Files
tbd-station-14/Content.Shared/Stunnable/SharedStunSystem.cs
2022-11-15 17:34:47 +11:00

271 lines
11 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Audio;
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Bed.Sleep;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.StatusEffect;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Player;
namespace Content.Shared.Stunnable
{
[UsedImplicitly]
public abstract class SharedStunSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly StandingStateSystem _standingStateSystem = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectSystem = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifierSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
/// <summary>
/// Friction modifier for knocked down players.
/// Doesn't make them faster but makes them slow down... slower.
/// </summary>
public const float KnockDownModifier = 0.4f;
public override void Initialize()
{
SubscribeLocalEvent<KnockedDownComponent, ComponentInit>(OnKnockInit);
SubscribeLocalEvent<KnockedDownComponent, ComponentShutdown>(OnKnockShutdown);
SubscribeLocalEvent<KnockedDownComponent, StandAttemptEvent>(OnStandAttempt);
SubscribeLocalEvent<SlowedDownComponent, ComponentInit>(OnSlowInit);
SubscribeLocalEvent<SlowedDownComponent, ComponentShutdown>(OnSlowRemove);
SubscribeLocalEvent<StunnedComponent, ComponentStartup>(UpdateCanMove);
SubscribeLocalEvent<StunnedComponent, ComponentShutdown>(UpdateCanMove);
SubscribeLocalEvent<SlowedDownComponent, ComponentGetState>(OnSlowGetState);
SubscribeLocalEvent<SlowedDownComponent, ComponentHandleState>(OnSlowHandleState);
SubscribeLocalEvent<KnockedDownComponent, ComponentGetState>(OnKnockGetState);
SubscribeLocalEvent<KnockedDownComponent, ComponentHandleState>(OnKnockHandleState);
// helping people up if they're knocked down
SubscribeLocalEvent<KnockedDownComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<SlowedDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
SubscribeLocalEvent<KnockedDownComponent, TileFrictionEvent>(OnKnockedTileFriction);
// Attempt event subscriptions.
SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
}
private void UpdateCanMove(EntityUid uid, StunnedComponent component, EntityEventArgs args)
{
_blocker.UpdateCanMove(uid);
}
private void OnSlowGetState(EntityUid uid, SlowedDownComponent component, ref ComponentGetState args)
{
args.State = new SlowedDownComponentState(component.SprintSpeedModifier, component.WalkSpeedModifier);
}
private void OnSlowHandleState(EntityUid uid, SlowedDownComponent component, ref ComponentHandleState args)
{
if (args.Current is SlowedDownComponentState state)
{
component.SprintSpeedModifier = state.SprintSpeedModifier;
component.WalkSpeedModifier = state.WalkSpeedModifier;
}
}
private void OnKnockGetState(EntityUid uid, KnockedDownComponent component, ref ComponentGetState args)
{
args.State = new KnockedDownComponentState(component.HelpInterval, component.HelpTimer);
}
private void OnKnockHandleState(EntityUid uid, KnockedDownComponent component, ref ComponentHandleState args)
{
if (args.Current is KnockedDownComponentState state)
{
component.HelpInterval = state.HelpInterval;
component.HelpTimer = state.HelpTimer;
}
}
private void OnKnockInit(EntityUid uid, KnockedDownComponent component, ComponentInit args)
{
_standingStateSystem.Down(uid);
}
private void OnKnockShutdown(EntityUid uid, KnockedDownComponent component, ComponentShutdown args)
{
_standingStateSystem.Stand(uid);
}
private void OnStandAttempt(EntityUid uid, KnockedDownComponent component, StandAttemptEvent args)
{
if (component.LifeStage <= ComponentLifeStage.Running)
args.Cancel();
}
private void OnSlowInit(EntityUid uid, SlowedDownComponent component, ComponentInit args)
{
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(uid);
}
private void OnSlowRemove(EntityUid uid, SlowedDownComponent component, ComponentShutdown args)
{
component.SprintSpeedModifier = 1f;
component.WalkSpeedModifier = 1f;
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(uid);
}
private void OnRefreshMovespeed(EntityUid uid, SlowedDownComponent component, RefreshMovementSpeedModifiersEvent args)
{
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
}
// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
/// <summary>
/// Stuns the entity, disallowing it from doing many interactions temporarily.
