Files
tbd-station-14/Content.Shared/Movement/Systems/MovementSpeedModifierSystem.cs
poklj f76e3b63b7 Changeling devour and transform (#34002)
* Initial:

Create Devour componentry, preliminary identity storage and the systems
for Devouring

* I have genuinely no idea what i'm doing

- added the radial menu, it has nothing in it.

- trying to get it to populate. the event under the event is broken,
i don't know why, but apparently it's not typed right

- Added a placeholder transform

- oh also fixed up some devour stuff and moved some things around.

* Holey moley, Transform, better devour, oh my!

- Move DnaComponent into Shared because we need it for the DNA cloning

- Make Transform MOSTLY work on the LAST identity devoured.

- Fix some issues on devour that involved prediction, canceling and
Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!)

* Proper tail stealing and Damage modifier attempt

Add check to add a wagging component on the Changeling if the victim's
species Prototype had one.

attempt to add the Damage mitigation check

* MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!!

- Nullspaced a clone of a victim

- fix audio using server virtualized Pvs (i hate this)

- fix the mispredicted doafters

- Clean up a wholelotta code

- utilize clone systems to clone appearances

- Move CloneAppearance from server to shared So we can actually access
it

* Examine stuff, more cleanup, Jumpsuit ripping

- make rotting prevent the action

- Add ripping of clothing (guh why is it also server)

- add some System stuff for pushing husked corpse inspection

- clean up more badcode

* Doing things properly, UI sorta kinda works.

- Utilize Relayed events for Devour checking

- Get a UI that partially works, Says the name of identities, doesn't
show their looks

- Make use of the New Dynamic BUI assignment

- commit the sin of no client prediction cause nullspace entities aren't
networked

* Got an entity for the Frontend transform

Issue with the looks

* Stick a camera into a fake mobs forehead

- Get the UI to see the net entity in pause space by using a
ViewSubscriber to get the Pvs from the initially stored identity entity

- Remove all the other parts used to try to get this to work before hand

* Raaaaadiallllllls also fix protection coefficents

- Change FancyWindow to Radial

- Fix Issue where coeffeient checking was the wrong way round

* absolutely massive cleanup, no more camera in mobs

- cleaned up event variables that are not needed

- Removed the use of a Pause space and go back to Nullspace usage

- use a PvsOverride rather than ViewSharing

- Remove old commented out code and Lots of unused code

* Fix "Ui elements" dying  on the screen

- some minor cleanup

- don't start the entities that get cloned

* ftl, cleanup, and fixing missing transform details

- add replace functionality to TypingIndicatorSystem and
BodyEmotesSystem

- add placeholder sounds and functions to TransformBodyEmotes

- add extra Pvs handling for later use

- attributions for the funny straw sound

- Sound collections for all of the sounds

- various cleanups

* Some extra cleanup

* Fix some false assumptions about TypingIndicator

- Bubbles now transfer on spawned humans rather than used humans

- Clean up YET MORE CODE

- make it so you can't eat yourself

* Oooprs, forgot to add a Husked Corpse Loc

* Missing period in the husked corpse loc

* bad devour windup placeholder

* Husking and WIP Lungs

- Husking now will be prevented from Revival fully and will change
the appearance of players

* Add finalized Sprites for actions and final meta

- add devour on and off sprites

- add transform action sprite

- Add Armblade sprite for future use

- Credit obscenelytinyshark for the sprites <3

* Remove ling lungs, Entity<> everything

- Remove the ling lungs stuff for now... body system is overly
complicated, makes my head hurt

- Switch every method to use Entity<> from Uid, Comp format

* cleanup, admin logging, WIP Roles

* Admin verb, Roundstart, gamerule stuff

- add a Admin verb to make Changelingification easy!

- Add game rule stuff for admin verb and to tell the hapless
goober how to be a changeling... sorta

- clean up parts to make VV easy... USE THE VERB!!

* Armor Coefficent Check

- Remove bespoke changeling armor check and replace it
with a generic armor coefficient query.

* move to UnrevivableComponent instead of husked

- Move UnrevivableComponent to shared

- add Analyzable and ReasonMessage to UnrevivableComponent
to give granular control of the message and whether or not it shows up
in the analyzer

- remove the check for HuskedComponent in DefibrillatorSystem

* aaaaaaa CopyComp

- Some cleanup

- make Vocal system shared

- make VocalSystem Not make more Actions than it needs

- Use some code from ChameleonProjector so we can copy components

- partially ungod method the Transform system

* Cleanup, Moving more things to CopyComp

- TransformBodyEmotes now uses CopyComp (it's a server component so i
need to tell the server to deal with it

- TypingIndicatorComponent also now uses CopyComp

- cleaned up old, now unused "replace" methods in favor of CopyComp

- BodyEmotesSystem now has a publically accessable LoadSounds to deal
with the same problem Screaming had

