Files
tbd-station-14/Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
Kara faca1d7043 Pacifism rework (#23037)
* Pacifism rework

* grammar
2023-12-27 02:55:48 -07:00

178 lines
6.7 KiB
C#

using Content.Shared.Bed.Sleep;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Emoting;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pulling.Events;
using Content.Shared.Speech;
using Content.Shared.Standing;
using Content.Shared.Strip.Components;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Components;
namespace Content.Shared.Mobs.Systems;
public partial class MobStateSystem
{
//General purpose event subscriptions. If you can avoid it register these events inside their own systems
private void SubscribeEvents()
{
SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<MobStateComponent, CombatModeShouldHandInteractEvent>(OnCombatModeShouldHandInteract);
SubscribeLocalEvent<MobStateComponent, AttemptPacifiedAttackEvent>(OnAttemptPacifiedAttack);
}
private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
switch (state)
{
case MobState.Alive:
//unused
break;
case MobState.Critical:
_standing.Stand(target);
break;
case MobState.Dead:
RemComp<CollisionWakeComponent>(target);
_standing.Stand(target);
if (!_standing.IsDown(target) && TryComp<PhysicsComponent>(target, out var physics))
{
_physics.SetCanCollide(target, true, body: physics);
}
break;
case MobState.Invalid:
//unused
break;
default:
throw new NotImplementedException();
}
}
private void OnStateEnteredSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
// All of the state changes here should already be networked, so we do nothing if we are currently applying a
// server state.
if (_timing.ApplyingState)
return;
_blocker.UpdateCanMove(target); //update movement anytime a state changes
switch (state)
{
case MobState.Alive:
_standing.Stand(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Alive);
break;
case MobState.Critical:
_standing.Down(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
break;
case MobState.Dead:
EnsureComp<CollisionWakeComponent>(target);
_standing.Down(target);
if (_standing.IsDown(target) && TryComp<PhysicsComponent>(target, out var physics))
{
_physics.SetCanCollide(target, false, body: physics);
}
_appearance.SetData(target, MobStateVisuals.State, MobState.Dead);
break;
case MobState.Invalid:
//unused;
break;
default:
throw new NotImplementedException();
}
}
#region Event Subscribers
private void OnSleepAttempt(EntityUid target, MobStateComponent component, ref TryingToSleepEvent args)
{
if (IsDead(target, component))
args.Cancelled = true;
}
private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
{
// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
if (IsDead(target, component))
args.Multiplier /= 3;
else if (IsCritical(target, component))
args.Multiplier /= 2;
}
private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
{
if (HasComp<AllowNextCritSpeechComponent>(uid))
{
RemCompDeferred<AllowNextCritSpeechComponent>(uid);
return;
}
CheckAct(uid, component, args);
}
private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
{
switch (component.CurrentState)
{
case MobState.Dead:
case MobState.Critical:
args.Cancel();
break;
}
}
private void OnEquipAttempt(EntityUid target, MobStateComponent component, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == target)
CheckAct(target, component, args);
}
private void OnUnequipAttempt(EntityUid target, MobStateComponent component, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == target)
CheckAct(target, component, args);
}
private void OnCombatModeShouldHandInteract(EntityUid uid, MobStateComponent component, ref CombatModeShouldHandInteractEvent args)
{
// Disallow empty-hand-interacting in combat mode
// for non-dead mobs
if (!IsDead(uid, component))
args.Cancelled = true;
}
private void OnAttemptPacifiedAttack(Entity<MobStateComponent> ent, ref AttemptPacifiedAttackEvent args)
{
args.Cancelled = true;
}
#endregion
}