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* Уэээээээ * Почти настрадались * Скоро конец.... * СКОРО * Мышки плакали, кололись, но продолжали упорно жрать кактус * Все ближе! * Это такой конец? * Книжка говна * фиксики * ОНО ЖИВОЕ * Телепорт * разное * Added byond * ивенты теперь работают * Разфикс телепорта * Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете? * Разное * Еще многа всего * Многа разнава * Скоро конец.... * ЭТО КОНЕЦ * Фикс линтера (ну, или я на это надеюсь) * Еще один фикс линтера * Победа! * фиксики * пу пу пу * Фикс подмастерья * Мисклик * Высокочастотный меч * Неймспейсы * Пул способностей мага
193 lines
6.9 KiB
C#
193 lines
6.9 KiB
C#
using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Climbing.Systems;
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using Content.Shared.Climbing.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Physics;
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using Content.Shared.Rotation;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using System.Linq;
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namespace Content.Shared.Standing;
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public sealed class StandingStateSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly ClimbSystem _climb = default!;
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// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
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private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
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public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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return standingState.CurrentState is StandingState.Lying or StandingState.GettingUp;
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}
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public bool Down(EntityUid uid,
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bool playSound = true,
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bool dropHeldItems = true,
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bool force = true,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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HandsComponent? hands = null)
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{
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// TODO: This should actually log missing comps...
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if (!Resolve(uid, ref standingState, false))
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return false;
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// Optional component.
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Resolve(uid, ref appearance, ref hands, false);
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if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
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return true;
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// This is just to avoid most callers doing this manually saving boilerplate
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// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
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// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
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// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
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if (dropHeldItems && hands != null)
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{
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RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
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}
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if (!force)
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{
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var msg = new DownAttemptEvent();
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RaiseLocalEvent(uid, msg, false);
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if (msg.Cancelled)
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return false;
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}
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standingState.CurrentState = StandingState.Lying;
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Dirty(uid, standingState);
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RaiseLocalEvent(uid, new DownedEvent(), false);
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// Seemed like the best place to put it
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
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// Change collision masks to allow going under certain entities like flaps and tables
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var (key, fixture) in fixtureComponent.Fixtures)
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{
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if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
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continue;
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standingState.ChangedFixtures.Add(key);
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
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}
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}
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// check if component was just added or streamed to client
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// if true, no need to play sound - mob was down before player could seen that
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if (standingState.LifeStage <= ComponentLifeStage.Starting)
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return true;
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if (playSound)
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{
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_audio.PlayPredicted(standingState.DownSound, uid, null);
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}
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_movement.RefreshMovementSpeedModifiers(uid); // WD EDIT
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return true;
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}
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public bool Stand(EntityUid uid,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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bool force = false)
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{
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// TODO: This should actually log missing comps...
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if (!Resolve(uid, ref standingState, false))
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return false;
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// Optional component.
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Resolve(uid, ref appearance, false);
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if (standingState.CurrentState is StandingState.Standing
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|| TryComp(uid, out BuckleComponent? buckle)
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&& buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle))
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return true;
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if (!force)
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{
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var msg = new StandAttemptEvent();
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RaiseLocalEvent(uid, msg, false);
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if (msg.Cancelled)
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return false;
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}
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standingState.CurrentState = StandingState.Standing;
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Dirty(uid, standingState);
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RaiseLocalEvent(uid, new StoodEvent(), false);
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var key in standingState.ChangedFixtures)
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{
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if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
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}
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}
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standingState.ChangedFixtures.Clear();
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_movement.RefreshMovementSpeedModifiers(uid);
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Climb(uid);
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return true;
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}
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private void Climb(EntityUid uid)
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{
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_climb.ForciblyStopClimbing(uid);
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var entityDistances = new Dictionary<EntityUid, float>();
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foreach (var entity in _lookup.GetEntitiesInRange(uid, 0.3f))
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if (HasComp<ClimbableComponent>(entity))
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entityDistances[entity] = (Transform(uid).Coordinates.Position - Transform(entity).Coordinates.Position).LengthSquared();
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if (entityDistances.Count > 0)
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_climb.ForciblySetClimbing(uid, entityDistances.OrderBy(e => e.Value).First().Key);
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}
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}
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public sealed class DropHandItemsEvent : EventArgs { }
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/// <summary>
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/// Subscribe if you can potentially block a down attempt.
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/// </summary>
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public sealed class DownAttemptEvent : CancellableEntityEventArgs { }
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/// <summary>
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/// Subscribe if you can potentially block a stand attempt.
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/// </summary>
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public sealed class StandAttemptEvent : CancellableEntityEventArgs { }
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/// <summary>
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/// Raised when an entity becomes standing
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/// </summary>
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public sealed class StoodEvent : EntityEventArgs { }
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/// <summary>
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/// Raised when an entity is not standing
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/// </summary>
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public sealed class DownedEvent : EntityEventArgs { }
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