Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
346 lines
13 KiB
C#
346 lines
13 KiB
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Throwing;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Timing;
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namespace Content.Shared.Stunnable;
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public abstract partial class SharedStunSystem : EntitySystem
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{
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[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
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[Dependency] protected readonly AlertsSystem Alerts = default!;
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
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[Dependency] protected readonly SharedStaminaSystem Stamina = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffect = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<SlowedDownComponent, ComponentInit>(OnSlowInit);
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SubscribeLocalEvent<SlowedDownComponent, ComponentShutdown>(OnSlowRemove);
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SubscribeLocalEvent<SlowedDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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SubscribeLocalEvent<StunnedComponent, ComponentStartup>(UpdateCanMove);
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SubscribeLocalEvent<StunnedComponent, ComponentShutdown>(OnStunShutdown);
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SubscribeLocalEvent<StunOnContactComponent, StartCollideEvent>(OnStunOnContactCollide);
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// Attempt event subscriptions.
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SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
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SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnAttemptInteract);
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SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnAttempt);
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SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, MobStateChangedEvent>(OnMobStateChanged);
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InitializeKnockdown();
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InitializeAppearance();
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}
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private void OnAttemptInteract(Entity<StunnedComponent> ent, ref InteractionAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnMobStateChanged(EntityUid uid, MobStateComponent component, MobStateChangedEvent args)
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{
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if (!TryComp<StatusEffectsComponent>(uid, out var status))
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{
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return;
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}
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switch (args.NewMobState)
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{
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case MobState.Alive:
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{
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break;
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}
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case MobState.Critical:
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{
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_statusEffect.TryRemoveStatusEffect(uid, "Stun");
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break;
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}
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case MobState.Dead:
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{
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_statusEffect.TryRemoveStatusEffect(uid, "Stun");
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break;
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}
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case MobState.Invalid:
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default:
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return;
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}
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}
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private void OnStunShutdown(Entity<StunnedComponent> ent, ref ComponentShutdown args)
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{
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// This exists so the client can end their funny animation if they're playing one.
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UpdateCanMove(ent, ent.Comp, args);
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Appearance.RemoveData(ent, StunVisuals.SeeingStars);
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}
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private void UpdateCanMove(EntityUid uid, StunnedComponent component, EntityEventArgs args)
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{
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Blocker.UpdateCanMove(uid);
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}
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private void OnStunOnContactCollide(Entity<StunOnContactComponent> ent, ref StartCollideEvent args)
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{
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if (args.OurFixtureId != ent.Comp.FixtureId)
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return;
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if (_entityWhitelist.IsBlacklistPass(ent.Comp.Blacklist, args.OtherEntity))
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return;
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if (!TryComp<StatusEffectsComponent>(args.OtherEntity, out var status))
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return;
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TryStun(args.OtherEntity, ent.Comp.Duration, true, status);
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TryKnockdown(args.OtherEntity, ent.Comp.Duration, ent.Comp.Refresh, ent.Comp.AutoStand);
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}
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private void OnSlowInit(EntityUid uid, SlowedDownComponent component, ComponentInit args)
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{
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_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
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}
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private void OnSlowRemove(EntityUid uid, SlowedDownComponent component, ComponentShutdown args)
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{
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component.SprintSpeedModifier = 1f;
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component.WalkSpeedModifier = 1f;
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_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
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}
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// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
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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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public bool TryStun(EntityUid uid, TimeSpan time, bool refresh, StatusEffectsComponent? status = null)
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{
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if (time <= TimeSpan.Zero)
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return false;
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if (!Resolve(uid, ref status, false))
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return false;
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if (!_statusEffect.TryAddStatusEffect<StunnedComponent>(uid, "Stun", time, refresh))
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return false;
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var ev = new StunnedEvent();
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RaiseLocalEvent(uid, ref ev);
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} stunned for {time.Seconds} seconds");
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return true;
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}
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/// <summary>
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/// Knocks down the entity, making it fall to the ground.
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/// </summary>
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public bool TryKnockdown(EntityUid uid, TimeSpan time, bool refresh, bool autoStand = true, bool drop = true)
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{
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if (time <= TimeSpan.Zero)
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return false;
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// Can't fall down if you can't actually be downed.
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if (!HasComp<StandingStateComponent>(uid))
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return false;
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var evAttempt = new KnockDownAttemptEvent(autoStand, drop);
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RaiseLocalEvent(uid, ref evAttempt);
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if (evAttempt.Cancelled)
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return false;
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// Initialize our component with the relevant data we need if we don't have it
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if (EnsureComp<KnockedDownComponent>(uid, out var component))
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{
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RefreshKnockedMovement((uid, component));
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CancelKnockdownDoAfter((uid, component));
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}
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else
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{
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// Only drop items the first time we want to fall...
