Status effect refactor (#4868)
* Oops! All Changes In One Commit * try desperately to fix prediction issues and fail * oops * test * actually fixes prediction issues * port jittering to status effect * default merge behavior + alert cooldown stuff * silly test issue * zabloing * address reviews
This commit is contained in:
@@ -48,7 +48,7 @@ namespace Content.Client.Jittering
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private void OnAnimationCompleted(EntityUid uid, JitteringComponent jittering, AnimationCompletedEvent args)
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{
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if(args.Key != _jitterAnimationKey || jittering.EndTime <= GameTiming.CurTime)
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if(args.Key != _jitterAnimationKey)
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return;
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if(EntityManager.TryGetComponent(uid, out AnimationPlayerComponent? animationPlayer)
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@@ -24,7 +24,9 @@ namespace Content.IntegrationTests.Tests
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id: InventoryStunnableDummy
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components:
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- type: Inventory
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- type: Stunnable
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- type: StatusEffects
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allowed:
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- Stun
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- type: entity
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name: InventoryJumpsuitJanitorDummy
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@@ -52,7 +54,6 @@ namespace Content.IntegrationTests.Tests
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IEntity human = null;
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InventoryComponent inventory = null;
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StunnableComponent stun = null;
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server.Assert(() =>
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{
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@@ -64,7 +65,6 @@ namespace Content.IntegrationTests.Tests
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human = entityMan.SpawnEntity("InventoryStunnableDummy", MapCoordinates.Nullspace);
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inventory = human.GetComponent<InventoryComponent>();
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stun = human.GetComponent<StunnableComponent>();
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// Can't do the test if this human doesn't have the slots for it.
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Assert.That(inventory.HasSlot(Slots.INNERCLOTHING));
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@@ -76,7 +76,7 @@ namespace Content.IntegrationTests.Tests
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Assert.That(inventory.TryGetSlotItem(Slots.INNERCLOTHING, out ItemComponent uniform));
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Assert.That(uniform.Owner.Prototype != null && uniform.Owner.Prototype.ID == "InventoryJumpsuitJanitorDummy");
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EntitySystem.Get<StunSystem>().Stun(human.Uid, TimeSpan.FromSeconds(1f), stun);
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EntitySystem.Get<StunSystem>().TryStun(human.Uid, TimeSpan.FromSeconds(1f));
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// Since the mob is stunned, they can't equip this.
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Assert.That(inventory.SpawnItemInSlot(Slots.IDCARD, "InventoryIDCardDummy", true), Is.False);
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@@ -9,6 +9,7 @@ using Content.Shared.Damage;
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using Content.Shared.Jittering;
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using Content.Shared.MobState;
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using Content.Shared.Nutrition.Components;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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@@ -59,10 +60,7 @@ namespace Content.Server.Administration.Commands
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target.GetComponentOrNull<HungerComponent>()?.ResetFood();
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target.GetComponentOrNull<ThirstComponent>()?.ResetThirst();
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if (target.TryGetComponent(out StunnableComponent? stunnable))
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{
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EntitySystem.Get<StunSystem>().Reset(target.Uid, stunnable);
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}
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EntitySystem.Get<StatusEffectsSystem>().TryRemoveAllStatusEffects(target.Uid);
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if (target.TryGetComponent(out FlammableComponent? flammable))
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{
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@@ -153,10 +153,9 @@ namespace Content.Server.Atmos.EntitySystems
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public void Resist(EntityUid uid,
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FlammableComponent? flammable = null,
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StunnableComponent? stunnable = null,
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ServerAlertsComponent? alerts = null)
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{
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if (!Resolve(uid, ref flammable, ref stunnable))
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if (!Resolve(uid, ref flammable, ref alerts))
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return;
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if (!flammable.OnFire || !_actionBlockerSystem.CanInteract(flammable.Owner) || flammable.Resisting)
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@@ -165,7 +164,7 @@ namespace Content.Server.Atmos.EntitySystems
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flammable.Resisting = true;
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flammable.Owner.PopupMessage(Loc.GetString("flammable-component-resist-message"));
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_stunSystem.Paralyze(uid, TimeSpan.FromSeconds(2f), stunnable, alerts);
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_stunSystem.TryParalyze(uid, TimeSpan.FromSeconds(2f), alerts: alerts);
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// TODO FLAMMABLE: Make this not use TimerComponent...
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flammable.Owner.SpawnTimer(2000, () =>
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@@ -40,7 +40,6 @@ namespace Content.Server.Buckle.Components
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[ComponentDependency] public readonly AppearanceComponent? Appearance = null;
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[ComponentDependency] private readonly ServerAlertsComponent? _serverAlerts = null;
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[ComponentDependency] private readonly StunnableComponent? _stunnable = null;
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[ComponentDependency] private readonly MobStateComponent? _mobState = null;
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[DataField("size")]
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@@ -336,7 +335,7 @@ namespace Content.Server.Buckle.Components
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Appearance?.SetData(BuckleVisuals.Buckled, false);
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if (_stunnable is { KnockedDown: true }
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if (Owner.HasComponent<KnockedDownComponent>()
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|| (_mobState?.IsIncapacitated() ?? false))
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner.Uid);
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@@ -62,13 +62,10 @@ namespace Content.Server.Conveyor
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signal != TwoWayLeverSignal.Middle)
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{
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args.Cancel();
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if (args.Attemptee.TryGetComponent<StunnableComponent>(out var stunnableComponent))
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{
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_stunSystem.Paralyze(uid, TimeSpan.FromSeconds(2f), stunnableComponent);
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_stunSystem.TryParalyze(uid, TimeSpan.FromSeconds(2f));
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component.Owner.PopupMessage(args.Attemptee, Loc.GetString("conveyor-component-failed-link"));
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}
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}
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}
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private void OnPortDisconnected(EntityUid uid, ConveyorComponent component, PortDisconnectedEvent args)
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{
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@@ -198,7 +198,7 @@ namespace Content.Server.Cuffs.Components
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{
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var cuffTime = CuffTime;
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if (target.TryGetComponent<StunnableComponent>(out var stun) && stun.Stunned)
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if (target.HasComponent<StunnedComponent>())
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{
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cuffTime = MathF.Max(0.1f, cuffTime - StunBonus);
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}
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@@ -46,8 +46,8 @@ namespace Content.Server.Damage.Systems
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component.LastHit = _gameTiming.CurTime;
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if (EntityManager.TryGetComponent(uid, out StunnableComponent? stun) && _robustRandom.Prob(component.StunChance))
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_stunSystem.Stun(uid, TimeSpan.FromSeconds(component.StunSeconds), stun);
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if (_robustRandom.Prob(component.StunChance))
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_stunSystem.TryStun(uid, TimeSpan.FromSeconds(component.StunSeconds));
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var damageScale = (speed / component.MinimumSpeed) * component.Factor;
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_damageableSystem.TryChangeDamage(uid, component.Damage * damageScale);
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@@ -136,8 +136,7 @@ namespace Content.Server.DoAfter
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}
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if (EventArgs.BreakOnStun &&
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entityManager.TryGetComponent(EventArgs.User, out StunnableComponent? stunnableComponent) &&
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stunnableComponent.Stunned)
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entityManager.HasComponent<StunnedComponent>(EventArgs.User))
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{
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return true;
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}
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@@ -565,8 +565,7 @@ namespace Content.Server.Doors.Components
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if (e.Owner.HasComponent<DamageableComponent>())
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(e.Owner.Uid, CrushDamage);
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if(e.Owner.TryGetComponent(out StunnableComponent? stun))
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EntitySystem.Get<StunSystem>().Paralyze(e.Owner.Uid, TimeSpan.FromSeconds(DoorStunTime), stun);
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EntitySystem.Get<StunSystem>().TryParalyze(e.Owner.Uid, TimeSpan.FromSeconds(DoorStunTime));
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}
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// If we hit someone, open up after stun (opens right when stun ends)
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@@ -131,10 +131,8 @@ namespace Content.Server.Flash
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flashable.Dirty();
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}
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if (EntityManager.TryGetComponent<StunnableComponent>(target, out var stunnable))
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{
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_stunSystem.Slowdown(target, TimeSpan.FromSeconds(flashDuration/1000f), slowTo, slowTo, stunnable);
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}
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_stunSystem.TrySlowdown(target, TimeSpan.FromSeconds(flashDuration/1000f),
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slowTo, slowTo);
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if (displayPopup && user != null && target != user)
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{
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@@ -361,14 +361,8 @@ namespace Content.Server.Instruments
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if (mob != null)
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{
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if (Handheld)
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EntitySystem.Get<StandingStateSystem>().Down(mob.Uid, false);
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if (mob.TryGetComponent(out StunnableComponent? stun))
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{
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EntitySystem.Get<StunSystem>().Stun(mob.Uid, TimeSpan.FromSeconds(1), stun);
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EntitySystem.Get<StunSystem>().TryParalyze(mob.Uid, TimeSpan.FromSeconds(1));
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Clean();
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}
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Owner.PopupMessage(mob, "instrument-component-finger-cramps-max-message");
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}
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@@ -1,6 +1,7 @@
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using Content.Server.Stunnable;
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using Content.Server.Stunnable.Components;
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using Content.Shared.MobState.State;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Robust.Shared.GameObjects;
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@@ -12,9 +13,9 @@ namespace Content.Server.MobState.States
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{
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base.EnterState(entity);
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if (entity.TryGetComponent(out StunnableComponent? stun))
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if (entity.TryGetComponent(out StatusEffectsComponent? stun))
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{
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EntitySystem.Get<StunSystem>().Reset(entity.Uid, stun);
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EntitySystem.Get<StatusEffectsSystem>().TryRemoveStatusEffect(entity.Uid, "Stun");
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}
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}
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}
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@@ -4,6 +4,7 @@ using Content.Server.Stunnable.Components;
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using Content.Shared.Alert;
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using Content.Shared.MobState;
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using Content.Shared.MobState.State;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -21,10 +22,9 @@ namespace Content.Server.MobState.States
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status.ShowAlert(AlertType.HumanDead);
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}
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if (entity.TryGetComponent(out StunnableComponent? stun))
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if (entity.TryGetComponent(out StatusEffectsComponent? stun))
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{
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// TODO: Use resolves to pass ServerAlertsComponent here.
