* Initial: Create Devour componentry, preliminary identity storage and the systems for Devouring * I have genuinely no idea what i'm doing - added the radial menu, it has nothing in it. - trying to get it to populate. the event under the event is broken, i don't know why, but apparently it's not typed right - Added a placeholder transform - oh also fixed up some devour stuff and moved some things around. * Holey moley, Transform, better devour, oh my! - Move DnaComponent into Shared because we need it for the DNA cloning - Make Transform MOSTLY work on the LAST identity devoured. - Fix some issues on devour that involved prediction, canceling and Damage exeucting (Thanks Plykiya for pointing out AttemptFrequency!) * Proper tail stealing and Damage modifier attempt Add check to add a wagging component on the Changeling if the victim's species Prototype had one. attempt to add the Damage mitigation check * MAJOR CLEANUP AND FIXES AUGH 3 DAYS!!! - Nullspaced a clone of a victim - fix audio using server virtualized Pvs (i hate this) - fix the mispredicted doafters - Clean up a wholelotta code - utilize clone systems to clone appearances - Move CloneAppearance from server to shared So we can actually access it * Examine stuff, more cleanup, Jumpsuit ripping - make rotting prevent the action - Add ripping of clothing (guh why is it also server) - add some System stuff for pushing husked corpse inspection - clean up more badcode * Doing things properly, UI sorta kinda works. - Utilize Relayed events for Devour checking - Get a UI that partially works, Says the name of identities, doesn't show their looks - Make use of the New Dynamic BUI assignment - commit the sin of no client prediction cause nullspace entities aren't networked * Got an entity for the Frontend transform Issue with the looks * Stick a camera into a fake mobs forehead - Get the UI to see the net entity in pause space by using a ViewSubscriber to get the Pvs from the initially stored identity entity - Remove all the other parts used to try to get this to work before hand * Raaaaadiallllllls also fix protection coefficents - Change FancyWindow to Radial - Fix Issue where coeffeient checking was the wrong way round * absolutely massive cleanup, no more camera in mobs - cleaned up event variables that are not needed - Removed the use of a Pause space and go back to Nullspace usage - use a PvsOverride rather than ViewSharing - Remove old commented out code and Lots of unused code * Fix "Ui elements" dying on the screen - some minor cleanup - don't start the entities that get cloned * ftl, cleanup, and fixing missing transform details - add replace functionality to TypingIndicatorSystem and BodyEmotesSystem - add placeholder sounds and functions to TransformBodyEmotes - add extra Pvs handling for later use - attributions for the funny straw sound - Sound collections for all of the sounds - various cleanups * Some extra cleanup * Fix some false assumptions about TypingIndicator - Bubbles now transfer on spawned humans rather than used humans - Clean up YET MORE CODE - make it so you can't eat yourself * Oooprs, forgot to add a Husked Corpse Loc * Missing period in the husked corpse loc * bad devour windup placeholder * Husking and WIP Lungs - Husking now will be prevented from Revival fully and will change the appearance of players * Add finalized Sprites for actions and final meta - add devour on and off sprites - add transform action sprite - Add Armblade sprite for future use - Credit obscenelytinyshark for the sprites <3 * Remove ling lungs, Entity<> everything - Remove the ling lungs stuff for now... body system is overly complicated, makes my head hurt - Switch every method to use Entity<> from Uid, Comp format * cleanup, admin logging, WIP Roles * Admin verb, Roundstart, gamerule stuff - add a Admin verb to make Changelingification easy! - Add game rule stuff for admin verb and to tell the hapless goober how to be a changeling... sorta - clean up parts to make VV easy... USE THE VERB!! * Armor Coefficent Check - Remove bespoke changeling armor check and replace it with a generic armor coefficient query. * move to UnrevivableComponent instead of husked - Move UnrevivableComponent to shared - add Analyzable and ReasonMessage to UnrevivableComponent to give granular control of the message and whether or not it shows up in the analyzer - remove the check for HuskedComponent in DefibrillatorSystem * aaaaaaa CopyComp - Some cleanup - make Vocal system shared - make VocalSystem Not make more Actions than it needs - Use some code from ChameleonProjector so we can copy components - partially ungod method the Transform system * Cleanup, Moving more things to CopyComp - TransformBodyEmotes now uses CopyComp (it's a server component so i need to tell the server to deal with it - TypingIndicatorComponent also now uses CopyComp - cleaned up old, now unused "replace" methods in favor of CopyComp - BodyEmotesSystem now has a publically accessable LoadSounds to deal with the same problem Screaming had * WIP * Devour Windup noise, ForensicsSystem cleanup * Revert VocalSystem Changes - Reverted Moving VocalSystem to shared, copy comp acomplishes it - added component.ScreamActionEntity = null; for copy comp * cleanup unneeded comments * revert an accidental line removal * Remove duplicate SharedHumanoidAppearanceSystem * Cleanup Typo's and import Forensics components for Dna * Some more forensics calls * cleanup use CopyComp for now until CopyComps * CR cleanup * Undo some SharedHumanoidAppearanceSystem changes * Confound these spaces * Some Copycomp stuff and fixing some PVS override * use the proper TryCopyComps that are merged * Change TransformMenu with RadialWithSector * All sounds done, Fix lack of typing indicator issue * Updated attributions to include used sound authors * some ftl typos and mind_role text issue * DNA, Screaming, appearance, grammar, wagging - reduced all of the above using ApplyComponentChanges - Issue still remains with bodyEmotes sticking around in the UI * Fix UI stuff, partials, entprotoid, good practices - bunch of partials added - UI now has a predicted message - EntProtoID in the admin verb - RipClothing now uses Entity<ButcherableComponent> - husking is now optional (off by default) for testing/till we have hivemind/when we figure out what were doing with devour - remove TransformGrammarSet * More CR