Files
tbd-station-14/Content.Shared/Stunnable/SharedStunSystem.cs
Vera Aguilera Puerto 95c78020f6 Fix ThrownItemComponent's Thrower not being synced with the client.
- Fixes throwing banana peels making people become horizontal... On the client only.
2021-10-12 21:58:11 +02:00

403 lines
14 KiB
C#

using System;
using Content.Shared.Alert;
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.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Speech;
using Content.Shared.Standing;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Shared.Stunnable
{
[UsedImplicitly]
public abstract class SharedStunSystem : EntitySystem
{
[Dependency] private readonly StandingStateSystem _standingStateSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
SubscribeLocalEvent<StunnableComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<StunnableComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<StunnableComponent, InteractHandEvent>(OnInteractHand);
// Attempt event subscriptions.
SubscribeLocalEvent<StunnableComponent, MovementAttemptEvent>(OnMoveAttempt);
SubscribeLocalEvent<StunnableComponent, InteractionAttemptEvent>(OnInteractAttempt);
SubscribeLocalEvent<StunnableComponent, UseAttemptEvent>(OnUseAttempt);
SubscribeLocalEvent<StunnableComponent, ThrowAttemptEvent>(OnThrowAttempt);
SubscribeLocalEvent<StunnableComponent, DropAttemptEvent>(OnDropAttempt);
SubscribeLocalEvent<StunnableComponent, PickupAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<StunnableComponent, AttackAttemptEvent>(OnAttackAttempt);
SubscribeLocalEvent<StunnableComponent, EquipAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<StunnableComponent, UnequipAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<StunnableComponent, StandAttemptEvent>(OnStandAttempt);
}
private void OnGetState(EntityUid uid, StunnableComponent stunnable, ref ComponentGetState args)
{
args.State = new StunnableComponentState(stunnable.StunnedTimer, stunnable.KnockdownTimer, stunnable.SlowdownTimer, stunnable.WalkSpeedMultiplier, stunnable.RunSpeedMultiplier);
}
private void OnHandleState(EntityUid uid, StunnableComponent stunnable, ref ComponentHandleState args)
{
if (args.Current is not StunnableComponentState state)
return;
stunnable.StunnedTimer = state.StunnedTimer;
stunnable.KnockdownTimer = state.KnockdownTimer;
stunnable.SlowdownTimer = state.SlowdownTimer;
stunnable.WalkSpeedMultiplier = state.WalkSpeedMultiplier;
stunnable.RunSpeedMultiplier = state.RunSpeedMultiplier;
if (EntityManager.TryGetComponent(uid, out MovementSpeedModifierComponent? movement))
movement.RefreshMovementSpeedModifiers();
}
private TimeSpan AdjustTime(TimeSpan time, (TimeSpan Start, TimeSpan End)? timer, float cap)
{
if (timer != null)
{
time = timer.Value.End - timer.Value.Start + time;
}
if (time.TotalSeconds > cap)
time = TimeSpan.FromSeconds(cap);
return time;
}
// 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 void Stun(EntityUid uid, TimeSpan time,
StunnableComponent? stunnable = null,
SharedAlertsComponent? alerts = null)
{
if (!Resolve(uid, ref stunnable))
return;
time = AdjustTime(time, stunnable.StunnedTimer, stunnable.StunCap);
if (time <= TimeSpan.Zero)
return;
stunnable.StunnedTimer = (_gameTiming.CurTime, _gameTiming.CurTime + time);
SetAlert(uid, stunnable, alerts);
stunnable.Dirty();
}
/// <summary>
/// Knocks down the entity, making it fall to the ground.
/// </summary>
public void Knockdown(EntityUid uid, TimeSpan time,
StunnableComponent? stunnable = null,
SharedAlertsComponent? alerts = null,
StandingStateComponent? standingState = null,
SharedAppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref stunnable))
return;
time = AdjustTime(time, stunnable.KnockdownTimer, stunnable.KnockdownCap);
if (time <= TimeSpan.Zero)
return;
// Check if we can actually knock down the mob.
if (!_standingStateSystem.Down(uid, standingState:standingState, appearance:appearance))
return;
stunnable.KnockdownTimer = (_gameTiming.CurTime, _gameTiming.CurTime + time);
SetAlert(uid, stunnable, alerts);
stunnable.Dirty();
}
/// <summary>
/// Applies knockdown and stun to the entity temporarily.