/// </summary>
public bool TryStun(EntityUid uid, TimeSpan time, bool refresh,
StatusEffectsComponent? status = null)
{
if (time <= TimeSpan.Zero)
return false;
if (!Resolve(uid, ref status, false))
return false;
return _statusEffectSystem.TryAddStatusEffect<StunnedComponent>(uid, "Stun", time, refresh);
}
/// <summary>
/// Knocks down the entity, making it fall to the ground.
/// </summary>
public bool TryKnockdown(EntityUid uid, TimeSpan time, bool refresh,
StatusEffectsComponent? status = null)
{
if (time <= TimeSpan.Zero)
return false;
if (!Resolve(uid, ref status, false))
return false;
return _statusEffectSystem.TryAddStatusEffect<KnockedDownComponent>(uid, "KnockedDown", time, refresh);
}
/// <summary>
/// Applies knockdown and stun to the entity temporarily.
/// </summary>
public bool TryParalyze(EntityUid uid, TimeSpan time, bool refresh,
StatusEffectsComponent? status = null)
{
if (!Resolve(uid, ref status, false))
return false;
return TryKnockdown(uid, time, refresh, status) && TryStun(uid, time, refresh, status);
}
/// <summary>
/// Slows down the mob's walking/running speed temporarily
/// </summary>
public bool TrySlowdown(EntityUid uid, TimeSpan time, bool refresh,
float walkSpeedMultiplier = 1f, float runSpeedMultiplier = 1f,
StatusEffectsComponent? status = null)
{
if (!Resolve(uid, ref status, false))
return false;
if (time <= TimeSpan.Zero)
return false;
if (_statusEffectSystem.TryAddStatusEffect<SlowedDownComponent>(uid, "SlowedDown", time, refresh, status))
{
var slowed = EntityManager.GetComponent<SlowedDownComponent>(uid);
// Doesn't make much sense to have the "TrySlowdown" method speed up entities now does it?
walkSpeedMultiplier = Math.Clamp(walkSpeedMultiplier, 0f, 1f);
runSpeedMultiplier = Math.Clamp(runSpeedMultiplier, 0f, 1f);
slowed.WalkSpeedModifier *= walkSpeedMultiplier;
slowed.SprintSpeedModifier *= runSpeedMultiplier;
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(uid);
return true;
}
return false;
}
private void OnInteractHand(EntityUid uid, KnockedDownComponent knocked, InteractHandEvent args)
{
if (args.Handled || knocked.HelpTimer > 0f)
return;
// TODO: This should be an event.
if (HasComp<SleepingComponent>(uid))
return;
// Set it to half the help interval so helping is actually useful...
knocked.HelpTimer = knocked.HelpInterval/2f;
_statusEffectSystem.TryRemoveTime(uid, "KnockedDown", TimeSpan.FromSeconds(knocked.HelpInterval));
_audio.PlayPredicted(knocked.StunAttemptSound, uid, args.User);
Dirty(knocked);
args.Handled = true;
}
private void OnKnockedTileFriction(EntityUid uid, KnockedDownComponent component, ref TileFrictionEvent args)
{
args.Modifier *= KnockDownModifier;
}
#region Attempt Event Handling
private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, UpdateCanMoveEvent args)
{
if (stunned.LifeStage > ComponentLifeStage.Running)
return;
args.Cancel();
}
private void OnAttempt(EntityUid uid, StunnedComponent stunned, CancellableEntityEventArgs args)
{
args.Cancel();
}
private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == uid)
args.Cancel();
}
private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == uid)
args.Cancel();
}
#endregion
}
}