* WIP

* Devour Windup noise, ForensicsSystem cleanup

* Revert VocalSystem Changes

- Reverted Moving VocalSystem to shared, copy comp acomplishes it

- added component.ScreamActionEntity = null; for copy comp

* cleanup unneeded comments

* revert an accidental line removal

* Remove duplicate SharedHumanoidAppearanceSystem

* Cleanup Typo's and import Forensics components for Dna

* Some more forensics calls

* cleanup use CopyComp for now until CopyComps

* CR cleanup

* Undo some SharedHumanoidAppearanceSystem changes

* Confound these spaces

* Some Copycomp stuff and fixing some PVS override

* use the proper TryCopyComps that are merged

* Change TransformMenu with RadialWithSector

* All sounds done, Fix lack of typing indicator issue

* Updated attributions to include used sound authors

* some ftl typos and mind_role text issue

* DNA, Screaming, appearance, grammar, wagging

- reduced all of the above using ApplyComponentChanges

- Issue still remains with bodyEmotes sticking around in the UI

* Fix UI stuff, partials, entprotoid, good practices

- bunch of partials added

- UI now has a predicted message

- EntProtoID in the admin verb

- RipClothing now uses Entity<ButcherableComponent>

- husking is now optional (off by default) for testing/till we have
hivemind/when we figure out what were doing with devour

- remove TransformGrammarSet

* More CR stuff and documentation

- Make TargetIsProtected less of a meme, with a prototype
set of DamageTypes to check

- Documenation everywhere

- Move DevourEvents into its own file

* Predicted sounds and fix the comp clone list

- Made all start and stop sounds shared

- Split out the rest of the events and UI stuff into subfiles

- Fixed some Clone comp list issues where comments had -'s causing them
to be read incorrectly

* Damage cap check, Identity Shutdown cleanup, cleanup

* Sound stuff (but actually this time)

* Missed documentation

* Missed Documentation and a EntProtoId

* Remove unused dependency

* Remove a nullcheck

* Some dummy minplayers

* CR - Husked now uses a rem/ensure

* Update Actions in the Prototype

* Fixup mindswap handover

- cleanup and handover PVS on mindswap

* Fixup Missing meta from accidental "Take-theirs"

* Add the Armblade to the roundstart-role

* Cleanup, CR (everything but the UI and renames)

* missed a spot

* missed some more whitespace

* Renames

* Primary constructor and a space in these trying times

* User interface stuff for Slime transformation

* popup prediction

* Ling devour no longer makes duplicate identities

- added a key to identities to the original victim

- Add some extra clone settings

* add guard statements to OnClones

* SentOnlyToOwner additions

* fix for sound stoppage error

* Move Organ deleter into soon to be atomized husk

* clone event inventory

* mono sounds

* lower sound volume

* Fix networked sound warning

* Clone comps thing

* review

* attributions

* Fix clobbered changes

* I'm gonna weh out

- whole bunch of CR changes

* fix some very buggy git

* okay its fixed

* address most review points

* fix inventory

* we hate entityuids

* fix test and more cleanup

* move this

* fix more stuff

* fix validation and rootable

* Remove Quickswitch due to some UI quirks

* oops left out some better explanation

* remove dangling LastConsumed component fields

* fix test fail

* try this

* cleanup cloning subscriptions, add movement speed modifier

* fix slime storage

* fix cloning setting inheritance

* Add session information to transform admin logs

* slay the integration test hydra

* dwarf size

* more volume tweaks

* comments

* improve comments and unpredict deletion due to errors when shutting down the server