stuff and documentation - Make TargetIsProtected less of a meme, with a prototype set of DamageTypes to check - Documenation everywhere - Move DevourEvents into its own file * Predicted sounds and fix the comp clone list - Made all start and stop sounds shared - Split out the rest of the events and UI stuff into subfiles - Fixed some Clone comp list issues where comments had -'s causing them to be read incorrectly * Damage cap check, Identity Shutdown cleanup, cleanup * Sound stuff (but actually this time) * Missed documentation * Missed Documentation and a EntProtoId * Remove unused dependency * Remove a nullcheck * Some dummy minplayers * CR - Husked now uses a rem/ensure * Update Actions in the Prototype * Fixup mindswap handover - cleanup and handover PVS on mindswap * Fixup Missing meta from accidental "Take-theirs" * Add the Armblade to the roundstart-role * Cleanup, CR (everything but the UI and renames) * missed a spot * missed some more whitespace * Renames * Primary constructor and a space in these trying times * User interface stuff for Slime transformation * popup prediction * Ling devour no longer makes duplicate identities - added a key to identities to the original victim - Add some extra clone settings * add guard statements to OnClones * SentOnlyToOwner additions * fix for sound stoppage error * Move Organ deleter into soon to be atomized husk * clone event inventory * mono sounds * lower sound volume * Fix networked sound warning * Clone comps thing * review * attributions * Fix clobbered changes * I'm gonna weh out - whole bunch of CR changes * fix some very buggy git * okay its fixed * address most review points * fix inventory * we hate entityuids * fix test and more cleanup * move this * fix more stuff * fix validation and rootable * Remove Quickswitch due to some UI quirks * oops left out some better explanation * remove dangling LastConsumed component fields * fix test fail * try this * cleanup cloning subscriptions, add movement speed modifier * fix slime storage * fix cloning setting inheritance * Add session information to transform admin logs * slay the integration test hydra * dwarf size * more volume tweaks * comments * improve comments and unpredict deletion due to errors when shutting down the server * fix displancement cloning --------- Co-authored-by: ScarKy0 <scarky0@onet.eu> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
264 lines
9.8 KiB
C#
264 lines
9.8 KiB
C#
using Content.Shared.CCVar;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Standing;
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using Robust.Shared.Configuration;
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using Robust.Shared.Timing;
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namespace Content.Shared.Movement.Systems
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{
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public sealed class MovementSpeedModifierSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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private float _frictionModifier;
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private float _airDamping;
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private float _offGridDamping;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MovementSpeedModifierComponent, MapInitEvent>(OnModMapInit);
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SubscribeLocalEvent<MovementSpeedModifierComponent, DownedEvent>(OnDowned);
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SubscribeLocalEvent<MovementSpeedModifierComponent, StoodEvent>(OnStand);
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Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
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Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
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Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
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}
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private void OnModMapInit(Entity<MovementSpeedModifierComponent> ent, ref MapInitEvent args)
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{
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// TODO: Dirty these smarter.
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ent.Comp.WeightlessAcceleration = ent.Comp.BaseWeightlessAcceleration;
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ent.Comp.WeightlessModifier = ent.Comp.BaseWeightlessModifier;
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ent.Comp.WeightlessFriction = _airDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.WeightlessFrictionNoInput = _airDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.OffGridFriction = _offGridDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.Acceleration = ent.Comp.BaseAcceleration;
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ent.Comp.Friction = _frictionModifier * ent.Comp.BaseFriction;
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ent.Comp.FrictionNoInput = _frictionModifier * ent.Comp.BaseFriction;
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Dirty(ent);
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}
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private void OnDowned(Entity<MovementSpeedModifierComponent> entity, ref DownedEvent args)
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{
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RefreshFrictionModifiers(entity);
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RefreshMovementSpeedModifiers(entity);
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}
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private void OnStand(Entity<MovementSpeedModifierComponent> entity, ref StoodEvent args)
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{
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RefreshFrictionModifiers(entity);
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RefreshMovementSpeedModifiers(entity);
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}
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/// <summary>
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/// Copy this component's datafields from one entity to another.
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/// This needs to refresh the modifiers after using CopyComp.
