130 lines
4.1 KiB
C#
130 lines
4.1 KiB
C#
using System;
|
|
using Content.Shared.Audio;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Rotation;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Player;
|
|
|
|
namespace Content.Shared.Standing
|
|
{
|
|
public sealed class StandingStateSystem : EntitySystem
|
|
{
|
|
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
|
|
{
|
|
if (!Resolve(uid, ref standingState, false))
|
|
return false;
|
|
|
|
return !standingState.Standing;
|
|
}
|
|
|
|
public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
|
|
StandingStateComponent? standingState = null,
|
|
AppearanceComponent? appearance = null,
|
|
SharedHandsComponent? 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)
|
|
{
|
|
RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
|
|
}
|
|
|
|
var msg = new DownAttemptEvent();
|
|
RaiseLocalEvent(uid, msg, false);
|
|
|
|
if (msg.Cancelled)
|
|
return false;
|
|
|
|
standingState.Standing = false;
|
|
standingState.Dirty();
|
|
RaiseLocalEvent(uid, new DownedEvent(), false);
|
|
|
|
// Seemed like the best place to put it
|
|
appearance?.SetData(RotationVisuals.RotationState, RotationState.Horizontal);
|
|
|
|
// Currently shit is only downed by server but when it's predicted we can probably only play this on server / client
|
|
if (playSound)
|
|
{
|
|
SoundSystem.Play(Filter.Pvs(uid), standingState.DownSoundCollection.GetSound(), uid, AudioHelpers.WithVariation(0.25f));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool Stand(EntityUid uid,
|
|
StandingStateComponent? standingState = null,
|
|
AppearanceComponent? appearance = null)
|
|
{
|
|
// 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;
|
|
|
|
var msg = new StandAttemptEvent();
|
|
RaiseLocalEvent(uid, msg, false);
|
|
|
|
if (msg.Cancelled)
|
|
return false;
|
|
|
|
standingState.Standing = true;
|
|
standingState.Dirty();
|
|
RaiseLocalEvent(uid, new StoodEvent(), false);
|
|
|
|
appearance?.SetData(RotationVisuals.RotationState, RotationState.Vertical);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public sealed class DropHandItemsEvent : EventArgs
|
|
{
|
|
}
|
|
|
|
/// <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
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised when an entity is not standing
|
|
/// </summary>
|
|
public sealed class DownedEvent : EntityEventArgs
|
|
{
|
|
}
|
|
}
|