Files
tbd-station-14/Content.Shared/Standing/StandingStateSystem.cs
Princess Cheeseballs 63f38558ca [Cleanup] Remove FellDownEvent (#39762)
* Remove

* Better description maybe

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-08-27 22:43:55 +02:00

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);