* Remove IActionBlocker.CanMove Ported the remainders over to using MovementAttemptEvent which should also help make mob movement a bit faster. * Make that check faster
389 lines
12 KiB
C#
389 lines
12 KiB
C#
using System;
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using System.Threading;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Stunnable
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{
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[NetworkedComponent()]
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public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker, IInteractHand
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public sealed override string Name => "Stunnable";
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public (TimeSpan Start, TimeSpan End)? StunnedTimer { get; protected set; }
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public (TimeSpan Start, TimeSpan End)? KnockdownTimer { get; protected set; }
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public (TimeSpan Start, TimeSpan End)? SlowdownTimer { get; protected set; }
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[ViewVariables] public float StunnedSeconds =>
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StunnedTimer == null ? 0f : (float)(StunnedTimer.Value.End - StunnedTimer.Value.Start).TotalSeconds;
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[ViewVariables] public float KnockdownSeconds =>
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KnockdownTimer == null ? 0f : (float)(KnockdownTimer.Value.End - KnockdownTimer.Value.Start).TotalSeconds;
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[ViewVariables] public float SlowdownSeconds =>
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SlowdownTimer == null ? 0f : (float)(SlowdownTimer.Value.End - SlowdownTimer.Value.Start).TotalSeconds;
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[ViewVariables] public bool AnyStunActive => Stunned || KnockedDown || SlowedDown;
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[ViewVariables] public bool Stunned => StunnedTimer != null;
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[ViewVariables] public bool KnockedDown => KnockdownTimer != null;
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[ViewVariables] public bool SlowedDown => SlowdownTimer != null;
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[DataField("stunCap")]
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protected float _stunCap = 20f;
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[DataField("knockdownCap")]
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protected float _knockdownCap = 20f;
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[DataField("slowdownCap")]
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protected float _slowdownCap = 20f;
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[DataField("helpInterval")]
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private float _helpInterval = 1f;
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private bool _canHelp = true;
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protected CancellationTokenSource StatusRemoveCancellation = new();
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[ViewVariables] protected float WalkModifierOverride = 0f;
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[ViewVariables] protected float RunModifierOverride = 0f;
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private float StunTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.StunTimeModifier;
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}
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return modifier;
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}
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}
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private float KnockdownTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.KnockdownTimeModifier;
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}
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return modifier;
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}
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}
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private float SlowdownTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.SlowdownTimeModifier;
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}
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return modifier;
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}
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}
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/// <summary>
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/// Stuns the entity, disallowing it from doing many interactions temporarily.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will stay stunned.</param>
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/// <returns>Whether or not the owner was stunned.</returns>
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public bool Stun(float seconds)
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{
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seconds = MathF.Min(StunnedSeconds + (seconds * StunTimeModifier), _stunCap);
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if (seconds <= 0f)
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{
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return false;
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}
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StunnedTimer = (_gameTiming.CurTime, _gameTiming.CurTime.Add(TimeSpan.FromSeconds(seconds)));
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SetAlert();
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OnStun();
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Dirty();
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return true;
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}
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protected virtual void OnStun() { }
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/// <summary>
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/// Knocks down the mob, making it fall to the ground.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will stay on the ground.</param>
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/// <returns>Whether or not the owner was knocked down.</returns>
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public bool Knockdown(float seconds)
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{
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seconds = MathF.Min(KnockdownSeconds + (seconds * KnockdownTimeModifier), _knockdownCap);
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if (seconds <= 0f)
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{
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return false;
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}
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KnockdownTimer = (_gameTiming.CurTime, _gameTiming.CurTime.Add(TimeSpan.FromSeconds(seconds)));;
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SetAlert();
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OnKnockdown();
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Dirty();
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return true;
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}
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protected virtual void OnKnockdown() { }
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/// <summary>
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/// Applies knockdown and stun to the mob temporarily.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will be paralyzed-</param>
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/// <returns>Whether or not the owner of this component was paralyzed-</returns>
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public bool Paralyze(float seconds)
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{
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return Stun(seconds) && Knockdown(seconds);
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}
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/// <summary>
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/// Slows down the mob's walking/running speed temporarily
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/// </summary>
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/// <param name="seconds">How many seconds the mob will be slowed down</param>
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/// <param name="walkModifierOverride">Walk speed modifier. Set to 0 or negative for default value. (0.5f)</param>
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/// <param name="runModifierOverride">Run speed modifier. Set to 0 or negative for default value. (0.5f)</param>
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public void Slowdown(float seconds, float walkModifierOverride = 0f, float runModifierOverride = 0f)
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{
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seconds = MathF.Min(SlowdownSeconds + (seconds * SlowdownTimeModifier), _slowdownCap);
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if (seconds <= 0f)
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return;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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SlowdownTimer = (_gameTiming.CurTime, _gameTiming.CurTime.Add(TimeSpan.FromSeconds(seconds)));
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? movement))
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movement.RefreshMovementSpeedModifiers();
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SetAlert();
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Dirty();
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}
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private (TimeSpan, TimeSpan)? GetTimers()
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{
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// Don't do anything if no stuns are applied.
