreshFrictionModifiers(Entity<StandingStateComponent> entity, ref RefreshFrictionModifiersEvent args)
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{
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if (entity.Comp.Standing)
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return;
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args.ModifyFriction(entity.Comp.FrictionModifier);
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args.ModifyAcceleration(entity.Comp.FrictionModifier);
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args.ModifyFriction(entity.Comp.DownFrictionMod);
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args.ModifyAcceleration(entity.Comp.DownFrictionMod);
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}
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private void OnTileFriction(Entity<StandingStateComponent> entity, ref TileFrictionEvent args)
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{
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if (!entity.Comp.Standing)
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args.Modifier *= entity.Comp.FrictionModifier;
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args.Modifier *= entity.Comp.DownFrictionMod;
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}
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public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
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40
Content.Shared/Stunnable/CrawlerComponent.cs
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40
Content.Shared/Stunnable/CrawlerComponent.cs
Normal file
@@ -0,0 +1,40 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Stunnable;
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/// <summary>
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/// This is used to denote that an entity can crawl.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(SharedStunSystem))]
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public sealed partial class CrawlerComponent : Component
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{
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/// <summary>
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/// Default time we will be knocked down for.
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan DefaultKnockedDuration { get; set; } = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// Minimum damage taken to extend our knockdown timer by the default time.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float KnockdownDamageThreshold = 5f;
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/// <summary>
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/// Time it takes us to stand up
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/// </summary>
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[DataField, AutoNetworkedField]
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public TimeSpan StandTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Base modifier to the maximum movement speed of a knocked down mover.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SpeedModifier = 0.4f;
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/// <summary>
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/// Friction modifier applied to an entity in the downed state.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float FrictionModifier = 1f;
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}
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@@ -6,4 +6,22 @@ namespace Content.Shared.Stunnable;
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/// Knockdown as a status effect.
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedStunSystem))]
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public sealed partial class KnockdownStatusEffectComponent : Component;
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public sealed partial class KnockdownStatusEffectComponent : Component
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{
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/// <summary>
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/// Should this knockdown only affect crawlers?
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/// </summary>
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/// <remarks>
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/// If your status effect doesn't come paired with <see cref="StunnedStatusEffectComponent"/>
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/// Or if your status effect doesn't whitelist itself to only those with <see cref="CrawlerComponent"/>
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/// Then you need to set this to true.
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/// </remarks>
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[DataField]
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public bool Crawl;
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/// <summary>
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/// Should we drop items when we fall?
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/// </summary>
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[DataField]
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public bool Drop = true;
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}
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@@ -25,13 +25,7 @@ namespace Content.Shared.Stunnable;
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/// </summary>
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public abstract partial class SharedStunSystem
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{
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// TODO: Both of these constants need to be moved to a component somewhere, and need to be tweaked for balance...
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// We don't always have standing state available when these are called so it can't go there
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// Maybe I can pass the values to KnockedDownComponent from Standing state on Component init?
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// Default knockdown timer
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public static readonly TimeSpan DefaultKnockedDuration = TimeSpan.FromSeconds(0.5f);
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// Minimum damage taken to refresh our knockdown timer to the default duration
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public static readonly float KnockdownDamageThreshold = 5f;
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private EntityQuery<CrawlerComponent> _crawlerQuery;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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@@ -43,6 +37,8 @@ public abstract partial class SharedStunSystem
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private void InitializeKnockdown()
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{
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_crawlerQuery = GetEntityQuery<CrawlerComponent>();
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SubscribeLocalEvent<KnockedDownComponent, RejuvenateEvent>(OnRejuvenate);
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// Startup and Shutdown
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@@ -61,8 +57,9 @@ public abstract partial class SharedStunSystem
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// DoAfter event subscriptions
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SubscribeLocalEvent<KnockedDownComponent, TryStandDoAfterEvent>(OnStandDoAfter);
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// Knockdown Extenders
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SubscribeLocalEvent<KnockedDownComponent, DamageChangedEvent>(OnDamaged);
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// Crawling
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SubscribeLocalEvent<CrawlerComponent, KnockedDownRefreshEvent>(OnKnockdownRefresh);
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SubscribeLocalEvent<CrawlerComponent, DamageChangedEvent>(OnDamaged);
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// Handling Alternative Inputs
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SubscribeAllEvent<ForceStandUpEvent>(OnForceStandup);
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@@ -81,6 +78,7 @@ public abstract partial class SharedStunSystem
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while (query.MoveNext(out var uid, out var knockedDown))
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{
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// If it's null then we don't want to stand up
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if (!knockedDown.AutoStand || knockedDown.DoAfterId.HasValue || knockedDown.NextUpdate > GameTiming.CurTime)
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continue;
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@@ -157,7 +155,7 @@ public abstract partial class SharedStunSystem
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/// <param name="entity">Entity who's knockdown time we're updating.</param>
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/// <param name="time">The time we're updating with.</param>
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/// <param name="refresh">Whether we're resetting the timer or adding to the current timer.</param>
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public void UpdateKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time, bool refresh = true)
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public void UpdateKnockdownTime(Entity<KnockedDownComponent?> entity, TimeSpan time, bool refresh = true)
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{
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if (refresh)
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RefreshKnockdownTime(entity, time);
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@@ -174,6 +172,7 @@ public abstract partial class SharedStunSystem
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{
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entity.Comp.NextUpdate = time;
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DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
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Alerts.ShowAlert(entity, KnockdownAlert, null, (GameTiming.CurTime, entity.Comp.NextUpdate));
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}
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/// <summary>
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@@ -182,11 +181,14 @@ public abstract partial class SharedStunSystem
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/// </summary>
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/// <param name="entity">Entity whose timer we're updating</param>
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/// <param name="time">The time we want them to be knocked down for.</param>
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public void RefreshKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
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public void RefreshKnockdownTime(Entity<KnockedDownComponent?> entity, TimeSpan time)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return;
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var knockedTime = GameTiming.CurTime + time;
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if (entity.Comp.NextUpdate < knockedTime)
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SetKnockdownTime(entity, knockedTime);
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SetKnockdownTime((entity, entity.Comp), knockedTime);
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}
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/// <summary>
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@@ -194,35 +196,20 @@ public abstract partial class SharedStunSystem
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/// </summary>
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/// <param name="entity">Entity whose timer we're updating</param>
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/// <param name="time">The time we want to add to their knocked down timer.</param>
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public void AddKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
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public void AddKnockdownTime(Entity<KnockedDownComponent?> entity, TimeSpan time)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return;
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if (entity.Comp.NextUpdate < GameTiming.CurTime)
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{
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SetKnockdownTime(entity, GameTiming.CurTime + time);
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SetKnockdownTime((entity, entity.Comp), GameTiming.CurTime + time);
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return;
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}
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entity.Comp.NextUpdate += time;
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DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
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}
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/// <summary>
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/// Checks if an entity is able to stand, returns true if it can, returns false if it cannot.