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EntitySystem.Get<StunSystem>().Reset(entity.Uid, stun);
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EntitySystem.Get<StatusEffectsSystem>().TryRemoveStatusEffect(entity.Uid, "Stun");
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}
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}
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}
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@@ -13,7 +13,7 @@ namespace Content.Server.Stunnable.Components
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// TODO: Can probably predict this.
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public override string Name => "StunOnCollide";
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// See stunnable for what these do
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// See stunsystem for what these do
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[DataField("stunAmount")]
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public int StunAmount;
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@@ -4,6 +4,7 @@ using Content.Server.Stunnable.Components;
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using Content.Shared.Alert;
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using Content.Shared.Movement.Components;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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@@ -17,6 +18,7 @@ namespace Content.Server.Stunnable
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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 StatusEffectsSystem _statusEffectsSystem = default!;
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public override void Initialize()
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{
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@@ -28,7 +30,7 @@ namespace Content.Server.Stunnable
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{
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var otherUid = args.OtherFixture.Body.Owner.Uid;
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if (EntityManager.TryGetComponent(otherUid, out StunnableComponent? stunnableComponent))
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if (EntityManager.TryGetComponent<StatusEffectsComponent>(otherUid, out var status))
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{
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ServerAlertsComponent? alerts = null;
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StandingStateComponent? standingState = null;
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@@ -38,13 +40,13 @@ namespace Content.Server.Stunnable
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// Let the actual methods log errors for these.
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Resolve(otherUid, ref alerts, ref standingState, ref appearance, ref speedModifier, false);
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_stunSystem.Stun(otherUid, TimeSpan.FromSeconds(component.StunAmount), stunnableComponent, alerts);
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_stunSystem.TryStun(otherUid, TimeSpan.FromSeconds(component.StunAmount), status, alerts);
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_stunSystem.Knockdown(otherUid, TimeSpan.FromSeconds(component.KnockdownAmount), stunnableComponent,
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alerts, standingState, appearance);
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_stunSystem.TryKnockdown(otherUid, TimeSpan.FromSeconds(component.KnockdownAmount),
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status, alerts);
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_stunSystem.Slowdown(otherUid, TimeSpan.FromSeconds(component.SlowdownAmount),
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component.WalkSpeedMultiplier, component.RunSpeedMultiplier, stunnableComponent, speedModifier, alerts);
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_stunSystem.TrySlowdown(otherUid, TimeSpan.FromSeconds(component.SlowdownAmount),
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component.WalkSpeedMultiplier, component.RunSpeedMultiplier, status, speedModifier, alerts);
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}
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}
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}
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@@ -3,6 +3,7 @@ using Content.Server.Act;
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using Content.Server.Popups;
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using Content.Shared.Audio;
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using Content.Shared.Popups;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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@@ -21,28 +22,30 @@ namespace Content.Server.Stunnable
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{
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base.Initialize();
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SubscribeLocalEvent<StunnableComponent, DisarmedActEvent>(OnDisarmed);
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SubscribeLocalEvent<StatusEffectsComponent, DisarmedActEvent>(OnDisarmed);
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}
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private void OnDisarmed(EntityUid uid, StunnableComponent stunnable, DisarmedActEvent args)
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private void OnDisarmed(EntityUid uid, StatusEffectsComponent status, DisarmedActEvent args)
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{
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if (args.Handled || !_random.Prob(args.PushProbability))
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return;
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Paralyze(uid, TimeSpan.FromSeconds(4f), stunnable);
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if (!TryParalyze(uid, TimeSpan.FromSeconds(4f), status))
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return;
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var source = args.Source;
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var target = args.Target;
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if (source != null)
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{
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SoundSystem.Play(Filter.Pvs(source), stunnable.StunAttemptSound.GetSound(), source, AudioHelpers.WithVariation(0.025f));
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var knock = EntityManager.GetComponent<KnockedDownComponent>(uid);
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SoundSystem.Play(Filter.Pvs(source), knock.StunAttemptSound.GetSound(), source, AudioHelpers.WithVariation(0.025f));
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if (target != null)
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{
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// TODO: Use PopupSystem
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source.PopupMessageOtherClients(Loc.GetString("stunnable-component-disarm-success-others", ("source", source.Name), ("target", target.Name)));
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source.PopupMessageCursor(Loc.GetString("stunnable-component-disarm-success", ("target", target.Name)));
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source.PopupMessageOtherClients(Loc.GetString("stunned-component-disarm-success-others", ("source", source.Name), ("target", target.Name)));
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source.PopupMessageCursor(Loc.GetString("stunned-component-disarm-success", ("target", target.Name)));
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}
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}
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@@ -9,7 +9,9 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Audio;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Jittering;
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using Content.Shared.Popups;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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@@ -25,6 +27,7 @@ namespace Content.Server.Stunnable
|
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public class StunbatonSystem : EntitySystem
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{
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly SharedJitteringSystem _jitterSystem = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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|
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public override void Initialize()
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@@ -62,12 +65,9 @@ namespace Content.Server.Stunnable
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if (!EntityManager.TryGetComponent<PowerCellSlotComponent>(uid, out var slot) || slot.Cell == null || !slot.Cell.TryUseCharge(comp.EnergyPerUse))
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return;
|
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|
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if (args.Entity.HasComponent<StunnableComponent>())
|
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{
|
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args.CanInteract = true;
|
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StunEntity(args.Entity, comp);
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}
|
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}
|
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|
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private void OnUseInHand(EntityUid uid, StunbatonComponent comp, UseInHandEvent args)
|
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{
|
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@@ -119,26 +119,27 @@ namespace Content.Server.Stunnable
|
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|
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private void StunEntity(IEntity entity, StunbatonComponent comp)
|
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{
|
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if (!entity.TryGetComponent(out StunnableComponent? stunnable) || !comp.Activated) return;
|
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if (!entity.TryGetComponent(out StatusEffectsComponent? status) || !comp.Activated) return;
|
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|
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// TODO: Make slowdown inflicted customizable.
|
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|
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SoundSystem.Play(Filter.Pvs(comp.Owner), comp.StunSound.GetSound(), comp.Owner, AudioHelpers.WithVariation(0.25f));
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if (!stunnable.SlowedDown)
|
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if (!EntityManager.HasComponent<SlowedDownComponent>(entity.Uid))
|
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{
|
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if (_robustRandom.Prob(comp.ParalyzeChanceNoSlowdown))
|
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_stunSystem.Paralyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), stunnable);
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_stunSystem.TryParalyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), status);
|
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else
|
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_stunSystem.Slowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, stunnable);
|
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_stunSystem.TrySlowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, status);
|
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}
|
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else
|
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{
|
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if (_robustRandom.Prob(comp.ParalyzeChanceWithSlowdown))
|
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_stunSystem.Paralyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), stunnable);
|
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_stunSystem.TryParalyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), status);
|
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else
|
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_stunSystem.Slowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, stunnable);
|
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_stunSystem.TrySlowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, status);
|
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}
|
||||
|
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_jitterSystem.DoJitter(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime));
|
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|
||||
if (!comp.Owner.TryGetComponent<PowerCellSlotComponent>(out var slot) || slot.Cell == null || !(slot.Cell.CurrentCharge < comp.EnergyPerUse))
|
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return;
|
||||
|
||||
@@ -173,12 +173,7 @@ namespace Content.Server.Weapon.Ranged
|
||||
{
|
||||
//Wound them
|
||||
EntitySystem.Get<DamageableSystem>().TryChangeDamage(user.Uid, ClumsyDamage);
|
||||
|
||||
// Knock them down
|
||||
if (user.TryGetComponent(out StunnableComponent? stun))
|
||||
{
|
||||
EntitySystem.Get<StunSystem>().Paralyze(user.Uid, TimeSpan.FromSeconds(3f), stun);
|
||||
}
|
||||
EntitySystem.Get<StunSystem>().TryParalyze(user.Uid, TimeSpan.FromSeconds(3f));
|
||||
|
||||
// Apply salt to the wound ("Honk!")