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if (!AnyStunActive)
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return null;
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TimeSpan start = TimeSpan.MaxValue, end = TimeSpan.MinValue;
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if (StunnedTimer != null)
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{
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if (StunnedTimer.Value.Start < start)
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start = StunnedTimer.Value.Start;
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if (StunnedTimer.Value.End > end)
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end = StunnedTimer.Value.End;
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}
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if (KnockdownTimer != null)
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{
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if (KnockdownTimer.Value.Start < start)
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start = KnockdownTimer.Value.Start;
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if (KnockdownTimer.Value.End > end)
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end = KnockdownTimer.Value.End;
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}
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if (SlowdownTimer != null)
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{
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if (SlowdownTimer.Value.Start < start)
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start = SlowdownTimer.Value.Start;
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if (SlowdownTimer.Value.End > end)
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end = SlowdownTimer.Value.End;
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}
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return (start, end);
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}
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private void SetAlert()
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{
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if (!Owner.TryGetComponent(out SharedAlertsComponent? status))
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{
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return;
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}
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var timers = GetTimers();
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if (timers == null)
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return;
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status.ShowAlert(AlertType.Stun, cooldown:timers);
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StatusRemoveCancellation.Cancel();
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StatusRemoveCancellation = new CancellationTokenSource();
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}
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protected virtual void OnInteractHand() { }
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!_canHelp || !KnockedDown)
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{
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return false;
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}
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_canHelp = false;
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Owner.SpawnTimer((int) _helpInterval * 1000, () => _canHelp = true);
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KnockdownTimer = (KnockdownTimer!.Value.Start, KnockdownTimer.Value.End.Subtract(TimeSpan.FromSeconds(_helpInterval)));
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OnInteractHand();
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SetAlert();
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Dirty();
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return true;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new StunnableComponentState(StunnedTimer, KnockdownTimer, SlowdownTimer, WalkModifierOverride, RunModifierOverride);
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}
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protected virtual void OnKnockdownEnd()
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{
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}
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public void Update(float delta)
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{
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var curTime = _gameTiming.CurTime;
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if (StunnedTimer != null)
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{
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if (StunnedTimer.Value.End <= curTime)
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{
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StunnedTimer = null;
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Dirty();
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}
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}
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if (KnockdownTimer != null)
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{
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if (KnockdownTimer.Value.End <= curTime)
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{
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OnKnockdownEnd();
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KnockdownTimer = null;
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Dirty();
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}
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}
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if (SlowdownTimer != null)
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{
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if (SlowdownTimer.Value.End <= curTime)
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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SlowdownTimer = null;
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Dirty();
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}
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}
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if (AnyStunActive || !Owner.TryGetComponent(out SharedAlertsComponent? status) || !status.IsShowingAlert(AlertType.Stun))
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return;
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status.ClearAlert(AlertType.Stun);
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}
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#region ActionBlockers
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public bool CanInteract() => (!Stunned);
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public bool CanUse() => (!Stunned);
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public bool CanThrow() => (!Stunned);
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public bool CanSpeak() => true;
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public bool CanDrop() => (!Stunned);
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public bool CanPickup() => (!Stunned);
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public bool CanEmote() => true;
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public bool CanAttack() => (!Stunned);
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public bool CanEquip() => (!Stunned);
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public bool CanUnequip() => (!Stunned);
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public bool CanChangeDirection() => true;
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public bool CanShiver() => !Stunned;
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public bool CanSweat() => true;
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#endregion
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[ViewVariables]
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public float WalkSpeedModifier => (SlowedDown ? (WalkModifierOverride <= 0f ? 0.5f : WalkModifierOverride) : 1f);
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[ViewVariables]
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public float SprintSpeedModifier => (SlowedDown ? (RunModifierOverride <= 0f ? 0.5f : RunModifierOverride) : 1f);
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[Serializable, NetSerializable]
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protected sealed class StunnableComponentState : ComponentState
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{
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public (TimeSpan Start, TimeSpan End)? StunnedTimer { get; }
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public (TimeSpan Start, TimeSpan End)? KnockdownTimer { get; }
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public (TimeSpan Start, TimeSpan End)? SlowdownTimer { get; }
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public float WalkModifierOverride { get; }
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public float RunModifierOverride { get; }
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public StunnableComponentState(
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(TimeSpan Start, TimeSpan End)? stunnedTimer, (TimeSpan Start, TimeSpan End)? knockdownTimer,
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(TimeSpan Start, TimeSpan End)? slowdownTimer, float walkModifierOverride, float runModifierOverride)
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{
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StunnedTimer = stunnedTimer;
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KnockdownTimer = knockdownTimer;
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SlowdownTimer = slowdownTimer;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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}
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}
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}
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/// <summary>
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/// This interface allows components to multiply the time in seconds of various stuns by a number.
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/// </summary>
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public interface IStunModifier
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{
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float StunTimeModifier => 1.0f;
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float KnockdownTimeModifier => 1.0f;
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float SlowdownTimeModifier => 1.0f;
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}
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}
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