Files
wwdpublic/Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
Spatison 2fd69f53e3 [Fix] Mass Bug Fix (#130)
* Mass Bug Fixing (#1256)

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# Description

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Mass bug fixing, for bugs related to #1220.
Feel free to link or send bugs.

Fix list:
- #1242
- #1243
- #1244
- https://github.com/space-wizards/space-station-14/pull/28084
- https://github.com/space-wizards/space-station-14/pull/28282
- Actually fixed PirateRadioSpawnRule heisentest (with a bandaid) (I
cancel if it's 0)
- https://github.com/Simple-Station/Einstein-Engines/issues/1263

---

# Changelog

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🆑
- fix: Fixed chair visuals drawing depth wrongly if you sat in a
north-facing chair.
- fix: Fixed buckling doing several buckles each time you did one.
- fix: Fixed the magic mirror.
- fix: Fixed beds re-positioning you every few seconds.
- fix: Fixed E not opening containers that are in another container.
- fix: Fixed disposal systems not flushing or ejecting properly.

---------

Co-authored-by: sleepyyapril <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>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
(cherry picked from commit 41501bd335c5e1e2e65b5d2ad040a3ae6851d4e8)

* Automatic Changelog Update (#1256)

(cherry picked from commit 9798f5363135cbe71479d0a14cf3215d01ed28f0)

* fix

* Fix animation looping bugs. (#29457)

Summary of the problem is in the corresponding engine commit: a4ea5a4620

This commit requires engine master right now.

I think #29144 is probably the most severe one, but I touched Jittering and RotatingLight too since they seemed sus too.

Fixes #29144

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
(cherry picked from commit 8d015f5c9ff60107dccdf35fa48e1558728ff269)

* Fix arcade machines (#30376)

(cherry picked from commit e72393df712cb2f5d1b4f6b4e2dc417c5584f07a)

* fix

* fix test

* fix test

* fix test

* fix

---------

Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <simplestation14@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
2024-11-25 01:20:13 +07:00

191 lines
7.3 KiB
C#

using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
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.Pointing;
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, ConsciousAttemptEvent>(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, PointAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<MobStateComponent, CombatModeShouldHandInteractEvent>(OnCombatModeShouldHandInteract);
SubscribeLocalEvent<MobStateComponent, AttemptPacifiedAttackEvent>(OnAttemptPacifiedAttack);
SubscribeLocalEvent<MobStateComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
}
private void OnUnbuckleAttempt(Entity<MobStateComponent> ent, ref UnbuckleAttemptEvent args)
{
// TODO is this necessary?
// Shouldn't the interaction have already been blocked by a general interaction check?
if (args.User == ent.Owner && IsIncapacitated(ent))
args.Cancelled = true;
}
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, dropHeldItems:true);
_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
break;
case MobState.Dead:
EnsureComp<CollisionWakeComponent>(target);
_standing.Down(target, dropHeldItems:true);
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
}