/// </summary>
public void Paralyze(EntityUid uid, TimeSpan time,
StunnableComponent? stunnable = null,
SharedAlertsComponent? alerts = null)
{
if (!Resolve(uid, ref stunnable))
return;
// Optional component.
Resolve(uid, ref alerts, false);
Knockdown(uid, time, stunnable, alerts);
Stun(uid, time, stunnable, alerts);
}
/// <summary>
/// Slows down the mob's walking/running speed temporarily
/// </summary>
public void Slowdown(EntityUid uid, TimeSpan time, float walkSpeedMultiplier = 1f, float runSpeedMultiplier = 1f,
StunnableComponent? stunnable = null,
MovementSpeedModifierComponent? speedModifier = null,
SharedAlertsComponent? alerts = null)
{
if (!Resolve(uid, ref stunnable))
return;
// "Optional" component.
Resolve(uid, ref speedModifier, false);
time = AdjustTime(time, stunnable.SlowdownTimer, stunnable.SlowdownCap);
if (time <= TimeSpan.Zero)
return;
// Doesn't make much sense to have the "Slowdown" method speed up entities now does it?
walkSpeedMultiplier = Math.Clamp(walkSpeedMultiplier, 0f, 1f);
runSpeedMultiplier = Math.Clamp(runSpeedMultiplier, 0f, 1f);
stunnable.WalkSpeedMultiplier *= walkSpeedMultiplier;
stunnable.RunSpeedMultiplier *= runSpeedMultiplier;
stunnable.SlowdownTimer = (_gameTiming.CurTime, _gameTiming.CurTime + time);
speedModifier?.RefreshMovementSpeedModifiers();
SetAlert(uid, stunnable, alerts);
stunnable.Dirty();
}
public void Reset(EntityUid uid,
StunnableComponent? stunnable = null,
MovementSpeedModifierComponent? speedModifier = null,
StandingStateComponent? standingState = null,
SharedAppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref stunnable))
return;
// Optional component.
Resolve(uid, ref speedModifier, false);
stunnable.StunnedTimer = null;
stunnable.SlowdownTimer = null;
stunnable.KnockdownTimer = null;
speedModifier?.RefreshMovementSpeedModifiers();
_standingStateSystem.Stand(uid, standingState, appearance);
stunnable.Dirty();
}
private void SetAlert(EntityUid uid,
StunnableComponent? stunnable = null,
SharedAlertsComponent? alerts = null)
{
// This method is really just optional, doesn't matter if the entity doesn't support alerts.
if (!Resolve(uid, ref stunnable, ref alerts, false))
return;
if (GetTimers(uid, stunnable) is not {} timers)
return;
alerts.ShowAlert(AlertType.Stun, cooldown:timers);
}
private (TimeSpan, TimeSpan)? GetTimers(EntityUid uid, StunnableComponent? stunnable = null)
{
if (!Resolve(uid, ref stunnable))
return null;
// Don't do anything if no stuns are applied.
if (!stunnable.AnyStunActive)
return null;
TimeSpan start = TimeSpan.MaxValue, end = TimeSpan.MinValue;
if (stunnable.StunnedTimer != null)
{
if (stunnable.StunnedTimer.Value.Start < start)
start = stunnable.StunnedTimer.Value.Start;
if (stunnable.StunnedTimer.Value.End > end)
end = stunnable.StunnedTimer.Value.End;
}
if (stunnable.KnockdownTimer != null)
{
if (stunnable.KnockdownTimer.Value.Start < start)
start = stunnable.KnockdownTimer.Value.Start;
if (stunnable.KnockdownTimer.Value.End > end)
end = stunnable.KnockdownTimer.Value.End;
}
if (stunnable.SlowdownTimer != null)
{
if (stunnable.SlowdownTimer.Value.Start < start)
start = stunnable.SlowdownTimer.Value.Start;
if (stunnable.SlowdownTimer.Value.End > end)
end = stunnable.SlowdownTimer.Value.End;
}
return (start, end);
}
private void OnInteractHand(EntityUid uid, StunnableComponent stunnable, InteractHandEvent args)
{
if (args.Handled || stunnable.HelpTimer > 0f || !stunnable.KnockedDown)
return;
// Set it to half the help interval so helping is actually useful...
