Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/StunnableComponent.cs
DrSmugleaf 602dac393e Add Buckling (#1155)
* Create BuckleableComponent.cs

* Add strap component and keybind to buckle targeted entity

* Remove buckle keybind, turn it into a verb

* Add moving and attaching the buckled entity to the strap

* Fix reality collapsing when clicking on a buckled entity

* Add strap position to buckle a mob in the standing or down position

* Add new default strap position that makes no change to the mob's standing state

* Add Strap component to office chairs and stools

* Add Strap component to the pilot chair

* Add buckled status effect icon

* Add status effect click behaviour

* Add buckling and unbuckling sounds

* Change Buckle verb to only appear when an entity can be currently buckled

* Rotate buckled entity in the direction of the seat

* Disable entity rotation when buckled

* Fix buckle rotation on beds

* Buckling now finds the closest strap to the buckleable entity

* Fix rotation when unbuckling an entity

* Move buckle verb to StrapComponent

* Added buckled entity unbuckle verb, range and interaction checks

* Add checks for currently occupied straps

* Add unbuckling entity if its respective strap component is removed

* Add Clickable, InteractionOutline and Collidable components to bed

* Add rotation property to strap component

* Rename Buckleable to Buckle

* Add Buckle and Strap sizes to buckle multiple entities in the same strap

* Remove out of range popup message from strap verb GetData

* Move BuckledTo setter logic to its methods

* Fix Strap BuckledEntities being public

* Fix not updating status when Buckle component is removed

* Change BuckleComponent.BuckledTo to be of type StrapComponent

* Fix NRE when unbuckling

* Add buckle perspective messages

* Fix not equals comparison in strap verb

* Add added check to Strap TryAdd

* Change buckle.ogg and unbuckle.ogg from stereo to mono

* Remove -2f volume on buckle and unbuckle sounds

* Add summary to Strap TryAdd and Remove methods

* Make buckled entities unable to fall

* Fix default strap position not rotating the buckled entity

* Add downing after unbuckling an entity if it is knocked down

* Prevent an entity from buckling onto itself

Fixes stack overflow error

* Disable recursive buckling

* Add buckling onto straps by clicking them with an empty hand

* Add recursive buckle check to the trybuckle method as well

* Fix being able to click on a different strap to unbuckle from the current one

* Merge TryUnbuckle and ForceUnbuckle with a force argument

* Remove explicit unimplemented status effect clicking cases

* Add documentation to EffectBlockerSystem and ActionBlockerSystem
2020-06-25 15:52:24 +02:00