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if (drop)
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{
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var ev = new DropHandItemsEvent();
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RaiseLocalEvent(uid, ref ev);
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}
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// Only update Autostand value if it's our first time being knocked down...
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SetAutoStand((uid, component), evAttempt.AutoStand);
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}
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var knockedEv = new KnockedDownEvent(time);
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RaiseLocalEvent(uid, ref knockedEv);
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UpdateKnockdownTime((uid, component), knockedEv.Time, refresh);
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Alerts.ShowAlert(uid, KnockdownAlert, null, (GameTiming.CurTime, component.NextUpdate));
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} knocked down for {time.Seconds} seconds");
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return true;
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}
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/// <summary>
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/// Applies knockdown and stun to the entity temporarily.
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/// </summary>
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public bool TryParalyze(EntityUid uid, TimeSpan time, bool refresh,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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return TryKnockdown(uid, time, refresh) && TryStun(uid, time, refresh, status);
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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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public bool TrySlowdown(EntityUid uid, TimeSpan time, bool refresh,
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float walkSpeedMod = 1f, float sprintSpeedMod = 1f,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (time <= TimeSpan.Zero)
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return false;
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if (_statusEffect.TryAddStatusEffect<SlowedDownComponent>(uid, "SlowedDown", time, refresh, status))
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{
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var slowed = Comp<SlowedDownComponent>(uid);
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// Doesn't make much sense to have the "TrySlowdown" method speed up entities now does it?
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walkSpeedMod = Math.Clamp(walkSpeedMod, 0f, 1f);
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sprintSpeedMod = Math.Clamp(sprintSpeedMod, 0f, 1f);
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slowed.WalkSpeedModifier *= walkSpeedMod;
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slowed.SprintSpeedModifier *= sprintSpeedMod;
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_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Updates the movement speed modifiers of an entity by applying or removing the <see cref="SlowedDownComponent"/>.
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/// If both walk and run modifiers are approximately 1 (i.e. normal speed) and <see cref="StaminaComponent.StaminaDamage"/> is 0,
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/// or if the both modifiers are 0, the slowdown component is removed to restore normal movement.
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/// Otherwise, the slowdown component is created or updated with the provided modifiers,
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/// and the movement speed is refreshed accordingly.
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/// </summary>
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/// <param name="ent">Entity whose movement speed should be updated.</param>
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/// <param name="walkSpeedModifier">New walk speed modifier. Default is 1f (normal speed).</param>
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/// <param name="runSpeedModifier">New run (sprint) speed modifier. Default is 1f (normal speed).</param>
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public void UpdateStunModifiers(Entity<StaminaComponent?> ent,
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float walkSpeedModifier = 1f,
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float runSpeedModifier = 1f)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (
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(MathHelper.CloseTo(walkSpeedModifier, 1f) && MathHelper.CloseTo(runSpeedModifier, 1f) && ent.Comp.StaminaDamage == 0f) ||
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(walkSpeedModifier == 0f && runSpeedModifier == 0f)
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)
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{
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RemComp<SlowedDownComponent>(ent);
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return;
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}
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EnsureComp<SlowedDownComponent>(ent, out var comp);
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comp.WalkSpeedModifier = walkSpeedModifier;
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comp.SprintSpeedModifier = runSpeedModifier;
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_movementSpeedModifier.RefreshMovementSpeedModifiers(ent);
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Dirty(ent);
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}
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/// <summary>
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/// A convenience overload of <see cref="UpdateStunModifiers(EntityUid, float, float, StaminaComponent?)"/> that sets both
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/// walk and run speed modifiers to the same value.
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/// </summary>
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/// <param name="ent">Entity whose movement speed should be updated.</param>
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/// <param name="speedModifier">New walk and run speed modifier. Default is 1f (normal speed).</param>
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/// <param name="component">
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/// Optional <see cref="StaminaComponent"/> of the entity.
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/// </param>
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public void UpdateStunModifiers(Entity<StaminaComponent?> ent, float speedModifier = 1f)
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{
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UpdateStunModifiers(ent, speedModifier, speedModifier);
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}
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#region friction and movement listeners
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private void OnRefreshMovespeed(EntityUid ent, SlowedDownComponent comp, RefreshMovementSpeedModifiersEvent args)
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{
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args.ModifySpeed(comp.WalkSpeedModifier, comp.SprintSpeedModifier);
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}
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#endregion
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#region Attempt Event Handling
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private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, UpdateCanMoveEvent args)
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{
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if (stunned.LifeStage > ComponentLifeStage.Running)
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return;
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args.Cancel();
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}
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private void OnAttempt(EntityUid uid, StunnedComponent stunned, CancellableEntityEventArgs args)
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{
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args.Cancel();
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}
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private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, IsEquippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Equipee == uid)
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args.Cancel();
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}
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private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, IsUnequippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Unequipee == uid)
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args.Cancel();
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}
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#endregion
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}
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