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/// </summary>
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/// <param name="entity">Entity we're checking</param>
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/// <returns>Returns whether the entity is able to stand</returns>
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public bool CanStand(Entity<KnockedDownComponent> entity)
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{
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if (entity.Comp.NextUpdate > GameTiming.CurTime)
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return false;
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if (!Blocker.CanMove(entity))
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return false;
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var ev = new StandUpAttemptEvent();
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RaiseLocalEvent(entity, ref ev);
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return !ev.Cancelled;
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Alerts.ShowAlert(entity, KnockdownAlert, null, (GameTiming.CurTime, entity.Comp.NextUpdate));
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}
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#endregion
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@@ -237,29 +224,55 @@ public abstract partial class SharedStunSystem
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if (playerSession.AttachedEntity is not { Valid: true } playerEnt || !Exists(playerEnt))
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return;
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if (!TryComp<KnockedDownComponent>(playerEnt, out var component))
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ToggleKnockdown(playerEnt);
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}
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/// <summary>
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/// Handles an entity trying to make itself fall down.
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/// </summary>
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/// <param name="entity">Entity who is trying to fall down</param>
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private void ToggleKnockdown(Entity<CrawlerComponent?, KnockedDownComponent?> entity)
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{
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TryKnockdown(playerEnt, DefaultKnockedDuration, true, false, false); // TODO: Unhardcode these numbers
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// We resolve here instead of using TryCrawling to be extra sure someone without crawler can't stand up early.
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if (!Resolve(entity, ref entity.Comp1, false))
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return;
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if (!Resolve(entity, ref entity.Comp2, false))
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{
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TryKnockdown(entity.Owner, entity.Comp1.DefaultKnockedDuration, true, false, false);
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return;
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}
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var stand = !component.DoAfterId.HasValue;
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SetAutoStand(playerEnt, stand);
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var stand = !entity.Comp2.DoAfterId.HasValue;
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SetAutoStand((entity, entity.Comp2), stand);
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if (!stand || !TryStanding(playerEnt))
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CancelKnockdownDoAfter((playerEnt, component));
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if (!stand || !TryStanding((entity, entity.Comp2)))
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CancelKnockdownDoAfter((entity, entity.Comp2));
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}
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public bool TryStanding(Entity<KnockedDownComponent?, StandingStateComponent?> entity)
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public bool TryStanding(Entity<KnockedDownComponent?> entity)
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{
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// If we aren't knocked down or can't be knocked down, then we did technically succeed in standing up
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if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2, false))
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if (!Resolve(entity, ref entity.Comp, false))
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return true;
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if (!TryStand((entity.Owner, entity.Comp1)))
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if (!KnockdownOver((entity, entity.Comp)))
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return false;
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var ev = new GetStandUpTimeEvent(entity.Comp2.StandTime);
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if (!_crawlerQuery.TryComp(entity, out var crawler))
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||||
{
|
||||
// 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
|
||||
|
||||
@@ -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);
|
||||
var evAttempt = new KnockDownAttemptEvent(autoStand, drop, time);
|
||||
RaiseLocalEvent(entity, ref evAttempt);
|
||||
|
||||
if (evAttempt.Cancelled)
|
||||
return false;
|
||||
|
||||
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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1433,6 +1433,7 @@
|
||||
methods: [ Touch ]
|
||||
effects:
|
||||
- !type:WashCreamPieReaction
|
||||
- type: Crawler
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -163,6 +163,7 @@
|
||||
- type: SleepEmitSound
|
||||
- type: SSDIndicator
|
||||
- type: StandingState
|
||||
- type: Crawler
|
||||
- type: Dna
|
||||
- type: MindContainer
|
||||
showExamineInfo: true
|
||||
|
||||
@@ -58,10 +58,3 @@
|
||||
- type: StatusEffectAlert
|
||||
alert: Stun
|
||||
- type: StunnedStatusEffect
|
||||
|
||||
- type: entity
|
||||
parent: MobStandStatusEffectBase
|
||||
id: StatusEffectKnockdown
|
||||
name: knocked down
|
||||
components:
|
||||
- type: KnockdownStatusEffect
|
||||
|
||||
Reference in New Issue
Block a user