* Remove * Better description maybe --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
251 lines
8.4 KiB
C#
251 lines
8.4 KiB
C#
using Content.Shared.Climbing.Events;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Movement.Events;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Rotation;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Systems;
|
|
|
|
namespace Content.Shared.Standing;
|
|
|
|
public sealed class StandingStateSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
|
|
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
|
|
public const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<StandingStateComponent, AttemptMobCollideEvent>(OnMobCollide);
|
|
SubscribeLocalEvent<StandingStateComponent, AttemptMobTargetCollideEvent>(OnMobTargetCollide);
|
|
SubscribeLocalEvent<StandingStateComponent, RefreshFrictionModifiersEvent>(OnRefreshFrictionModifiers);
|
|
SubscribeLocalEvent<StandingStateComponent, TileFrictionEvent>(OnTileFriction);
|
|
SubscribeLocalEvent<StandingStateComponent, EndClimbEvent>(OnEndClimb);
|
|
}
|
|
|
|
private void OnMobTargetCollide(Entity<StandingStateComponent> ent, ref AttemptMobTargetCollideEvent args)
|
|
{
|
|
if (!ent.Comp.Standing)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
private void OnMobCollide(Entity<StandingStateComponent> ent, ref AttemptMobCollideEvent args)
|
|
{
|
|
if (!ent.Comp.Standing)
|
|
{
|
|
args.Cancelled = true;
|
|
}
|
|
}
|
|
|
|
private void OnRefreshFrictionModifiers(Entity<StandingStateComponent> entity, ref RefreshFrictionModifiersEvent args)
|
|
{
|
|
if (entity.Comp.Standing)
|
|
return;
|
|
|
|
args.ModifyFriction(entity.Comp.DownFrictionMod);
|
|
args.ModifyAcceleration(entity.Comp.DownFrictionMod);
|
|
}
|
|
|
|
private void OnTileFriction(Entity<StandingStateComponent> entity, ref TileFrictionEvent args)
|
|
{
|
|
if (!entity.Comp.Standing)
|
|
args.Modifier *= entity.Comp.DownFrictionMod;
|
|
}
|
|
|
|
private void OnEndClimb(Entity<StandingStateComponent> entity, ref EndClimbEvent args)
|
|
{
|
|
if (entity.Comp.Standing)
|
|
return;
|
|
|
|
// Currently only Climbing also edits fixtures layers like this so this is fine for now.
|
|
ChangeLayers(entity);
|
|
}
|
|
|
|
public bool IsMatchingState(Entity<StandingStateComponent?> entity, bool standing)
|
|
{
|
|
return standing != IsDown(entity);
|
|
}
|
|
|
|
public bool IsDown(Entity<StandingStateComponent?> entity)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp, false))
|
|
return false;
|
|
|
|
return !entity.Comp.Standing;
|
|
}
|
|
|
|
public bool Down(EntityUid uid,
|
|
bool playSound = true,
|
|
bool dropHeldItems = true,
|
|
bool force = false,
|
|
StandingStateComponent? standingState = null,
|
|
AppearanceComponent? appearance = null,
|
|
HandsComponent? 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)
|
|
{
|
|
var ev = new DropHandItemsEvent();
|
|
RaiseLocalEvent(uid, ref ev, false);
|
|
}
|
|
|
|
if (!force)
|
|
{
|
|
var msg = new DownAttemptEvent();
|
|
RaiseLocalEvent(uid, msg, false);
|
|
|
|
if (msg.Cancelled)
|
|
return false;
|
|
}
|
|
|
|
standingState.Standing = false;
|
|
Dirty(uid, 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
|
|
ChangeLayers((uid, standingState));
|
|
|
|
// check if component was just added or streamed to client
|
|
// if true, no need to play sound - mob was down before player could seen that
|
|
if (standingState.LifeStage <= ComponentLifeStage.Starting)
|
|
return true;
|
|
|
|
if (playSound)
|
|
{
|
|
_audio.PlayPredicted(standingState.DownSound, uid, uid);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool Stand(EntityUid uid,
|
|
StandingStateComponent? standingState = null,
|
|
AppearanceComponent? appearance = null,
|
|
bool force = false)
|
|
{
|
|
// 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;
|
|
|
|
if (!force)
|
|
{
|
|
var msg = new StandAttemptEvent();
|
|
RaiseLocalEvent(uid, msg, false);
|
|
|
|
if (msg.Cancelled)
|
|
return false;
|
|
}
|
|
|
|
standingState.Standing = true;
|
|
Dirty(uid, standingState);
|
|
RaiseLocalEvent(uid, new StoodEvent(), false);
|
|
|
|
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
|
|
|
|
RevertLayers((uid, standingState));
|
|
|
|
return true;
|
|
}
|
|
|
|
// TODO: This should be moved to a PhysicsModifierSystem which raises events so multiple systems can modify fixtures at once
|
|
private void ChangeLayers(Entity<StandingStateComponent, FixturesComponent?> entity)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp2, false))
|
|
return;
|
|
|
|
foreach (var (key, fixture) in entity.Comp2.Fixtures)
|
|
{
|
|
if ((fixture.CollisionMask & StandingCollisionLayer) == 0 || !fixture.Hard)
|
|
continue;
|
|
|
|
entity.Comp1.ChangedFixtures.Add(key);
|
|
_physics.SetCollisionMask(entity, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: entity.Comp2);
|
|
}
|
|
}
|
|
|
|
// TODO: This should be moved to a PhysicsModifierSystem which raises events so multiple systems can modify fixtures at once
|
|
private void RevertLayers(Entity<StandingStateComponent, FixturesComponent?> entity)
|
|
{
|
|
if (!Resolve(entity, ref entity.Comp2, false))
|
|
{
|
|
entity.Comp1.ChangedFixtures.Clear();
|
|
return;
|
|
}
|
|
|
|
foreach (var key in entity.Comp1.ChangedFixtures)
|
|
{
|
|
if (entity.Comp2.Fixtures.TryGetValue(key, out var fixture) && fixture.Hard)
|
|
_physics.SetCollisionMask(entity, key, fixture, fixture.CollisionMask | StandingCollisionLayer, entity.Comp2);
|
|
}
|
|
|
|
entity.Comp1.ChangedFixtures.Clear();
|
|
}
|
|
}
|
|
|
|
[ByRefEvent]
|
|
public record struct DropHandItemsEvent();
|
|
|
|
/// <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, IInventoryRelayEvent
|
|
{
|
|
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
|
|
};
|
|
|
|
/// <summary>
|
|
/// Raised when an entity is not standing
|
|
/// </summary>
|
|
public sealed class DownedEvent : EntityEventArgs, IInventoryRelayEvent
|
|
{
|
|
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an inhand entity being held by an entity who is dropping items as part of an attempted state change to down.
|
|
/// If cancelled the inhand entity will not be dropped.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct FellDownThrowAttemptEvent(EntityUid Thrower, bool Cancelled = false);
|