* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
303 lines
9.4 KiB
C#
303 lines
9.4 KiB
C#
#nullable enable
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using System;
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using System.Threading;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker, IInteractHand
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public sealed override string Name => "Stunnable";
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public override uint? NetID => ContentNetIDs.STUNNABLE;
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protected TimeSpan? LastStun;
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[ViewVariables] protected TimeSpan? StunStart => LastStun;
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[ViewVariables]
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protected TimeSpan? StunEnd => LastStun == null
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? (TimeSpan?) null
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: _gameTiming.CurTime +
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(TimeSpan.FromSeconds(Math.Max(StunnedTimer, Math.Max(KnockdownTimer, SlowdownTimer))));
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private bool _canHelp = true;
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[DataField("stunCap")]
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protected float _stunCap = 20f;
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[DataField("knockdownCap")]
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protected float _knockdownCap = 20f;
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[DataField("slowdownCap")]
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protected float _slowdownCap = 20f;
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private float _helpKnockdownRemove = 1f;
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[DataField("helpInterval")]
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private float _helpInterval = 1f;
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protected float StunnedTimer;
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protected float KnockdownTimer;
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protected float SlowdownTimer;
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[DataField("stunAlertId")] private string _stunAlertId = "stun";
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protected CancellationTokenSource StatusRemoveCancellation = new();
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[ViewVariables] protected float WalkModifierOverride = 0f;
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[ViewVariables] protected float RunModifierOverride = 0f;
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[ViewVariables] public bool Stunned => StunnedTimer > 0f;
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[ViewVariables] public bool KnockedDown => KnockdownTimer > 0f;
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[ViewVariables] public bool SlowedDown => SlowdownTimer > 0f;
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private float StunTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.StunTimeModifier;
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}
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return modifier;
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}
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}
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private float KnockdownTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.KnockdownTimeModifier;
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}
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return modifier;
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}
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}
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private float SlowdownTimeModifier
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{
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get
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{
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var modifier = 1.0f;
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var components = Owner.GetAllComponents<IStunModifier>();
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foreach (var component in components)
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{
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modifier *= component.SlowdownTimeModifier;
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}
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return modifier;
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}
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}
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/// <summary>
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/// Stuns the entity, disallowing it from doing many interactions temporarily.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will stay stunned.</param>
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/// <returns>Whether or not the owner was stunned.</returns>
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public bool Stun(float seconds)
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{
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seconds = MathF.Min(StunnedTimer + (seconds * StunTimeModifier), _stunCap);
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if (seconds <= 0f)
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{
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return false;
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}
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StunnedTimer = seconds;
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LastStun = _gameTiming.CurTime;
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SetAlert();
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OnStun();
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Dirty();
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return true;
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}
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protected virtual void OnStun() { }
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/// <summary>
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/// Knocks down the mob, making it fall to the ground.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will stay on the ground.</param>
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/// <returns>Whether or not the owner was knocked down.</returns>
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public bool Knockdown(float seconds)
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{
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seconds = MathF.Min(KnockdownTimer + (seconds * KnockdownTimeModifier), _knockdownCap);
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if (seconds <= 0f)
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{
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return false;
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}
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KnockdownTimer = seconds;
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LastStun = _gameTiming.CurTime;
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SetAlert();
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OnKnockdown();
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Dirty();
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return true;
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}
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protected virtual void OnKnockdown() { }
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/// <summary>
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/// Applies knockdown and stun to the mob temporarily.
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/// </summary>
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/// <param name="seconds">How many seconds the mob will be paralyzed-</param>
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/// <returns>Whether or not the owner of this component was paralyzed-</returns>
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public bool Paralyze(float seconds)
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{
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return Stun(seconds) && Knockdown(seconds);
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}
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/// <summary>
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/// Slows down the mob's walking/running speed temporarily
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/// </summary>
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/// <param name="seconds">How many seconds the mob will be slowed down</param>
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/// <param name="walkModifierOverride">Walk speed modifier. Set to 0 or negative for default value. (0.5f)</param>
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/// <param name="runModifierOverride">Run speed modifier. Set to 0 or negative for default value. (0.5f)</param>
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public void Slowdown(float seconds, float walkModifierOverride = 0f, float runModifierOverride = 0f)
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{
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seconds = MathF.Min(SlowdownTimer + (seconds * SlowdownTimeModifier), _slowdownCap);
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if (seconds <= 0f)
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return;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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SlowdownTimer = seconds;
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LastStun = _gameTiming.CurTime;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent? movement))
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movement.RefreshMovementSpeedModifiers();
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SetAlert();
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Dirty();
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}
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private void SetAlert()
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{
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if (!Owner.TryGetComponent(out SharedAlertsComponent? status))
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{
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return;
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}
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status.ShowAlert(AlertType.Stun, cooldown:
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(StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value));
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StatusRemoveCancellation.Cancel();
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StatusRemoveCancellation = new CancellationTokenSource();
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}
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protected virtual void OnInteractHand() { }
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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if (!_canHelp || !KnockedDown)
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{
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return false;
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}
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_canHelp = false;
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Owner.SpawnTimer((int) _helpInterval * 1000, () => _canHelp = true);
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KnockdownTimer -= _helpKnockdownRemove;
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OnInteractHand();
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SetAlert();
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Dirty();
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return true;
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}
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#region ActionBlockers
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public bool CanMove() => (!Stunned);
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public bool CanInteract() => (!Stunned);
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public bool CanUse() => (!Stunned);
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public bool CanThrow() => (!Stunned);
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public bool CanSpeak() => true;
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public bool CanDrop() => (!Stunned);
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public bool CanPickup() => (!Stunned);
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public bool CanEmote() => true;
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public bool CanAttack() => (!Stunned);
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public bool CanEquip() => (!Stunned);
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public bool CanUnequip() => (!Stunned);
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public bool CanChangeDirection() => true;
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public bool CanShiver() => !Stunned;
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public bool CanSweat() => true;
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#endregion
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[ViewVariables]
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public float WalkSpeedModifier => (SlowedDown ? (WalkModifierOverride <= 0f ? 0.5f : WalkModifierOverride) : 1f);
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[ViewVariables]
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public float SprintSpeedModifier => (SlowedDown ? (RunModifierOverride <= 0f ? 0.5f : RunModifierOverride) : 1f);
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[Serializable, NetSerializable]
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protected sealed class StunnableComponentState : ComponentState
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{
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public float StunnedTimer { get; }
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public float KnockdownTimer { get; }
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public float SlowdownTimer { get; }
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public float WalkModifierOverride { get; }
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public float RunModifierOverride { get; }
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public StunnableComponentState(float stunnedTimer, float knockdownTimer, float slowdownTimer, float walkModifierOverride, float runModifierOverride) : base(ContentNetIDs.STUNNABLE)
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{
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StunnedTimer = stunnedTimer;
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KnockdownTimer = knockdownTimer;
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SlowdownTimer = slowdownTimer;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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}
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}
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}
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/// <summary>
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/// This interface allows components to multiply the time in seconds of various stuns by a number.
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/// </summary>
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public interface IStunModifier
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{
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float StunTimeModifier => 1.0f;
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float KnockdownTimeModifier => 1.0f;
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float SlowdownTimeModifier => 1.0f;
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}
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}
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