Remove serverside StandingStateSystem (#35999)

Refactor system
This commit is contained in:
SlamBamActionman
2025-03-22 06:00:21 +01:00
committed by GitHub
parent dacf0d915c
commit 71ae9257f7
3 changed files with 199 additions and 209 deletions

View File

@@ -15,10 +15,12 @@ using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Events; using Content.Shared.Movement.Pulling.Events;
using Content.Shared.Movement.Pulling.Systems; using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Stacks; using Content.Shared.Stacks;
using Content.Shared.Standing;
using Content.Shared.Throwing; using Content.Shared.Throwing;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Input.Binding; using Robust.Shared.Input.Binding;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Timing; using Robust.Shared.Timing;
@@ -53,6 +55,8 @@ namespace Content.Server.Hands.Systems
SubscribeLocalEvent<HandsComponent, BeforeExplodeEvent>(OnExploded); SubscribeLocalEvent<HandsComponent, BeforeExplodeEvent>(OnExploded);
SubscribeLocalEvent<HandsComponent, DropHandItemsEvent>(OnDropHandItems);
CommandBinds.Builder CommandBinds.Builder
.Bind(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem)) .Bind(ContentKeyFunctions.ThrowItemInHand, new PointerInputCmdHandler(HandleThrowItem))
.Register<HandsSystem>(); .Register<HandsSystem>();
@@ -228,6 +232,36 @@ namespace Content.Server.Hands.Systems
return true; return true;
} }
private void OnDropHandItems(Entity<HandsComponent> entity, ref DropHandItemsEvent args)
{
var direction = EntityManager.TryGetComponent(entity, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero;
var dropAngle = _random.NextFloat(0.8f, 1.2f);
var fellEvent = new FellDownEvent(entity);
RaiseLocalEvent(entity, fellEvent, false);
var worldRotation = TransformSystem.GetWorldRotation(entity).ToVec();
foreach (var hand in entity.Comp.Hands.Values)
{
if (hand.HeldEntity is not EntityUid held)
continue;
var throwAttempt = new FellDownThrowAttemptEvent(entity);
RaiseLocalEvent(hand.HeldEntity.Value, ref throwAttempt);
if (throwAttempt.Cancelled)
continue;
if (!TryDrop(entity, hand, null, checkActionBlocker: false, handsComp: entity.Comp))
continue;
_throwingSystem.TryThrow(held,
_random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
entity, 0);
}
}
#endregion #endregion
} }
} }

View File

@@ -1,63 +0,0 @@
using System.Numerics;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Standing;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.Standing;
public sealed class StandingStateSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
private void FallOver(EntityUid uid, StandingStateComponent component, DropHandItemsEvent args)
{
var direction = EntityManager.TryGetComponent(uid, out PhysicsComponent? comp) ? comp.LinearVelocity / 50 : Vector2.Zero;
var dropAngle = _random.NextFloat(0.8f, 1.2f);
var fellEvent = new FellDownEvent(uid);
RaiseLocalEvent(uid, fellEvent, false);
if (!TryComp(uid, out HandsComponent? handsComp))
return;
var worldRotation = _transformSystem.GetWorldRotation(uid).ToVec();
foreach (var hand in handsComp.Hands.Values)
{
if (hand.HeldEntity is not EntityUid held)
continue;
if (!_handsSystem.TryDrop(uid, hand, null, checkActionBlocker: false, handsComp: handsComp))
continue;
_throwingSystem.TryThrow(held,
_random.NextAngle().RotateVec(direction / dropAngle + worldRotation / 50),
0.5f * dropAngle * _random.NextFloat(-0.9f, 1.1f),
uid, 0);
}
}
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StandingStateComponent, DropHandItemsEvent>(FallOver);
}
}
/// <summary>
/// Raised after an entity falls down.
/// </summary>
public sealed class FellDownEvent : EntityEventArgs
{
public EntityUid Uid { get; }
public FellDownEvent(EntityUid uid)
{
Uid = uid;
}
}

View File

@@ -1,13 +1,12 @@
using Content.Shared.Hands.Components; using Content.Shared.Hands.Components;
using Content.Shared.Physics; using Content.Shared.Physics;
using Content.Shared.Rotation; using Content.Shared.Rotation;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems; using Robust.Shared.Audio.Systems;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems; using Robust.Shared.Physics.Systems;
namespace Content.Shared.Standing namespace Content.Shared.Standing;
{
public sealed class StandingStateSystem : EntitySystem public sealed class StandingStateSystem : EntitySystem
{ {
[Dependency] private readonly SharedAppearanceSystem _appearance = default!; [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
@@ -49,7 +48,8 @@ namespace Content.Shared.Standing
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent. // and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null) if (dropHeldItems && hands != null)
{ {
RaiseLocalEvent(uid, new DropHandItemsEvent(), false); var ev = new DropHandItemsEvent();
RaiseLocalEvent(uid, ref ev, false);
} }
if (!force) if (!force)
@@ -138,9 +138,8 @@ namespace Content.Shared.Standing
} }
} }
public sealed class DropHandItemsEvent : EventArgs [ByRefEvent]
{ public record struct DropHandItemsEvent();
}
/// <summary> /// <summary>
/// Subscribe if you can potentially block a down attempt. /// Subscribe if you can potentially block a down attempt.
@@ -169,4 +168,24 @@ namespace Content.Shared.Standing
public sealed class DownedEvent : EntityEventArgs public sealed class DownedEvent : EntityEventArgs
{ {
} }
/// <summary>
/// Raised after an entity falls down.
/// </summary>
public sealed class FellDownEvent : EntityEventArgs
{
public EntityUid Uid { get; }
public FellDownEvent(EntityUid uid)
{
Uid = uid;
} }
}
/// <summary>
/// Raised on the entity being thrown due to the holder falling down.
/// </summary>
[ByRefEvent]
public record struct FellDownThrowAttemptEvent(EntityUid Thrower, bool Cancelled = false);