* Refactor standing to be ECS E C S B A B Y * DONE * FIX IT FIX IT FIX IT * IsDown event * Change to methods * Fixes * Address some reviews * Last of the Mohicans * Final fixes * Fix tests
127 lines
4.1 KiB
C#
127 lines
4.1 KiB
C#
#nullable enable
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using Content.Shared.Audio;
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using Content.Shared.Hands;
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using Content.Shared.Rotation;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Player;
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namespace Content.Shared.Standing
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{
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public sealed class StandingStateSystem : EntitySystem
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{
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public bool IsDown(IEntity entity)
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{
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if (entity.TryGetComponent(out StandingStateComponent? standingState) &&
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standingState.Standing) return true;
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return false;
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}
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public void Down(IEntity entity, bool playSound = true, bool dropHeldItems = true)
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{
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if (!entity.TryGetComponent(out StandingStateComponent? comp)) return;
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Down(comp, playSound, dropHeldItems);
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}
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public void Stand(IEntity entity)
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{
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if (!entity.TryGetComponent(out StandingStateComponent? comp)) return;
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Stand(comp);
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}
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public void Down(StandingStateComponent component, bool playSound = true, bool dropHeldItems = true)
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{
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if (!component.Standing) return;
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var entity = component.Owner;
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var uid = entity.Uid;
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// This is just to avoid most callers doing this manually saving boilerplate
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// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
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// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
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// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
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if (dropHeldItems)
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{
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Get<SharedHandsSystem>().DropHandItems(entity, false);
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}
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var msg = new DownAttemptEvent();
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EntityManager.EventBus.RaiseLocalEvent(uid, msg);
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if (msg.Cancelled) return;
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component.Standing = false;
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component.Dirty();
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EntityManager.EventBus.RaiseLocalEvent(uid, new DownedEvent());
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// Seemed like the best place to put it
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if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
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{
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appearance.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
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}
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// Currently shit is only downed by server but when it's predicted we can probably only play this on server / client
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var sound = component.DownSoundCollection;
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if (playSound && !string.IsNullOrEmpty(sound))
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{
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var file = AudioHelpers.GetRandomFileFromSoundCollection(sound);
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SoundSystem.Play(Filter.Pvs(entity), file, entity, AudioHelpers.WithVariation(0.25f));
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}
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}
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public void Stand(StandingStateComponent component)
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{
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if (component.Standing) return;
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var entity = component.Owner;
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var uid = entity.Uid;
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var msg = new StandAttemptEvent();
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EntityManager.EventBus.RaiseLocalEvent(uid, msg);
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if (msg.Cancelled) return;
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component.Standing = true;
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component.Dirty();
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EntityManager.EventBus.RaiseLocalEvent(uid, new StoodEvent());
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if (entity.TryGetComponent(out SharedAppearanceComponent? appearance))
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{
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appearance.SetData(RotationVisuals.RotationState, RotationState.Vertical);
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}
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}
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}
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/// <summary>
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/// Subscribe if you can potentially block a down attempt.
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/// </summary>
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public sealed class DownAttemptEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Subscribe if you can potentially block a stand attempt.
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/// </summary>
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public sealed class StandAttemptEvent : CancellableEntityEventArgs
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{
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}
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/// <summary>
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/// Raised when an entity becomes standing
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/// </summary>
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public sealed class StoodEvent : EntityEventArgs
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{
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}
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/// <summary>
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/// Raised when an entity is not standing
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/// </summary>
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public sealed class DownedEvent : EntityEventArgs
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{
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}
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}
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