|
||||
SoundSystem.Play(
|
||||
|
||||
@@ -83,7 +83,7 @@ namespace Content.Shared.Alert
|
||||
/// <param name="severity">severity, if supported by the alert</param>
|
||||
/// <param name="cooldown">cooldown start and end, if null there will be no cooldown (and it will
|
||||
/// be erased if there is currently a cooldown for the alert)</param>
|
||||
public void ShowAlert(AlertType alertType, short? severity = null, ValueTuple<TimeSpan, TimeSpan>? cooldown = null)
|
||||
public void ShowAlert(AlertType alertType, short? severity = null, (TimeSpan, TimeSpan)? cooldown = null)
|
||||
{
|
||||
if (AlertManager.TryGet(alertType, out var alert))
|
||||
{
|
||||
@@ -196,7 +196,7 @@ namespace Content.Shared.Alert
|
||||
public struct AlertState
|
||||
{
|
||||
public short? Severity;
|
||||
public ValueTuple<TimeSpan, TimeSpan>? Cooldown;
|
||||
public (TimeSpan, TimeSpan)? Cooldown;
|
||||
public AlertType Type;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,9 +14,6 @@ namespace Content.Shared.Jittering
|
||||
{
|
||||
public override string Name => "Jittering";
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public TimeSpan EndTime { get; set; }
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Amplitude { get; set; }
|
||||
|
||||
@@ -30,13 +27,11 @@ namespace Content.Shared.Jittering
|
||||
[Serializable, NetSerializable]
|
||||
public class JitteringComponentState : ComponentState
|
||||
{
|
||||
public TimeSpan EndTime { get; }
|
||||
public float Amplitude { get; }
|
||||
public float Frequency { get; }
|
||||
|
||||
public JitteringComponentState(TimeSpan endTime, float amplitude, float frequency)
|
||||
public JitteringComponentState(float amplitude, float frequency)
|
||||
{
|
||||
EndTime = endTime;
|
||||
Amplitude = amplitude;
|
||||
Frequency = frequency;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.IoC;
|
||||
@@ -13,6 +15,7 @@ namespace Content.Shared.Jittering
|
||||
public abstract class SharedJitteringSystem : EntitySystem
|
||||
{
|
||||
[Dependency] protected readonly IGameTiming GameTiming = default!;
|
||||
[Dependency] protected readonly StatusEffectsSystem StatusEffects = default!;
|
||||
|
||||
public float MaxAmplitude = 300f;
|
||||
public float MinAmplitude = 1f;
|
||||
@@ -20,11 +23,6 @@ namespace Content.Shared.Jittering
|
||||
public float MaxFrequency = 10f;
|
||||
public float MinFrequency = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// List of jitter components to be removed, cached so we don't allocate it every tick.
|
||||
/// </summary>
|
||||
private readonly List<JitteringComponent> _removeList = new();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<JitteringComponent, ComponentGetState>(OnGetState);
|
||||
@@ -33,7 +31,7 @@ namespace Content.Shared.Jittering
|
||||
|
||||
private void OnGetState(EntityUid uid, JitteringComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new JitteringComponentState(component.EndTime, component.Amplitude, component.Frequency);
|
||||
args.State = new JitteringComponentState(component.Amplitude, component.Frequency);
|
||||
}
|
||||
|
||||
private void OnHandleState(EntityUid uid, JitteringComponent component, ref ComponentHandleState args)
|
||||
@@ -41,7 +39,6 @@ namespace Content.Shared.Jittering
|
||||
if (args.Current is not JitteringComponentState jitteringState)
|
||||
return;
|
||||
|
||||
component.EndTime = jitteringState.EndTime;
|
||||
component.Amplitude = jitteringState.Amplitude;
|
||||
component.Frequency = jitteringState.Frequency;
|
||||
}
|
||||
@@ -59,56 +56,26 @@ namespace Content.Shared.Jittering
|
||||
/// <param name="amplitude">Jitteriness of the animation. See <see cref="MaxAmplitude"/> and <see cref="MinAmplitude"/>.</param>
|
||||
/// <param name="frequency">Frequency for jittering. See <see cref="MaxFrequency"/> and <see cref="MinFrequency"/>.</param>
|
||||
/// <param name="forceValueChange">Whether to change any existing jitter value even if they're greater than the ones we're setting.</param>
|
||||
public void DoJitter(EntityUid uid, TimeSpan time, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false)
|
||||
/// <param name="status">The status effects component to modify.</param>
|
||||
public void DoJitter(EntityUid uid, TimeSpan time, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false,
|
||||
StatusEffectsComponent? status=null)
|
||||
{
|
||||
var jittering = EntityManager.EnsureComponent<JitteringComponent>(uid);
|
||||
|
||||
var endTime = GameTiming.CurTime + time;
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return;
|
||||
|
||||
amplitude = Math.Clamp(amplitude, MinAmplitude, MaxAmplitude);
|
||||
frequency = Math.Clamp(frequency, MinFrequency, MaxFrequency);
|
||||
|
||||
if (forceValueChange || jittering.EndTime < endTime)
|
||||
jittering.EndTime = endTime;
|
||||
if (StatusEffects.TryAddStatusEffect<JitteringComponent>(uid, "Jitter", time, status))
|
||||
{
|
||||
var jittering = EntityManager.GetComponent<JitteringComponent>(uid);
|
||||
|
||||
if(forceValueChange || jittering.Amplitude < amplitude)
|
||||
jittering.Amplitude = amplitude;
|
||||
|
||||
if (forceValueChange || jittering.Frequency < frequency)
|
||||
jittering.Frequency = frequency;
|
||||
|
||||
jittering.Dirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Immediately stops any jitter animation from an entity.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity in question.</param>
|
||||
public void StopJitter(EntityUid uid)
|
||||
{
|
||||
if (!EntityManager.HasComponent<JitteringComponent>(uid))
|
||||
return;
|
||||
|
||||
EntityManager.RemoveComponent<JitteringComponent>(uid);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var jittering in EntityManager.EntityQuery<JitteringComponent>())
|
||||
{
|
||||
if(jittering.EndTime <= GameTiming.CurTime)
|
||||
_removeList.Add(jittering);
|
||||
}
|
||||
|
||||
if (_removeList.Count == 0)
|
||||
return;
|
||||
|
||||
foreach (var jittering in _removeList)
|
||||
{
|
||||
jittering.Owner.RemoveComponent<JitteringComponent>();
|
||||
}
|
||||
|
||||
_removeList.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,10 +68,7 @@ namespace Content.Shared.Nutrition.EntitySystems
|
||||
|
||||
CreamedEntity(uid, creamPied, args);
|
||||
|
||||
if (EntityManager.TryGetComponent(uid, out StunnableComponent? stun))
|
||||
{
|
||||
_stunSystem.Paralyze(uid, TimeSpan.FromSeconds(creamPie.ParalyzeTime), stun);
|
||||
}
|
||||
_stunSystem.TryParalyze(uid, TimeSpan.FromSeconds(creamPie.ParalyzeTime));
|
||||
}
|
||||
|
||||
protected virtual void CreamedEntity(EntityUid uid, CreamPiedComponent creamPied, ThrowHitByEvent args) {}
|
||||
|
||||
@@ -3,6 +3,7 @@ using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Content.Shared.EffectBlocker;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Content.Shared.Stunnable;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Containers;
|
||||
@@ -17,6 +18,7 @@ namespace Content.Shared.Slippery
|
||||
public abstract class SharedSlipperySystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
|
||||
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
|
||||
|
||||
private List<SlipperyComponent> _slipped = new();
|
||||
|
||||
@@ -30,7 +32,7 @@ namespace Content.Shared.Slippery
|
||||
{
|
||||
var otherUid = args.OtherFixture.Body.Owner.Uid;
|
||||
|
||||
if (!CanSlip(component, otherUid, out _)) return;
|
||||
if (!CanSlip(component, otherUid)) return;
|
||||
|
||||
if (!_slipped.Contains(component))
|
||||
_slipped.Add(component);
|
||||
@@ -49,14 +51,13 @@ namespace Content.Shared.Slippery
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanSlip(SlipperyComponent component, EntityUid uid, [NotNullWhen(true)] out StunnableComponent? stunnableComponent)
|
||||
public bool CanSlip(SlipperyComponent component, EntityUid uid)
|
||||
{
|
||||
if (!component.Slippery
|
||||
|| component.Owner.IsInContainer()
|
||||
|| component.Slipped.Contains(uid)
|
||||
|| !EntityManager.TryGetComponent<StunnableComponent>(uid, out stunnableComponent))
|
||||
|| !_statusEffectsSystem.CanApplyEffect(uid, "Stun"))
|
||||
{
|
||||
stunnableComponent = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -65,9 +66,9 @@ namespace Content.Shared.Slippery
|
||||
|
||||
private bool TrySlip(SlipperyComponent component, IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (!CanSlip(component, otherBody.Owner.Uid, out var stun)) return false;
|
||||
if (!CanSlip(component, otherBody.Owner.Uid)) return false;
|
||||
|
||||
if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed || stun.KnockedDown)
|
||||
if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -86,7 +87,7 @@ namespace Content.Shared.Slippery
|
||||
|
||||
otherBody.LinearVelocity *= component.LaunchForwardsMultiplier;
|
||||
|
||||
_stunSystem.Paralyze(stun.Owner.Uid, TimeSpan.FromSeconds(5), stun);
|
||||
_stunSystem.TryParalyze(component.Owner.Uid, TimeSpan.FromSeconds(5));
|
||||
component.Slipped.Add(otherBody.Owner.Uid);
|
||||
component.Dirty();
|
||||
|
||||
|
||||
23
Content.Shared/StatusEffect/StatusEffectPrototype.cs
Normal file
23
Content.Shared/StatusEffect/StatusEffectPrototype.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using Content.Shared.Alert;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Shared.StatusEffect
|
||||
{
|
||||
[Prototype("statusEffect")]
|
||||
public class StatusEffectPrototype : IPrototype
|
||||
{
|
||||
[DataField("id", required: true)]
|
||||
public string ID { get; } = default!;
|
||||
|
||||
[DataField("alert")]
|
||||
public AlertType? Alert { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether a status effect should be able to apply to any entity,
|
||||
/// regardless of whether it is in ALlowedEffects or not.