* fix displancement cloning

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-08-06 21:55:49 +02:00

264 lines
9.8 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Standing;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems
{
public sealed class MovementSpeedModifierSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
private float _frictionModifier;
private float _airDamping;
private float _offGridDamping;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MovementSpeedModifierComponent, MapInitEvent>(OnModMapInit);
SubscribeLocalEvent<MovementSpeedModifierComponent, DownedEvent>(OnDowned);
SubscribeLocalEvent<MovementSpeedModifierComponent, StoodEvent>(OnStand);
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
}
private void OnModMapInit(Entity<MovementSpeedModifierComponent> ent, ref MapInitEvent args)
{
// TODO: Dirty these smarter.
ent.Comp.WeightlessAcceleration = ent.Comp.BaseWeightlessAcceleration;
ent.Comp.WeightlessModifier = ent.Comp.BaseWeightlessModifier;
ent.Comp.WeightlessFriction = _airDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.WeightlessFrictionNoInput = _airDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.OffGridFriction = _offGridDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.Acceleration = ent.Comp.BaseAcceleration;
ent.Comp.Friction = _frictionModifier * ent.Comp.BaseFriction;
ent.Comp.FrictionNoInput = _frictionModifier * ent.Comp.BaseFriction;
Dirty(ent);
}
private void OnDowned(Entity<MovementSpeedModifierComponent> entity, ref DownedEvent args)
{
RefreshFrictionModifiers(entity);
RefreshMovementSpeedModifiers(entity);
}
private void OnStand(Entity<MovementSpeedModifierComponent> entity, ref StoodEvent args)
{
RefreshFrictionModifiers(entity);
RefreshMovementSpeedModifiers(entity);
}
/// <summary>
/// Copy this component's datafields from one entity to another.
/// This needs to refresh the modifiers after using CopyComp.
/// <summary>
public void CopyComponent(Entity<MovementSpeedModifierComponent?> source, EntityUid target)
{
if (!Resolve(source, ref source.Comp))
return;
CopyComp(source, target, source.Comp);
RefreshWeightlessModifiers(target);
RefreshMovementSpeedModifiers(target);
RefreshFrictionModifiers(target);
}
public void RefreshWeightlessModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var ev = new RefreshWeightlessModifiersEvent()
{
WeightlessAcceleration = move.BaseWeightlessAcceleration,
WeightlessAccelerationMod = 1.0f,
WeightlessModifier = move.BaseWeightlessModifier,
WeightlessFriction = move.BaseWeightlessFriction,
WeightlessFrictionMod = 1.0f,
WeightlessFrictionNoInput = move.BaseWeightlessFriction,
WeightlessFrictionNoInputMod = 1.0f,
};
RaiseLocalEvent(uid, ref ev);
if (MathHelper.CloseTo(ev.WeightlessAcceleration, move.WeightlessAcceleration) &&
MathHelper.CloseTo(ev.WeightlessModifier, move.WeightlessModifier) &&
MathHelper.CloseTo(ev.WeightlessFriction, move.WeightlessFriction) &&
MathHelper.CloseTo(ev.WeightlessFrictionNoInput, move.WeightlessFrictionNoInput))
{
return;
}
move.WeightlessAcceleration = ev.WeightlessAcceleration * ev.WeightlessAccelerationMod;
move.WeightlessModifier = ev.WeightlessModifier;
move.WeightlessFriction = _airDamping * ev.WeightlessFriction * ev.WeightlessFrictionMod;
move.WeightlessFrictionNoInput = _airDamping * ev.WeightlessFrictionNoInput * ev.WeightlessFrictionNoInputMod;
Dirty(uid, move);
}
public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var ev = new RefreshMovementSpeedModifiersEvent();
RaiseLocalEvent(uid, ev);
if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
return;
move.WalkSpeedModifier = ev.WalkSpeedModifier;
move.SprintSpeedModifier = ev.SprintSpeedModifier;
Dirty(uid, move);
}
public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.BaseWalkSpeed = baseWalkSpeed;
move.BaseSprintSpeed = baseSprintSpeed;
move.Acceleration = acceleration;
Dirty(uid, move);
}
public void RefreshFrictionModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var ev = new RefreshFrictionModifiersEvent()
{
Friction = move.BaseFriction,
FrictionNoInput = move.BaseFriction,
Acceleration = move.BaseAcceleration,
};
RaiseLocalEvent(uid, ref ev);
if (MathHelper.CloseTo(ev.Friction, move.Friction)
&& MathHelper.CloseTo(ev.FrictionNoInput, move.FrictionNoInput)
&& MathHelper.CloseTo(ev.Acceleration, move.Acceleration))
return;
move.Friction = _frictionModifier * ev.Friction;
move.FrictionNoInput = _frictionModifier * ev.FrictionNoInput;
move.Acceleration = ev.Acceleration;
Dirty(uid, move);
}
public void ChangeBaseFriction(EntityUid uid, float friction, float frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.BaseFriction = friction;
move.FrictionNoInput = frictionNoInput;
move.BaseAcceleration = acceleration;
Dirty(uid, move);
}
}
/// <summary>
/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
/// should hook into this event and set it then. If you want this event to be raised,
/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
/// </summary>
public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public float WalkSpeedModifier { get; private set; } = 1.0f;
public float SprintSpeedModifier { get; private set; } = 1.0f;
public void ModifySpeed(float walk, float sprint)
{
WalkSpeedModifier *= walk;
SprintSpeedModifier *= sprint;
}
public void ModifySpeed(float mod)
{
ModifySpeed(mod, mod);
}
}
[ByRefEvent]
public record struct RefreshWeightlessModifiersEvent
{
public float WeightlessAcceleration;
public float WeightlessAccelerationMod;
public float WeightlessModifier;
public float WeightlessFriction;
public float WeightlessFrictionMod;
public float WeightlessFrictionNoInput;
public float WeightlessFrictionNoInputMod;
public void ModifyFriction(float friction, float noInput)
{
WeightlessFrictionMod *= friction;
WeightlessFrictionNoInput *= noInput;
}
public void ModifyFriction(float friction)
{
ModifyFriction(friction, friction);
}
public void ModifyAcceleration(float acceleration, float modifier)
{
WeightlessAcceleration *= acceleration;
WeightlessModifier *= modifier;
}
public void ModifyAcceleration(float modifier)
{
ModifyAcceleration(modifier, modifier);
}
}
[ByRefEvent]
public record struct RefreshFrictionModifiersEvent : IInventoryRelayEvent
{
public float Friction;
public float FrictionNoInput;
public float Acceleration;
public void ModifyFriction(float friction, float noInput)
{
Friction *= friction;
FrictionNoInput *= noInput;
}
public void ModifyFriction(float friction)
{
ModifyFriction(friction, friction);
}
public void ModifyAcceleration(float acceleration)
{
Acceleration *= acceleration;
}
SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
}
}