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/// <summary>
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public void CopyComponent(Entity<MovementSpeedModifierComponent?> source, EntityUid target)
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{
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if (!Resolve(source, ref source.Comp))
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return;
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CopyComp(source, target, source.Comp);
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RefreshWeightlessModifiers(target);
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RefreshMovementSpeedModifiers(target);
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RefreshFrictionModifiers(target);
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}
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public void RefreshWeightlessModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshWeightlessModifiersEvent()
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{
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WeightlessAcceleration = move.BaseWeightlessAcceleration,
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WeightlessAccelerationMod = 1.0f,
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WeightlessModifier = move.BaseWeightlessModifier,
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WeightlessFriction = move.BaseWeightlessFriction,
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WeightlessFrictionMod = 1.0f,
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WeightlessFrictionNoInput = move.BaseWeightlessFriction,
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WeightlessFrictionNoInputMod = 1.0f,
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};
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RaiseLocalEvent(uid, ref ev);
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if (MathHelper.CloseTo(ev.WeightlessAcceleration, move.WeightlessAcceleration) &&
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MathHelper.CloseTo(ev.WeightlessModifier, move.WeightlessModifier) &&
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MathHelper.CloseTo(ev.WeightlessFriction, move.WeightlessFriction) &&
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MathHelper.CloseTo(ev.WeightlessFrictionNoInput, move.WeightlessFrictionNoInput))
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{
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return;
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}
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move.WeightlessAcceleration = ev.WeightlessAcceleration * ev.WeightlessAccelerationMod;
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move.WeightlessModifier = ev.WeightlessModifier;
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move.WeightlessFriction = _airDamping * ev.WeightlessFriction * ev.WeightlessFrictionMod;
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move.WeightlessFrictionNoInput = _airDamping * ev.WeightlessFrictionNoInput * ev.WeightlessFrictionNoInputMod;
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Dirty(uid, move);
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}
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public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshMovementSpeedModifiersEvent();
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RaiseLocalEvent(uid, ev);
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if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
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MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
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return;
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move.WalkSpeedModifier = ev.WalkSpeedModifier;
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move.SprintSpeedModifier = ev.SprintSpeedModifier;
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Dirty(uid, move);
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}
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public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.BaseWalkSpeed = baseWalkSpeed;
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move.BaseSprintSpeed = baseSprintSpeed;
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move.Acceleration = acceleration;
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Dirty(uid, move);
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}
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public void RefreshFrictionModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshFrictionModifiersEvent()
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{
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Friction = move.BaseFriction,
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FrictionNoInput = move.BaseFriction,
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Acceleration = move.BaseAcceleration,
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};
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RaiseLocalEvent(uid, ref ev);
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if (MathHelper.CloseTo(ev.Friction, move.Friction)
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&& MathHelper.CloseTo(ev.FrictionNoInput, move.FrictionNoInput)
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&& MathHelper.CloseTo(ev.Acceleration, move.Acceleration))
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return;
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move.Friction = _frictionModifier * ev.Friction;
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move.FrictionNoInput = _frictionModifier * ev.FrictionNoInput;
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move.Acceleration = ev.Acceleration;
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Dirty(uid, move);
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}
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public void ChangeBaseFriction(EntityUid uid, float friction, float frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.BaseFriction = friction;
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move.FrictionNoInput = frictionNoInput;
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move.BaseAcceleration = acceleration;
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Dirty(uid, move);
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}
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}
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/// <summary>
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/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
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/// should hook into this event and set it then. If you want this event to be raised,
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/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
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/// </summary>
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public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public float WalkSpeedModifier { get; private set; } = 1.0f;
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public float SprintSpeedModifier { get; private set; } = 1.0f;
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public void ModifySpeed(float walk, float sprint)
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{
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WalkSpeedModifier *= walk;
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SprintSpeedModifier *= sprint;
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}
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public void ModifySpeed(float mod)
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{
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ModifySpeed(mod, mod);
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}
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}
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[ByRefEvent]
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public record struct RefreshWeightlessModifiersEvent
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{
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public float WeightlessAcceleration;
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public float WeightlessAccelerationMod;
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public float WeightlessModifier;
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public float WeightlessFriction;
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public float WeightlessFrictionMod;
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public float WeightlessFrictionNoInput;
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public float WeightlessFrictionNoInputMod;
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public void ModifyFriction(float friction, float noInput)
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{
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WeightlessFrictionMod *= friction;
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WeightlessFrictionNoInput *= noInput;
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}
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public void ModifyFriction(float friction)
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{
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ModifyFriction(friction, friction);
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}
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public void ModifyAcceleration(float acceleration, float modifier)
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{
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WeightlessAcceleration *= acceleration;
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WeightlessModifier *= modifier;
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}
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public void ModifyAcceleration(float modifier)
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{
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ModifyAcceleration(modifier, modifier);
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}
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}
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[ByRefEvent]
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public record struct RefreshFrictionModifiersEvent : IInventoryRelayEvent
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{
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public float Friction;
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public float FrictionNoInput;
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public float Acceleration;
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public void ModifyFriction(float friction, float noInput)
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{
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Friction *= friction;
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FrictionNoInput *= noInput;
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}
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public void ModifyFriction(float friction)
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{
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ModifyFriction(friction, friction);
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}
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public void ModifyAcceleration(float acceleration)
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{
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Acceleration *= acceleration;
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}
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SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
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}
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}
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