|
||||
/// </summary>
|
||||
[DataField("alwaysAllowed")]
|
||||
public bool AlwaysAllowed { get; }
|
||||
}
|
||||
}
|
||||
63
Content.Shared/StatusEffect/StatusEffectsComponent.cs
Normal file
63
Content.Shared/StatusEffect/StatusEffectsComponent.cs
Normal file
@@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Shared.StatusEffect
|
||||
{
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
[Friend(typeof(StatusEffectsSystem))]
|
||||
public class StatusEffectsComponent : Component
|
||||
{
|
||||
public override string Name => "StatusEffects";
|
||||
|
||||
public Dictionary<string, StatusEffectState> ActiveEffects = new();
|
||||
|
||||
/// <summary>
|
||||
/// A list of status effect IDs to be allowed
|
||||
/// </summary>
|
||||
[DataField("allowed", required: true)]
|
||||
public List<string> AllowedEffects = default!;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Holds information about an active status effect.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
public class StatusEffectState
|
||||
{
|
||||
/// <summary>
|
||||
/// The start and end times of the status effect.
|
||||
/// </summary>
|
||||
public (TimeSpan, TimeSpan) Cooldown;
|
||||
|
||||
/// <summary>
|
||||
/// The name of the relevant component that
|
||||
/// was added alongside the effect, if any.
|
||||
/// </summary>
|
||||
public string? RelevantComponent;
|
||||
|
||||
public StatusEffectState((TimeSpan, TimeSpan) cooldown, string? relevantComponent=null)
|
||||
{
|
||||
Cooldown = cooldown;
|
||||
RelevantComponent = relevantComponent;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class StatusEffectsComponentState : ComponentState
|
||||
{
|
||||
public Dictionary<string, StatusEffectState> ActiveEffects;
|
||||
public List<string> AllowedEffects;
|
||||
|
||||
public StatusEffectsComponentState(Dictionary<string, StatusEffectState> activeEffects, List<string> allowedEffects)
|
||||
{
|
||||
ActiveEffects = activeEffects;
|
||||
AllowedEffects = allowedEffects;
|
||||
}
|
||||
}
|
||||
}
|
||||
387
Content.Shared/StatusEffect/StatusEffectsSystem.cs
Normal file
387
Content.Shared/StatusEffect/StatusEffectsSystem.cs
Normal file
@@ -0,0 +1,387 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Reflection;
|
||||
using System.Resources;
|
||||
using Content.Shared.Alert;
|
||||
using Robust.Shared.Exceptions;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Shared.StatusEffect
|
||||
{
|
||||
public sealed class StatusEffectsSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly IComponentFactory _componentFactory = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<StatusEffectsComponent, ComponentGetState>(OnGetState);
|
||||
SubscribeLocalEvent<StatusEffectsComponent, ComponentHandleState>(OnHandleState);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
var curTime = _gameTiming.CurTime;
|
||||
foreach (var status in EntityManager.EntityQuery<StatusEffectsComponent>(false))
|
||||
{
|
||||
if (status.ActiveEffects.Count == 0) continue;
|
||||
foreach (var state in status.ActiveEffects.ToArray())
|
||||
{
|
||||
// if we're past the end point of the effect
|
||||
if (_gameTiming.CurTime > state.Value.Cooldown.Item2)
|
||||
{
|
||||
TryRemoveStatusEffect(status.Owner.Uid, state.Key, status);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGetState(EntityUid uid, StatusEffectsComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new StatusEffectsComponentState(component.ActiveEffects, component.AllowedEffects);
|
||||
}
|
||||
|
||||
private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is StatusEffectsComponentState state)
|
||||
{
|
||||
component.AllowedEffects = state.AllowedEffects;
|
||||
|
||||
foreach (var effect in state.ActiveEffects)
|
||||
{
|
||||
// don't bother with anything if we already have it
|
||||
if (component.ActiveEffects.ContainsKey(effect.Key))
|
||||
{
|
||||
component.ActiveEffects[effect.Key] = effect.Value;
|
||||
continue;
|
||||
}
|
||||
|
||||
var time = effect.Value.Cooldown.Item2 - effect.Value.Cooldown.Item1;
|
||||
TryAddStatusEffect(uid, effect.Key, time);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to add a status effect to an entity, with a given component added as well.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to add the effect to.</param>
|
||||
/// <param name="key">The status effect ID to add.</param>
|
||||
/// <param name="time">How long the effect should last for.</param>
|
||||
/// <param name="status">The status effects component to change, if you already have it.</param>
|
||||
/// <param name="alerts">The alerts component to modify, if the status effect has an alert.</param>
|
||||
/// <returns>False if the effect could not be added or the component already exists, true otherwise.</returns>
|
||||
/// <typeparam name="T">The component type to add and remove from the entity.</typeparam>
|
||||
public bool TryAddStatusEffect<T>(EntityUid uid, string key, TimeSpan time,
|
||||
StatusEffectsComponent? status=null,
|
||||
SharedAlertsComponent? alerts=null)
|
||||
where T: Component, new()
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
|
||||
Resolve(uid, ref alerts, false);
|
||||
|
||||
if (TryAddStatusEffect(uid, key, time, status, alerts))
|
||||
{
|
||||
// If they already have the comp, we just won't bother updating anything.
|
||||
if (!EntityManager.HasComponent<T>(uid))
|
||||
{
|
||||
var comp = EntityManager.AddComponent<T>(uid);
|
||||
status.ActiveEffects[key].RelevantComponent = comp.Name;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to add a status effect to an entity with a certain timer.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to add the effect to.</param>
|
||||
/// <param name="key">The status effect ID to add.</param>
|
||||
/// <param name="time">How long the effect should last for.</param>
|
||||
/// <param name="status">The status effects component to change, if you already have it.</param>
|
||||
/// <param name="alerts">The alerts component to modify, if the status effect has an alert.</param>
|
||||
/// <returns>False if the effect could not be added, or if the effect already existed.</returns>
|
||||
/// <remarks>
|
||||
/// This obviously does not add any actual 'effects' on its own. Use the generic overload,
|
||||
/// which takes in a component type, if you want to automatically add and remove a component.
|
||||
///
|
||||
/// If the effect already exists, it will simply replace the cooldown with the new one given.
|
||||
/// If you want special 'effect merging' behavior, do it your own damn self!
|
||||
/// </remarks>
|
||||
public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time,
|
||||
StatusEffectsComponent? status=null,
|
||||
SharedAlertsComponent? alerts=null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
if (!CanApplyEffect(uid, key, status))
|
||||
return false;
|
||||
|
||||
Resolve(uid, ref alerts, false);
|
||||
|
||||
// we already checked if it has the index in CanApplyEffect so a straight index and not tryindex here
|
||||
// is fine
|
||||
var proto = _prototypeManager.Index<StatusEffectPrototype>(key);
|
||||
|
||||
(TimeSpan, TimeSpan) cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
|
||||
|
||||
// If they already have this status effect, just bulldoze its cooldown in favor of the new one
|
||||
// and keep the relevant component the same.
|
||||
if (HasStatusEffect(uid, key, status))
|
||||
{
|
||||
status.ActiveEffects[key] = new StatusEffectState(cooldown, status.ActiveEffects[key].RelevantComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
status.ActiveEffects.Add(key, new StatusEffectState(cooldown, null));
|
||||
}
|
||||
|
||||
if (proto.Alert != null && alerts != null)
|
||||
{
|
||||
alerts.ShowAlert(proto.Alert.Value, cooldown: GetAlertCooldown(uid, proto.Alert.Value, status));
|
||||
}
|
||||
|
||||
status.Dirty();
|
||||
// event?
