Files
tbd-station-14/Content.Shared/Standing/StandingStateSystem.cs
2022-04-14 12:31:07 +10:00

158 lines
5.3 KiB
C#

using Content.Shared.Audio;
using Content.Shared.Hands.Components;
using Content.Shared.Rotation;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Physics;
using Content.Shared.Physics;
namespace Content.Shared.Standing
{
public sealed class StandingStateSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;
return !standingState.Standing;
}
public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
SharedHandsComponent? hands = null)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, ref hands, false);
if (!standingState.Standing)
return true;
// This is just to avoid most callers doing this manually saving boilerplate
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null)
{
RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
}
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
standingState.Standing = false;
Dirty(standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
if (!_gameTiming.IsFirstTimePredicted)
return true;
// Seemed like the best place to put it
appearance?.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
continue;
standingState.VaultImpassableFixtures.Add(key);
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
}
// Currently shit is only downed by server but when it's predicted we can probably only play this on server / client
// > no longer true with door crushing. There just needs to be a better way to handle audio prediction.
if (playSound)
{
SoundSystem.Play(Filter.Pvs(uid), standingState.DownSoundCollection.GetSound(), uid, AudioHelpers.WithVariation(0.25f));
}
return true;
}
public bool Stand(EntityUid uid,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, false);
if (standingState.Standing)
return true;
var msg = new StandAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
standingState.Standing = true;
standingState.Dirty();
RaiseLocalEvent(uid, new StoodEvent(), false);
appearance?.SetData(RotationVisuals.RotationState, RotationState.Vertical);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var key in standingState.VaultImpassableFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
}
standingState.VaultImpassableFixtures.Clear();
return true;
}
}
public sealed class DropHandItemsEvent : EventArgs
{
}
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs
{
}
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs
{
}
/// <summary>
/// Raised when an entity is not standing
/// </summary>
public sealed class DownedEvent : EntityEventArgs
{
}
}