Files
tbd-station-14/Content.Shared/Standing/StandingStateSystem.cs
2022-10-04 14:24:19 +11:00

200 lines
6.9 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;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Network;
namespace Content.Shared.Standing
{
public sealed class StandingStateSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
public override void Initialize()
{
SubscribeLocalEvent<StandingStateComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<StandingStateComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(EntityUid uid, StandingStateComponent component, ref ComponentHandleState args)
{
if (args.Current is not StandingComponentState state)
return;
component.Standing = state.Standing;
component.ChangedFixtures = new List<string>(state.ChangedFixtures);
}
private void OnGetState(EntityUid uid, StandingStateComponent component, ref ComponentGetState args)
{
args.State = new StandingComponentState(component.Standing, component.ChangedFixtures);
}
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);
// Seemed like the best place to put it
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
// Change collision masks to allow going under certain entities like flaps and tables
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
continue;
standingState.ChangedFixtures.Add(key);
fixture.CollisionMask &= ~StandingCollisionLayer;
}
}
if (!_gameTiming.IsFirstTimePredicted)
return true;
if (playSound)
{
_audio.PlayPredicted(standingState.DownSound, uid, uid, AudioParams.Default.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;
Dirty(standingState);
RaiseLocalEvent(uid, new StoodEvent(), false);
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var key in standingState.ChangedFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
fixture.CollisionMask |= StandingCollisionLayer;
}
}
standingState.ChangedFixtures.Clear();
return true;
}
// I'm not calling it StandingStateComponentState
[Serializable, NetSerializable]
private sealed class StandingComponentState : ComponentState
{
public bool Standing { get; }
public List<string> ChangedFixtures { get; }
public StandingComponentState(bool standing, List<string> changedFixtures)
{
Standing = standing;
ChangedFixtures = changedFixtures;
}
}
}
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
{
}
}