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the maximum cooldown among all status effects with the same alert
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is mostly for stuns, since Stun and Knockdown share an alert key. Other times this pretty much
|
||||
/// will not be useful.
|
||||
/// </remarks>
|
||||
private (TimeSpan, TimeSpan)? GetAlertCooldown(EntityUid uid, AlertType alert, StatusEffectsComponent status)
|
||||
{
|
||||
(TimeSpan, TimeSpan)? maxCooldown = null;
|
||||
foreach (var kvp in status.ActiveEffects)
|
||||
{
|
||||
var proto = _prototypeManager.Index<StatusEffectPrototype>(kvp.Key);
|
||||
|
||||
if (proto.Alert == alert)
|
||||
{
|
||||
if (maxCooldown == null || kvp.Value.Cooldown.Item2 > maxCooldown.Value.Item2)
|
||||
{
|
||||
maxCooldown = kvp.Value.Cooldown;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return maxCooldown;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Attempts to remove a status effect from an entity.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to remove an effect from.</param>
|
||||
/// <param name="key">The effect ID to remove.</param>
|
||||
/// <param name="status">The status effects component to change, if you already have it.</param>
|
||||
/// <param name="alerts">The alerts component to modify, if the status effect has an alert.</param>
|
||||
/// <returns>False if the effect could not be removed, true otherwise.</returns>
|
||||
/// <remarks>
|
||||
/// Obviously this doesn't automatically clear any effects a status effect might have.
|
||||
/// That's up to the removed component to handle itself when it's removed.
|
||||
/// </remarks>
|
||||
public bool TryRemoveStatusEffect(EntityUid uid, string key,
|
||||
StatusEffectsComponent? status=null,
|
||||
SharedAlertsComponent? alerts=null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
if (!status.ActiveEffects.ContainsKey(key))
|
||||
return false;
|
||||
if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
|
||||
return false;
|
||||
|
||||
Resolve(uid, ref alerts, false);
|
||||
|
||||
var state = status.ActiveEffects[key];
|
||||
if (state.RelevantComponent != null)
|
||||
{
|
||||
var type = _componentFactory.GetRegistration(state.RelevantComponent).Type;
|
||||
EntityManager.RemoveComponent(uid, type);
|
||||
}
|
||||
|
||||
if (proto.Alert != null && alerts != null)
|
||||
{
|
||||
alerts.ClearAlert(proto.Alert.Value);
|
||||
}
|
||||
|
||||
status.ActiveEffects.Remove(key);
|
||||
|
||||
status.Dirty();
|
||||
// event?
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to remove all status effects from a given entity.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to remove effects from.</param>
|
||||
/// <param name="status">The status effects component to change, if you already have it.</param>
|
||||
/// <param name="alerts">The alerts component to modify, if the status effect has an alert.</param>
|
||||
/// <returns>False if any status effects failed to be removed, true if they all did.</returns>
|
||||
public bool TryRemoveAllStatusEffects(EntityUid uid,
|
||||
StatusEffectsComponent? status = null,
|
||||
SharedAlertsComponent? alerts = null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
|
||||
Resolve(uid, ref alerts, false);
|
||||
|
||||
bool failed = false;
|
||||
foreach (var effect in status.ActiveEffects)
|
||||
{
|
||||
if(!TryRemoveStatusEffect(uid, effect.Key, status, alerts))
|
||||
failed = true;
|
||||
}
|
||||
|
||||
return failed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether a given entity has the status effect active.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to check on.</param>
|
||||
/// <param name="key">The status effect ID to check for</param>
|
||||
/// <param name="status">The status effect component, should you already have it.</param>
|
||||
public bool HasStatusEffect(EntityUid uid, string key,
|
||||
StatusEffectsComponent? status=null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
if (!status.ActiveEffects.ContainsKey(key))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns whether a given entity can have a given effect applied to it.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to check on.</param>
|
||||
/// <param name="key">The status effect ID to check for</param>
|
||||
/// <param name="status">The status effect component, should you already have it.</param>
|
||||
public bool CanApplyEffect(EntityUid uid, string key,
|
||||
StatusEffectsComponent? status = null)
|
||||
{
|
||||
// don't log since stuff calling this prolly doesn't care if we don't actually have it
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
|
||||
return false;
|
||||
if (!status.AllowedEffects.Contains(key) && !proto.AlwaysAllowed)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to add to the timer of an already existing status effect.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to add time to.</param>
|
||||
/// <param name="key">The status effect to add time to.</param>
|
||||
/// <param name="time">The amount of time to add.</param>
|
||||
/// <param name="status">The status effect component, should you already have it.</param>
|
||||
public bool TryAddTime(EntityUid uid, string key, TimeSpan time,
|
||||
StatusEffectsComponent? status = null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
|
||||
if (!HasStatusEffect(uid, key, status))
|
||||
return false;
|
||||
|
||||
var timer = status.ActiveEffects[key].Cooldown;
|
||||
timer.Item2 += time;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to remove time from the timer of an already existing status effect.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to remove time from.</param>
|
||||
/// <param name="key">The status effect to remove time from.</param>
|
||||
/// <param name="time">The amount of time to add.</param>
|
||||
/// <param name="status">The status effect component, should you already have it.</param>
|
||||
public bool TryRemoveTime(EntityUid uid, string key, TimeSpan time,
|
||||
StatusEffectsComponent? status = null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
|
||||
if (!HasStatusEffect(uid, key, status))
|
||||
return false;
|
||||
|
||||
var timer = status.ActiveEffects[key].Cooldown;
|
||||
|
||||
// what on earth are you doing, Gordon?
|
||||
if (time > timer.Item2)
|
||||
return false;
|
||||
|
||||
timer.Item2 -= time;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Use if you want to set a cooldown directly.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Not used internally; just sets it itself.
|
||||
/// </remarks>
|
||||
public bool TrySetTime(EntityUid uid, string key, TimeSpan time,
|
||||
StatusEffectsComponent? status = null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false))
|
||||
return false;
|
||||
|
||||
if (!HasStatusEffect(uid, key, status))
|
||||
return false;
|
||||
|
||||
status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the cooldown for a given status effect on an entity.
|
||||
/// </summary>
|
||||
/// <param name="uid">The entity to check for status effects on.</param>
|
||||
/// <param name="key">The status effect to get time for.</param>
|
||||
/// <param name="time">Out var for the time, if it exists.</param>
|
||||
/// <param name="status">The status effects component to use, if any.</param>
|
||||
/// <returns>False if the status effect was not active, true otherwise.</returns>
|
||||
public bool TryGetTime(EntityUid uid, string key,
|
||||
[NotNullWhen(true)] out (TimeSpan, TimeSpan)? time,
|
||||
StatusEffectsComponent? status = null)
|
||||
{
|
||||
if (!Resolve(uid, ref status, false) || !HasStatusEffect(uid, key, status))
|
||||
{
|
||||
time = null;
|
||||
return false;
|
||||
}
|
||||
|
||||
time = status.ActiveEffects[key].Cooldown;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
41
Content.Shared/Stunnable/KnockedDownComponent.cs
Normal file
41
Content.Shared/Stunnable/KnockedDownComponent.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System;
|
||||
using Content.Shared.Sound;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Stunnable
|
||||
{
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
[Friend(typeof(SharedStunSystem))]
|
||||
public class KnockedDownComponent : Component
|
||||
{
|
||||
public override string Name => "KnockedDown";
|
||||
|
||||
[DataField("helpInterval")]
|
||||
public float HelpInterval { get; set; } = 1f;
|
||||
|
||||
[DataField("helpAttemptSound")]
|
||||
public SoundSpecifier StunAttemptSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
|
||||
|
||||
[ViewVariables]
|
||||
public float HelpTimer { get; set; } = 0f;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class KnockedDownComponentState : ComponentState
|
||||
{
|
||||
public float HelpInterval { get; set; }
|
||||
public float HelpTimer { get; set; }
|
||||
|
||||
public KnockedDownComponentState(float helpInterval, float helpTimer)
|
||||
{
|
||||
HelpInterval = helpInterval;
|
||||
HelpTimer = helpTimer;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,6 +10,7 @@ using Content.Shared.Movement;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Speech;
|
||||
using Content.Shared.Standing;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Content.Shared.Throwing;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Audio;
|
||||
@@ -25,59 +26,94 @@ namespace Content.Shared.Stunnable
|
||||
public abstract class SharedStunSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly StandingStateSystem _standingStateSystem = default!;
|
||||
[Dependency] private readonly StatusEffectsSystem _statusEffectSystem = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<StunnableComponent, ComponentGetState>(OnGetState);
|
||||
SubscribeLocalEvent<StunnableComponent, ComponentHandleState>(OnHandleState);
|
||||
SubscribeLocalEvent<StunnableComponent, InteractHandEvent>(OnInteractHand);
|
||||
SubscribeLocalEvent<KnockedDownComponent, ComponentInit>(OnKnockInit);
|
||||
SubscribeLocalEvent<KnockedDownComponent, ComponentRemove>(OnKnockRemove);
|
||||
|
||||
SubscribeLocalEvent<SlowedDownComponent, ComponentInit>(OnSlowInit);
|
||||
SubscribeLocalEvent<SlowedDownComponent, ComponentRemove>(OnSlowRemove);
|
||||
|
||||
SubscribeLocalEvent<SlowedDownComponent, ComponentGetState>(OnSlowGetState);
|
||||
SubscribeLocalEvent<SlowedDownComponent, ComponentHandleState>(OnSlowHandleState);
|
||||
|
||||
SubscribeLocalEvent<KnockedDownComponent, ComponentGetState>(OnKnockGetState);
|
||||
SubscribeLocalEvent<KnockedDownComponent, ComponentHandleState>(OnKnockHandleState);
|
||||
|
||||
// helping people up if they're knocked down
|
||||
SubscribeLocalEvent<KnockedDownComponent, InteractHandEvent>(OnInteractHand);
|
||||
|
||||
// Attempt event subscriptions.