325 lines
10 KiB
C#

using System;
using System.Threading;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Mobs;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timers.Timer;
using Content.Shared.GameObjects.Components.Movement;
using Math = CannyFastMath.Math;
using MathF = CannyFastMath.MathF;
namespace Content.Server.GameObjects.Components.Mobs
{
[RegisterComponent]
[ComponentReference(typeof(SharedStunnableComponent))]
public class StunnableComponent : SharedStunnableComponent, IInteractHand
{
#pragma warning disable 649
[Dependency] private IGameTiming _gameTiming;
#pragma warning restore 649
private TimeSpan? _lastStun;
[ViewVariables] public TimeSpan? StunStart => _lastStun;
[ViewVariables]
public TimeSpan? StunEnd => _lastStun == null
? (TimeSpan?) null
: _gameTiming.CurTime +
(TimeSpan.FromSeconds(Math.Max(_stunnedTimer, Math.Max(_knockdownTimer, _slowdownTimer))));
private const int StunLevels = 8;
private bool _canHelp = true;
private float _stunCap = 20f;
private float _knockdownCap = 20f;
private float _slowdownCap = 20f;
private float _helpKnockdownRemove = 1f;
private float _helpInterval = 1f;
private float _stunnedTimer = 0f;
private float _knockdownTimer = 0f;
private float _slowdownTimer = 0f;
private string _stunTexture;
private CancellationTokenSource _statusRemoveCancellation = new CancellationTokenSource();
[ViewVariables] public override bool Stunned => _stunnedTimer > 0f;
[ViewVariables] public override bool KnockedDown => _knockdownTimer > 0f;
[ViewVariables] public override bool SlowedDown => _slowdownTimer > 0f;
[ViewVariables] public float StunCap => _stunCap;
[ViewVariables] public float KnockdownCap => _knockdownCap;
[ViewVariables] public float SlowdownCap => _slowdownCap;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _stunCap, "stunCap", 20f);
serializer.DataField(ref _knockdownCap, "knockdownCap", 20f);
serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
serializer.DataField(ref _helpInterval, "helpInterval", 1f);
serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f);
serializer.DataField(ref _stunTexture, "stunTexture",
"/Textures/Objects/Melee/stunbaton.rsi/stunbaton_off.png");
}
/// <summary>
/// Stuns the entity, disallowing it from doing many interactions temporarily.
/// </summary>
/// <param name="seconds">How many seconds the mob will stay stunned</param>
public void Stun(float seconds)
{
seconds = MathF.Min(_stunnedTimer + (seconds * StunTimeModifier), _stunCap);
if (seconds <= 0f)
return;
StandingStateHelper.DropAllItemsInHands(Owner, false);
_stunnedTimer = seconds;
_lastStun = _gameTiming.CurTime;
SetStatusEffect();
Dirty();
}
/// <summary>
/// Knocks down the mob, making it fall to the ground.
/// </summary>
/// <param name="seconds">How many seconds the mob will stay on the ground</param>
public void Knockdown(float seconds)
{
seconds = MathF.Min(_knockdownTimer + (seconds * KnockdownTimeModifier), _knockdownCap);
if (seconds <= 0f)
{
return;
}
StandingStateHelper.Down(Owner);
_knockdownTimer = seconds;
_lastStun = _gameTiming.CurTime;
SetStatusEffect();
Dirty();
}
/// <summary>
/// Applies knockdown and stun to the mob temporarily
/// </summary>
/// <param name="seconds">How many seconds the mob will be paralyzed</param>
public void Paralyze(float seconds)
{
Stun(seconds);
Knockdown(seconds);
}
/// <summary>
/// Slows down the mob's walking/running speed temporarily
/// </summary>
/// <param name="seconds">How many seconds the mob will be slowed down</param>
/// <param name="walkModifierOverride">Walk speed modifier. Set to 0 or negative for default value. (0.5f)</param>
/// <param name="runModifierOverride">Run speed modifier. Set to 0 or negative for default value. (0.5f)</param>
public void Slowdown(float seconds, float walkModifierOverride = 0f, float runModifierOverride = 0f)
{
seconds = MathF.Min(_slowdownTimer + (seconds * SlowdownTimeModifier), _slowdownCap);
if (seconds <= 0f)
return;
WalkModifierOverride = walkModifierOverride;
RunModifierOverride = runModifierOverride;
_slowdownTimer = seconds;
_lastStun = _gameTiming.CurTime;
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
movement.RefreshMovementSpeedModifiers();
SetStatusEffect();
Dirty();
}
/// <summary>
/// Used when
/// </summary>
public void CancelAll()
{
_knockdownTimer = 0f;
_stunnedTimer = 0f;
Dirty();
}
public bool InteractHand(InteractHandEventArgs eventArgs)
{
if (!_canHelp || !KnockedDown)
return false;
_canHelp = false;
Timer.Spawn(((int) _helpInterval * 1000), () => _canHelp = true);
EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/effects/thudswoosh.ogg", Owner, AudioHelpers.WithVariation(0.25f));
_knockdownTimer -= _helpKnockdownRemove;
SetStatusEffect();
Dirty();
return true;
}
private void SetStatusEffect()
{
if (!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
return;
status.ChangeStatusEffect(StatusEffect.Stun, _stunTexture,
(StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value));
_statusRemoveCancellation.Cancel();
_statusRemoveCancellation = new CancellationTokenSource();
}
public void ResetStuns()
{
_stunnedTimer = 0f;
_slowdownTimer = 0f;
if (KnockedDown)
StandingStateHelper.Standing(Owner);
_knockdownTimer = 0f;
}
public void Update(float delta)
{
if (Stunned)
{
_stunnedTimer -= delta;
if (_stunnedTimer <= 0)
{
_stunnedTimer = 0f;
Dirty();
}
}
if (KnockedDown)
{
_knockdownTimer -= delta;
if (_knockdownTimer <= 0f)
{
StandingStateHelper.Standing(Owner);
_knockdownTimer = 0f;
Dirty();
}
}
if (SlowedDown)
{
_slowdownTimer -= delta;
if (_slowdownTimer <= 0f)
{
_slowdownTimer = 0f;
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
movement.RefreshMovementSpeedModifiers();
Dirty();
}
}
if (!StunStart.HasValue || !StunEnd.HasValue ||
!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
return;
var start = StunStart.Value;
var end = StunEnd.Value;
var length = (end - start).TotalSeconds;
var progress = (_gameTiming.CurTime - start).TotalSeconds;
if (progress >= length)
{
Timer.Spawn(250, () => status.RemoveStatusEffect(StatusEffect.Stun), _statusRemoveCancellation.Token);
_lastStun = null;
}
}
public float StunTimeModifier
{
get
{
var modifier = 1.0f;
var components = Owner.GetAllComponents<IStunModifier>();
foreach (var component in components)
{
modifier *= component.StunTimeModifier;
}
return modifier;
}
}
public float KnockdownTimeModifier
{
get
{
var modifier = 1.0f;
var components = Owner.GetAllComponents<IStunModifier>();
foreach (var component in components)
{
modifier *= component.KnockdownTimeModifier;
}
return modifier;
}
}
public float SlowdownTimeModifier
{
get
{
var modifier = 1.0f;
var components = Owner.GetAllComponents<IStunModifier>();
foreach (var component in components)
{
modifier *= component.SlowdownTimeModifier;
}
return modifier;
}
}
public override ComponentState GetComponentState()
{
return new StunnableComponentState(Stunned, KnockedDown, SlowedDown, WalkModifierOverride,
RunModifierOverride);
}
}
/// <summary>
/// This interface allows components to multiply the time in seconds of various stuns by a number.
/// </summary>
public interface IStunModifier
{
float StunTimeModifier => 1.0f;
float KnockdownTimeModifier => 1.0f;
float SlowdownTimeModifier => 1.0f;
}
}