stunnable.HelpTimer = stunnable.HelpInterval/2f;
stunnable.KnockdownTimer = (stunnable.KnockdownTimer!.Value.Start, stunnable.KnockdownTimer.Value.End - TimeSpan.FromSeconds(stunnable.HelpInterval));
SoundSystem.Play(Filter.Pvs(uid), stunnable.StunAttemptSound.GetSound(), uid, AudioHelpers.WithVariation(0.05f));
SetAlert(uid, stunnable);
stunnable.Dirty();
args.Handled = true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var curTime = _gameTiming.CurTime;
foreach (var stunnable in EntityManager.EntityQuery<StunnableComponent>())
{
var uid = stunnable.Owner.Uid;
if(stunnable.HelpTimer > 0f)
// If it goes negative, that's okay.
stunnable.HelpTimer -= frameTime;
if (stunnable.StunnedTimer != null)
{
if (stunnable.StunnedTimer.Value.End <= curTime)
{
stunnable.StunnedTimer = null;
stunnable.Dirty();
}
}
if (stunnable.KnockdownTimer != null)
{
if (stunnable.KnockdownTimer.Value.End <= curTime)
{
stunnable.KnockdownTimer = null;
// Try to stand up the mob...
_standingStateSystem.Stand(uid);
stunnable.Dirty();
}
}
if (stunnable.SlowdownTimer != null)
{
if (stunnable.SlowdownTimer.Value.End <= curTime)
{
if (EntityManager.TryGetComponent(uid, out MovementSpeedModifierComponent? movement))
movement.RefreshMovementSpeedModifiers();
stunnable.SlowdownTimer = null;
stunnable.Dirty();
}
}
if (stunnable.AnyStunActive || !EntityManager.TryGetComponent(uid, out SharedAlertsComponent? status)
|| !status.IsShowingAlert(AlertType.Stun))
continue;
status.ClearAlert(AlertType.Stun);
}
}
#region Attempt Event Handling
private void OnMoveAttempt(EntityUid uid, StunnableComponent stunnable, MovementAttemptEvent args)
{
if (stunnable.Stunned)
args.Cancel();
}
private void OnInteractAttempt(EntityUid uid, StunnableComponent stunnable, InteractionAttemptEvent args)
{
if(stunnable.Stunned)
args.Cancel();
}
private void OnUseAttempt(EntityUid uid, StunnableComponent stunnable, UseAttemptEvent args)
{
if(stunnable.Stunned)
args.Cancel();
}
private void OnThrowAttempt(EntityUid uid, StunnableComponent stunnable, ThrowAttemptEvent args)
{
if (stunnable.Stunned)
args.Cancel();
}
private void OnDropAttempt(EntityUid uid, StunnableComponent stunnable, DropAttemptEvent args)
{
if(stunnable.Stunned)
args.Cancel();
}
private void OnPickupAttempt(EntityUid uid, StunnableComponent stunnable, PickupAttemptEvent args)
{
if(stunnable.Stunned)
args.Cancel();
}
private void OnAttackAttempt(EntityUid uid, StunnableComponent stunnable, AttackAttemptEvent args)
{
if(stunnable.Stunned)
args.Cancel();
}
private void OnEquipAttempt(EntityUid uid, StunnableComponent stunnable, EquipAttemptEvent args)
{
if(stunnable.Stunned)
args.Cancel();
}
private void OnUnequipAttempt(EntityUid uid, StunnableComponent stunnable, UnequipAttemptEvent args)
{
if(stunnable.Stunned)
args.Cancel();
}
private void OnStandAttempt(EntityUid uid, StunnableComponent stunnable, StandAttemptEvent args)
{
if(stunnable.KnockedDown)
args.Cancel();
}
#endregion
}
}