|
||||
SubscribeLocalEvent<StunnableComponent, MovementAttemptEvent>(OnMoveAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, InteractionAttemptEvent>(OnInteractAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, UseAttemptEvent>(OnUseAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, ThrowAttemptEvent>(OnThrowAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, DropAttemptEvent>(OnDropAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, PickupAttemptEvent>(OnPickupAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, AttackAttemptEvent>(OnAttackAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, EquipAttemptEvent>(OnEquipAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, UnequipAttemptEvent>(OnUnequipAttempt);
|
||||
SubscribeLocalEvent<StunnableComponent, StandAttemptEvent>(OnStandAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, MovementAttemptEvent>(OnMoveAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnInteractAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnUseAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnThrowAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnDropAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnPickupAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttackAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, EquipAttemptEvent>(OnEquipAttempt);
|
||||
SubscribeLocalEvent<StunnedComponent, UnequipAttemptEvent>(OnUnequipAttempt);
|
||||
}
|
||||
|
||||
private void OnGetState(EntityUid uid, StunnableComponent stunnable, ref ComponentGetState args)
|
||||
private void OnSlowGetState(EntityUid uid, SlowedDownComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new StunnableComponentState(stunnable.StunnedTimer, stunnable.KnockdownTimer, stunnable.SlowdownTimer, stunnable.WalkSpeedMultiplier, stunnable.RunSpeedMultiplier);
|
||||
args.State = new SlowedDownComponentState(component.SprintSpeedModifier, component.WalkSpeedModifier);
|
||||
}
|
||||
|
||||
private void OnHandleState(EntityUid uid, StunnableComponent stunnable, ref ComponentHandleState args)
|
||||
private void OnSlowHandleState(EntityUid uid, SlowedDownComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not StunnableComponentState state)
|
||||
return;
|
||||
|
||||
stunnable.StunnedTimer = state.StunnedTimer;
|
||||
stunnable.KnockdownTimer = state.KnockdownTimer;
|
||||
stunnable.SlowdownTimer = state.SlowdownTimer;
|
||||
|
||||
stunnable.WalkSpeedMultiplier = state.WalkSpeedMultiplier;
|
||||
stunnable.RunSpeedMultiplier = state.RunSpeedMultiplier;
|
||||
|
||||
if (EntityManager.TryGetComponent(uid, out MovementSpeedModifierComponent? movement))
|
||||
movement.RefreshMovementSpeedModifiers();
|
||||
if (args.Current is SlowedDownComponentState state)
|
||||
{
|
||||
component.SprintSpeedModifier = state.SprintSpeedModifier;
|
||||
component.WalkSpeedModifier = state.WalkSpeedModifier;
|
||||
}
|
||||
}
|
||||
|
||||
private TimeSpan AdjustTime(TimeSpan time, (TimeSpan Start, TimeSpan End)? timer, float cap)
|
||||
private void OnKnockGetState(EntityUid uid, KnockedDownComponent component, ref ComponentGetState args)
|
||||
{
|
||||
if (timer != null)
|
||||
{
|
||||
time = timer.Value.End - timer.Value.Start + time;
|
||||
args.State = new KnockedDownComponentState(component.HelpInterval, component.HelpTimer);
|
||||
}
|
||||
|
||||
if (time.TotalSeconds > cap)
|
||||
time = TimeSpan.FromSeconds(cap);
|
||||
private void OnKnockHandleState(EntityUid uid, KnockedDownComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is KnockedDownComponentState state)
|
||||
{
|
||||
component.HelpInterval = state.HelpInterval;
|
||||
component.HelpTimer = state.HelpTimer;
|
||||
}
|
||||
}
|
||||
|
||||
return time;
|
||||
private void OnKnockInit(EntityUid uid, KnockedDownComponent component, ComponentInit args)
|
||||
{
|
||||
_standingStateSystem.Down(uid);
|
||||
}
|
||||
|
||||
private void OnKnockRemove(EntityUid uid, KnockedDownComponent component, ComponentRemove args)
|
||||
{
|
||||
_standingStateSystem.Stand(uid);
|
||||
}
|
||||
|
||||
private void OnSlowInit(EntityUid uid, SlowedDownComponent component, ComponentInit args)
|
||||
{
|
||||
// needs to be done so the client can also refresh when the addition is replicated,
|
||||
// if the initial status effect addition wasn't predicted
|
||||
if (EntityManager.TryGetComponent<MovementSpeedModifierComponent>(uid, out var move))
|
||||
{
|
||||
move.RefreshMovementSpeedModifiers();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSlowRemove(EntityUid uid, SlowedDownComponent component, ComponentRemove args)
|
||||
{
|
||||
if (EntityManager.TryGetComponent<MovementSpeedModifierComponent>(uid, out var move))
|
||||
{
|
||||
component.SprintSpeedModifier = 1.0f;
|
||||
component.WalkSpeedModifier = 1.0f;
|
||||
move.RefreshMovementSpeedModifiers();
|
||||
}
|
||||
}
|
||||
|
||||
// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
|
||||
@@ -85,314 +121,140 @@ namespace Content.Shared.Stunnable
|
||||
/// <summary>
|
||||
/// Stuns the entity, disallowing it from doing many interactions temporarily.
|
||||
/// </summary>
|
||||
public void Stun(EntityUid uid, TimeSpan time,
|
||||
StunnableComponent? stunnable = null,
|
||||
public bool TryStun(EntityUid uid, TimeSpan time,
|
||||
StatusEffectsComponent? status = null,
|
||||
SharedAlertsComponent? alerts = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stunnable))
|
||||
return;
|
||||
|
||||
time = AdjustTime(time, stunnable.StunnedTimer, stunnable.StunCap);
|
||||
|
||||
if (time <= TimeSpan.Zero)
|
||||
return;
|
||||
return false;
|
||||
|
||||
stunnable.StunnedTimer = (_gameTiming.CurTime, _gameTiming.CurTime + time);
|
||||
Resolve(uid, ref alerts, false);
|
||||
|
||||
SetAlert(uid, stunnable, alerts);
|
||||
|
||||
stunnable.Dirty();
|
||||
return _statusEffectSystem.TryAddStatusEffect<StunnedComponent>(uid, "Stun", time, alerts: alerts);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Knocks down the entity, making it fall to the ground.
|
||||
/// </summary>
|
||||
public void Knockdown(EntityUid uid, TimeSpan time,
|
||||
StunnableComponent? stunnable = null,
|
||||
SharedAlertsComponent? alerts = null,
|
||||
StandingStateComponent? standingState = null,
|
||||
SharedAppearanceComponent? appearance = null)
|
||||
public bool TryKnockdown(EntityUid uid, TimeSpan time,
|
||||
StatusEffectsComponent? status = null,
|
||||
SharedAlertsComponent? alerts = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stunnable))
|
||||
return;
|
||||
|
||||
time = AdjustTime(time, stunnable.KnockdownTimer, stunnable.KnockdownCap);
|
||||
|
||||
if (time <= TimeSpan.Zero)
|
||||
return;
|
||||
return false;
|
||||
|
||||
// Check if we can actually knock down the mob.
|
||||
if (!_standingStateSystem.Down(uid, standingState:standingState, appearance:appearance))
|
||||
return;
|
||||
Resolve(uid, ref alerts, false);
|
||||
|
||||
stunnable.KnockdownTimer = (_gameTiming.CurTime, _gameTiming.CurTime + time);
|
||||
|
||||
SetAlert(uid, stunnable, alerts);
|
||||
|
||||
stunnable.Dirty();
|
||||
return _statusEffectSystem.TryAddStatusEffect<KnockedDownComponent>(uid, "KnockedDown", time, alerts: alerts);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies knockdown and stun to the entity temporarily.
|
||||
/// </summary>
|
||||
public void Paralyze(EntityUid uid, TimeSpan time,
|
||||
StunnableComponent? stunnable = null,
|
||||
public bool TryParalyze(EntityUid uid, TimeSpan time,
|
||||
StatusEffectsComponent? status = null,
|
||||
SharedAlertsComponent? alerts = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stunnable))
|
||||
return;
|
||||
|
||||
// Optional component.
|
||||
Resolve(uid, ref alerts, false);
|
||||
|
||||
Knockdown(uid, time, stunnable, alerts);
|
||||
Stun(uid, time, stunnable, alerts);
|
||||
return TryKnockdown(uid, time, status, alerts) && TryStun(uid, time, status, alerts);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Slows down the mob's walking/running speed temporarily
|
||||
/// </summary>
|
||||
public void Slowdown(EntityUid uid, TimeSpan time, float walkSpeedMultiplier = 1f, float runSpeedMultiplier = 1f,
|
||||
StunnableComponent? stunnable = null,
|
||||
public bool TrySlowdown(EntityUid uid, TimeSpan time,
|
||||
float walkSpeedMultiplier = 1f, float runSpeedMultiplier = 1f,
|
||||
StatusEffectsComponent? status = null,
|
||||
MovementSpeedModifierComponent? speedModifier = null,
|
||||
SharedAlertsComponent? alerts = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stunnable))
|
||||
return;
|
||||
|
||||
// "Optional" component.
|
||||
Resolve(uid, ref speedModifier, false);
|
||||
|
||||
time = AdjustTime(time, stunnable.SlowdownTimer, stunnable.SlowdownCap);
|
||||
|
||||
if (time <= TimeSpan.Zero)
|
||||
return;
|
||||
return false;
|
||||
|
||||
// Doesn't make much sense to have the "Slowdown" method speed up entities now does it?
