* Movement acceleration * tweaks * Weightless refactor coz fuck it * CCVars * weightless movement tweaks * Some cleanup while I'm here * dorkpacks * thanks fork * fixes * zoomies * toggles * hmm * yamls * b * so true * Effects refactor * namespace * review
149 lines
5.6 KiB
C#
149 lines
5.6 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.DragDrop;
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using Content.Shared.Emoting;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.State;
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using Content.Shared.Movement;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.Throwing;
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namespace Content.Shared.MobState.EntitySystems
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{
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public sealed class MobStateSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
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SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(OnEmoteAttempt);
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SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
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SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
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SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(OnMoveAttempt);
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SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
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SubscribeLocalEvent<MobStateChangedEvent>(OnStateChanged);
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// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
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}
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#region ActionBlocker
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private void OnStateChanged(MobStateChangedEvent ev)
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{
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_blocker.UpdateCanMove(ev.Entity);
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}
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private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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case SharedDeadMobState:
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case SharedCriticalMobState:
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args.Cancel();
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break;
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}
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}
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private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnEquipAttempt(EntityUid uid, MobStateComponent component, IsEquippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Equipee == uid)
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CheckAct(uid, component, args);
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}
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private void OnEmoteAttempt(EntityUid uid, MobStateComponent component, EmoteAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, IsUnequippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Unequipee == uid)
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CheckAct(uid, component, args);
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}
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private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
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{
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CheckAct(uid, component, args);
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}
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#endregion
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private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
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{
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if (component.IsIncapacitated())
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args.Cancel();
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}
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public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args)
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{
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component.UpdateState(args.Damageable.TotalDamage);
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}
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private void OnMoveAttempt(EntityUid uid, MobStateComponent component, UpdateCanMoveEvent args)
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{
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switch (component.CurrentState)
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{
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case SharedCriticalMobState:
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case SharedDeadMobState:
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args.Cancel();
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return;
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default:
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return;
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}
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}
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private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
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{
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if (component.IsIncapacitated())
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args.Cancel();
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}
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}
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}
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