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

@@ -1,172 +1,191 @@
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 SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{ {
[Dependency] private readonly SharedAppearanceSystem _appearance = default!; if (!Resolve(uid, ref standingState, false))
[Dependency] private readonly SharedAudioSystem _audio = default!; return false;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited. return !standingState.Standing;
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable; }
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null) public bool Down(EntityUid uid,
{ bool playSound = true,
if (!Resolve(uid, ref standingState, false)) bool dropHeldItems = true,
return false; bool force = false,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
HandsComponent? hands = null)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
return !standingState.Standing; // Optional component.
} Resolve(uid, ref appearance, ref hands, false);
public bool Down(EntityUid uid,
bool playSound = true,
bool dropHeldItems = true,
bool force = false,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
HandsComponent? hands = null)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, ref hands, false);
if (!standingState.Standing)
return true;
// This is just to avoid most callers doing this manually saving boilerplate
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null)
{
RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
}
if (!force)
{
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
}
standingState.Standing = false;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
// Seemed like the best place to put it
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
// Change collision masks to allow going under certain entities like flaps and tables
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
continue;
standingState.ChangedFixtures.Add(key);
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
}
}
// check if component was just added or streamed to client
// if true, no need to play sound - mob was down before player could seen that
if (standingState.LifeStage <= ComponentLifeStage.Starting)
return true;
if (playSound)
{
_audio.PlayPredicted(standingState.DownSound, uid, uid);
}
if (!standingState.Standing)
return true; return true;
}
public bool Stand(EntityUid uid, // This is just to avoid most callers doing this manually saving boilerplate
StandingStateComponent? standingState = null, // 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
AppearanceComponent? appearance = null, // We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
bool force = false) // and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null)
{ {
// TODO: This should actually log missing comps... var ev = new DropHandItemsEvent();
if (!Resolve(uid, ref standingState, false)) RaiseLocalEvent(uid, ref ev, false);
return false;
// Optional component.
Resolve(uid, ref appearance, false);
if (standingState.Standing)
return true;
if (!force)
{
var msg = new StandAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
}
standingState.Standing = true;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new StoodEvent(), false);
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var key in standingState.ChangedFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
}
}
standingState.ChangedFixtures.Clear();
return true;
} }
if (!force)
{
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
}
standingState.Standing = false;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
// Seemed like the best place to put it
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
// Change collision masks to allow going under certain entities like flaps and tables
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
continue;
standingState.ChangedFixtures.Add(key);
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
}
}
// check if component was just added or streamed to client
// if true, no need to play sound - mob was down before player could seen that
if (standingState.LifeStage <= ComponentLifeStage.Starting)
return true;
if (playSound)
{
_audio.PlayPredicted(standingState.DownSound, uid, uid);
}
return true;
} }
public sealed class DropHandItemsEvent : EventArgs public bool Stand(EntityUid uid,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
bool force = false)
{ {
} // TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
/// <summary> // Optional component.
/// Subscribe if you can potentially block a down attempt. Resolve(uid, ref appearance, false);
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary> if (standingState.Standing)
/// Subscribe if you can potentially block a stand attempt. return true;
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary> if (!force)
/// Raised when an entity becomes standing {
/// </summary> var msg = new StandAttemptEvent();
public sealed class StoodEvent : EntityEventArgs RaiseLocalEvent(uid, msg, false);
{
}
/// <summary> if (msg.Cancelled)
/// Raised when an entity is not standing return false;
/// </summary> }
public sealed class DownedEvent : EntityEventArgs
{ standingState.Standing = true;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new StoodEvent(), false);
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var key in standingState.ChangedFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
}
}
standingState.ChangedFixtures.Clear();
return true;
} }
} }
[ByRefEvent]
public record struct DropHandItemsEvent();
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs
{
}
/// <summary>
/// Raised when an entity is not standing
/// </summary>
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);