|
||||
if (_statusEffectSystem.TryAddStatusEffect<SlowedDownComponent>(uid, "SlowedDown", time, status, alerts))
|
||||
{
|
||||
var slowed = EntityManager.GetComponent<SlowedDownComponent>(uid);
|
||||
// Doesn't make much sense to have the "TrySlowdown" method speed up entities now does it?
|
||||
walkSpeedMultiplier = Math.Clamp(walkSpeedMultiplier, 0f, 1f);
|
||||
runSpeedMultiplier = Math.Clamp(runSpeedMultiplier, 0f, 1f);
|
||||
|
||||
stunnable.WalkSpeedMultiplier *= walkSpeedMultiplier;
|
||||
stunnable.RunSpeedMultiplier *= runSpeedMultiplier;
|
||||
|
||||
stunnable.SlowdownTimer = (_gameTiming.CurTime, _gameTiming.CurTime + time);
|
||||
slowed.WalkSpeedModifier *= walkSpeedMultiplier;
|
||||
slowed.SprintSpeedModifier *= runSpeedMultiplier;
|
||||
|
||||
speedModifier?.RefreshMovementSpeedModifiers();
|
||||
|
||||
SetAlert(uid, stunnable, alerts);
|
||||
stunnable.Dirty();
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Reset(EntityUid uid,
|
||||
StunnableComponent? stunnable = null,
|
||||
MovementSpeedModifierComponent? speedModifier = null,
|
||||
StandingStateComponent? standingState = null,
|
||||
SharedAppearanceComponent? appearance = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stunnable))
|
||||
return;
|
||||
|
||||
// Optional component.
|
||||
Resolve(uid, ref speedModifier, false);
|
||||
|
||||
stunnable.StunnedTimer = null;
|
||||
stunnable.SlowdownTimer = null;
|
||||
stunnable.KnockdownTimer = null;
|
||||
|
||||
speedModifier?.RefreshMovementSpeedModifiers();
|
||||
_standingStateSystem.Stand(uid, standingState, appearance);
|
||||
|
||||
stunnable.Dirty();
|
||||
return false;
|
||||
}
|
||||
|
||||
private void SetAlert(EntityUid uid,
|
||||
StunnableComponent? stunnable = null,
|
||||
SharedAlertsComponent? alerts = null)
|
||||
private void OnInteractHand(EntityUid uid, KnockedDownComponent knocked, InteractHandEvent args)
|
||||
{
|
||||
// This method is really just optional, doesn't matter if the entity doesn't support alerts.
|
||||
if (!Resolve(uid, ref stunnable, ref alerts, false))
|
||||
return;
|
||||
|
||||
if (GetTimers(uid, stunnable) is not {} timers)
|
||||
return;
|
||||
|
||||
alerts.ShowAlert(AlertType.Stun, cooldown:timers);
|
||||
}
|
||||
|
||||
private (TimeSpan, TimeSpan)? GetTimers(EntityUid uid, StunnableComponent? stunnable = null)
|
||||
{
|
||||
if (!Resolve(uid, ref stunnable))
|
||||
return null;
|
||||
|
||||
// Don't do anything if no stuns are applied.
|
||||
if (!stunnable.AnyStunActive)
|
||||
return null;
|
||||
|
||||
TimeSpan start = TimeSpan.MaxValue, end = TimeSpan.MinValue;
|
||||
|
||||
if (stunnable.StunnedTimer != null)
|
||||
{
|
||||
if (stunnable.StunnedTimer.Value.Start < start)
|
||||
start = stunnable.StunnedTimer.Value.Start;
|
||||
|
||||
if (stunnable.StunnedTimer.Value.End > end)
|
||||
end = stunnable.StunnedTimer.Value.End;
|
||||
}
|
||||
|
||||
if (stunnable.KnockdownTimer != null)
|
||||
{
|
||||
if (stunnable.KnockdownTimer.Value.Start < start)
|
||||
start = stunnable.KnockdownTimer.Value.Start;
|
||||
|
||||
if (stunnable.KnockdownTimer.Value.End > end)
|
||||
end = stunnable.KnockdownTimer.Value.End;
|
||||
}
|
||||
|
||||
if (stunnable.SlowdownTimer != null)
|
||||
{
|
||||
if (stunnable.SlowdownTimer.Value.Start < start)
|
||||
start = stunnable.SlowdownTimer.Value.Start;
|
||||
|
||||
if (stunnable.SlowdownTimer.Value.End > end)
|
||||
end = stunnable.SlowdownTimer.Value.End;
|
||||
}
|
||||
|
||||
return (start, end);
|
||||
}
|
||||
|
||||
private void OnInteractHand(EntityUid uid, StunnableComponent stunnable, InteractHandEvent args)
|
||||
{
|
||||
if (args.Handled || stunnable.HelpTimer > 0f || !stunnable.KnockedDown)
|
||||
if (args.Handled || knocked.HelpTimer > 0f)
|
||||
return;
|
||||
|
||||
// Set it to half the help interval so helping is actually useful...
|
||||
stunnable.HelpTimer = stunnable.HelpInterval/2f;
|
||||
knocked.HelpTimer = knocked.HelpInterval/2f;
|
||||
|
||||
stunnable.KnockdownTimer = (stunnable.KnockdownTimer!.Value.Start, stunnable.KnockdownTimer.Value.End - TimeSpan.FromSeconds(stunnable.HelpInterval));
|
||||
_statusEffectSystem.TryRemoveTime(uid, "KnockedDown", TimeSpan.FromSeconds(knocked.HelpInterval));
|
||||
|
||||
SoundSystem.Play(Filter.Pvs(uid), stunnable.StunAttemptSound.GetSound(), uid, AudioHelpers.WithVariation(0.05f));
|
||||
SoundSystem.Play(Filter.Pvs(uid), knocked.StunAttemptSound.GetSound(), uid, AudioHelpers.WithVariation(0.05f));
|
||||
|
||||
SetAlert(uid, stunnable);
|
||||
stunnable.Dirty();
|
||||
knocked.Dirty();
|
||||
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
var curTime = _gameTiming.CurTime;
|
||||
|
||||
foreach (var stunnable in EntityManager.EntityQuery<StunnableComponent>())
|
||||
{
|
||||
var uid = stunnable.Owner.Uid;
|
||||
|
||||
if(stunnable.HelpTimer > 0f)
|
||||
// If it goes negative, that's okay.
|
||||
stunnable.HelpTimer -= frameTime;
|
||||
|
||||
if (stunnable.StunnedTimer != null)
|
||||
{
|
||||
if (stunnable.StunnedTimer.Value.End <= curTime)
|
||||
{
|
||||
stunnable.StunnedTimer = null;
|
||||
stunnable.Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
if (stunnable.KnockdownTimer != null)
|
||||
{
|
||||
if (stunnable.KnockdownTimer.Value.End <= curTime)
|
||||
{
|
||||
stunnable.KnockdownTimer = null;
|
||||
|
||||
// Try to stand up the mob...
|
||||
_standingStateSystem.Stand(uid);
|
||||
|
||||
stunnable.Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
if (stunnable.SlowdownTimer != null)
|
||||
{
|
||||
if (stunnable.SlowdownTimer.Value.End <= curTime)
|
||||
{
|
||||
if (EntityManager.TryGetComponent(uid, out MovementSpeedModifierComponent? movement))
|
||||
movement.RefreshMovementSpeedModifiers();
|
||||
|
||||
|
||||
stunnable.SlowdownTimer = null;
|
||||
stunnable.Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
if (stunnable.AnyStunActive || !EntityManager.TryGetComponent(uid, out SharedAlertsComponent? status)
|
||||
|| !status.IsShowingAlert(AlertType.Stun))
|
||||
continue;
|
||||
|
||||
status.ClearAlert(AlertType.Stun);
|
||||
}
|
||||
}
|
||||
|
||||
#region Attempt Event Handling
|
||||
|
||||
private void OnMoveAttempt(EntityUid uid, StunnableComponent stunnable, MovementAttemptEvent args)
|
||||
private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, MovementAttemptEvent args)
|
||||
{
|
||||
if (stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnInteractAttempt(EntityUid uid, StunnableComponent stunnable, InteractionAttemptEvent args)
|
||||
private void OnInteractAttempt(EntityUid uid, StunnedComponent stunned, InteractionAttemptEvent args)
|
||||
{
|
||||
if(stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnUseAttempt(EntityUid uid, StunnableComponent stunnable, UseAttemptEvent args)
|
||||
private void OnUseAttempt(EntityUid uid, StunnedComponent stunned, UseAttemptEvent args)
|
||||
{
|
||||
if(stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnThrowAttempt(EntityUid uid, StunnableComponent stunnable, ThrowAttemptEvent args)
|
||||
private void OnThrowAttempt(EntityUid uid, StunnedComponent stunned, ThrowAttemptEvent args)
|
||||
{
|
||||
if (stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnDropAttempt(EntityUid uid, StunnableComponent stunnable, DropAttemptEvent args)
|
||||
private void OnDropAttempt(EntityUid uid, StunnedComponent stunned, DropAttemptEvent args)
|
||||
{
|
||||
if(stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnPickupAttempt(EntityUid uid, StunnableComponent stunnable, PickupAttemptEvent args)
|
||||
private void OnPickupAttempt(EntityUid uid, StunnedComponent stunned, PickupAttemptEvent args)
|
||||
{
|
||||
if(stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnAttackAttempt(EntityUid uid, StunnableComponent stunnable, AttackAttemptEvent args)
|
||||
private void OnAttackAttempt(EntityUid uid, StunnedComponent stunned, AttackAttemptEvent args)
|
||||
{
|
||||
if(stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnEquipAttempt(EntityUid uid, StunnableComponent stunnable, EquipAttemptEvent args)
|
||||
private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, EquipAttemptEvent args)
|
||||
{
|
||||
if(stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnUnequipAttempt(EntityUid uid, StunnableComponent stunnable, UnequipAttemptEvent args)
|
||||
private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, UnequipAttemptEvent args)
|
||||
{
|
||||
if(stunnable.Stunned)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void OnStandAttempt(EntityUid uid, StunnableComponent stunnable, StandAttemptEvent args)
|
||||
{
|
||||
if(stunnable.KnockedDown)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
|
||||
33
Content.Shared/Stunnable/SlowedDownComponent.cs
Normal file
33
Content.Shared/Stunnable/SlowedDownComponent.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using System;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Stunnable
|
||||
{
|
||||
[RegisterComponent]
|
||||
[NetworkedComponent]
|
||||
[Friend(typeof(SharedStunSystem))]
|
||||
public class SlowedDownComponent : Component, IMoveSpeedModifier
|
||||
{
|
||||
public override string Name => "SlowedDown";
|
||||
|
||||
public float SprintSpeedModifier { get; set; } = 0.5f;
|
||||
public float WalkSpeedModifier { get; set; } = 0.5f;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class SlowedDownComponentState : ComponentState
|
||||
{
|
||||
public float SprintSpeedModifier { get; set; }
|
||||
public float WalkSpeedModifier { get; set; }
|
||||
|
||||
public SlowedDownComponentState(float sprintSpeedModifier, float walkSpeedModifier)
|
||||
{
|
||||
SprintSpeedModifier = sprintSpeedModifier;
|
||||
WalkSpeedModifier = walkSpeedModifier;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,96 +0,0 @@
|
||||
using System;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Sound;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Stunnable
|
||||
{
|
||||
[Friend(typeof(SharedStunSystem))]
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed class StunnableComponent : Component, IMoveSpeedModifier
|
||||
{
|
||||
public sealed override string Name => "Stunnable";
|
||||
|
||||
public (TimeSpan Start, TimeSpan End)? StunnedTimer { get; set; }
|
||||
public (TimeSpan Start, TimeSpan End)? KnockdownTimer { get; set; }
|
||||
public (TimeSpan Start, TimeSpan End)? SlowdownTimer { get; set; }
|
||||
|
||||
[ViewVariables]
|
||||
public float StunnedSeconds =>
|
||||
StunnedTimer == null ? 0f : (float)(StunnedTimer.Value.End - StunnedTimer.Value.Start).TotalSeconds;
|
||||
|
||||
[ViewVariables]
|
||||
public float KnockdownSeconds =>
|
||||
KnockdownTimer == null ? 0f : (float)(KnockdownTimer.Value.End - KnockdownTimer.Value.Start).TotalSeconds;
|
||||
|
||||
[ViewVariables]
|
||||
public float SlowdownSeconds =>
|
||||
SlowdownTimer == null ? 0f : (float)(SlowdownTimer.Value.End - SlowdownTimer.Value.Start).TotalSeconds;
|
||||
|
||||
[ViewVariables]
|
||||
public bool AnyStunActive => Stunned || KnockedDown || SlowedDown;
|
||||
|
||||
[ViewVariables]
|
||||
public bool Stunned => StunnedTimer != null;
|
||||
|
||||
[ViewVariables]
|
||||
public bool KnockedDown => KnockdownTimer != null;
|
||||
|
||||
[ViewVariables]
|
||||
public bool SlowedDown => SlowdownTimer != null;
|
||||
|
||||
[DataField("stunCap")]
|
||||
public float StunCap { get; set; } = 20f;
|
||||
|
||||
[DataField("knockdownCap")]
|
||||
public float KnockdownCap { get; set; } = 20f;
|
||||
|
||||
[DataField("slowdownCap")]
|
||||
public float SlowdownCap { get; set; } = 20f;
|
||||
|
||||
[DataField("helpInterval")]
|
||||
public float HelpInterval { get; set; } = 1f;
|
||||
|
||||
[DataField("stunAttemptSound")]
|
||||
public SoundSpecifier StunAttemptSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
|
||||
|
||||
[ViewVariables]
|
||||
public float HelpTimer { get; set; } = 0f;
|
||||
|
||||
[ViewVariables]
|
||||
public float WalkSpeedMultiplier { get; set; } = 0f;
|
||||
[ViewVariables]
|
||||
public float RunSpeedMultiplier { get; set; } = 0f;
|
||||
|
||||
[ViewVariables]
|
||||
public float WalkSpeedModifier => (SlowedDown ? (WalkSpeedMultiplier <= 0f ? 0.5f : WalkSpeedMultiplier) : 1f);
|
||||
[ViewVariables]
|
||||
public float SprintSpeedModifier => (SlowedDown ? (RunSpeedMultiplier <= 0f ? 0.5f : RunSpeedMultiplier) : 1f);
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class StunnableComponentState : ComponentState
|
||||
{
|
||||
public (TimeSpan Start, TimeSpan End)? StunnedTimer { get; }
|
||||
public (TimeSpan Start, TimeSpan End)? KnockdownTimer { get; }
|
||||
public (TimeSpan Start, TimeSpan End)? SlowdownTimer { get; }
|
||||
public float WalkSpeedMultiplier { get; }
|
||||
public float RunSpeedMultiplier { get; }
|
||||
|
||||
public StunnableComponentState(
|
||||
(TimeSpan Start, TimeSpan End)? stunnedTimer, (TimeSpan Start, TimeSpan End)? knockdownTimer,
|
||||
(TimeSpan Start, TimeSpan End)? slowdownTimer, float walkSpeedMultiplier, float runSpeedMultiplier)
|
||||
{
|
||||
StunnedTimer = stunnedTimer;
|
||||
KnockdownTimer = knockdownTimer;
|
||||
SlowdownTimer = slowdownTimer;
|
||||
WalkSpeedMultiplier = walkSpeedMultiplier;
|
||||
RunSpeedMultiplier = runSpeedMultiplier;
|
||||
}
|
||||
}
|
||||
}
|
||||
19
Content.Shared/Stunnable/StunnedComponent.cs
Normal file
19
Content.Shared/Stunnable/StunnedComponent.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Sound;
|
||||
using Robust.Shared.Analyzers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Stunnable
|
||||
{
|
||||
[Friend(typeof(SharedStunSystem))]
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed class StunnedComponent : Component
|
||||
{
|
||||
public sealed override string Name => "Stunned";
|
||||
}
|
||||
}
|
||||
@@ -51,8 +51,7 @@ namespace Content.Shared.Tabletop
|
||||
|
||||
protected static bool StunnedOrNoHands(IEntity playerEntity)
|
||||
{
|
||||
var stunned = playerEntity.TryGetComponent<StunnableComponent>(out var stun) &&
|
||||
stun.Stunned;
|
||||
var stunned = playerEntity.HasComponent<StunnedComponent>();
|
||||
var hasHand = playerEntity.TryGetComponent<SharedHandsComponent>(out var handsComponent) &&
|
||||
handsComponent.Hands.Count > 0;
|
||||
|
||||
|
||||
@@ -117,7 +117,11 @@
|
||||
- type: HeatResistance
|
||||
- type: CombatMode
|
||||
- type: Internals
|
||||
- type: Stunnable
|
||||
- type: StatusEffects
|
||||
allowed:
|
||||
- Stun
|
||||
- KnockedDown
|
||||
- SlowedDown
|
||||
- type: Examiner
|
||||
- type: UnarmedCombat
|
||||
range: 1.5
|
||||
|
||||
@@ -62,8 +62,11 @@
|
||||
solution: bloodstream
|
||||
- type: Bloodstream
|
||||
max_volume: 100
|
||||
# StatusEffects
|
||||
- type: Stunnable
|
||||
- type: StatusEffects
|
||||
allowed:
|
||||
- Stun
|
||||
- KnockedDown
|
||||
- SlowedDown
|
||||
# Other
|
||||
- type: Inventory
|
||||
- type: Clickable
|
||||
|
||||
17
Resources/Prototypes/status_effects.yml
Normal file
17
Resources/Prototypes/status_effects.yml
Normal file
@@ -0,0 +1,17 @@
|
||||
# Status effect prototypes.
|
||||
# Holds no actual logic, just some basic data about the effect.
|
||||
|
||||
- type: statusEffect
|
||||
id: Stun
|
||||
alert: Stun
|
||||
|
||||
- type: statusEffect
|
||||
id: KnockedDown
|
||||
alert: Stun
|
||||
|
||||
- type: statusEffect
|
||||
id: SlowedDown
|
||||
|
||||
- type: statusEffect
|
||||
id: Jitter
|
||||
alwaysAllowed: true
|
||||
Reference in New Issue
Block a user