Files
wwdpublic/Content.Shared/Standing/StandingStateSystem.cs
Mnemotechnican 64f30dca54 Feat: Togglable Under-Table Crawling (#1036)
# Description
This reverts most code changes done by
https://github.com/Simple-Station/Einstein-Engines/pull/939 and
re-implements them in a better way:
- Players can now toggle under-furniture crawling with a keybind
(shift-R by default)
- Crawling that way is 50% slower for obvious balancing reasons
- The respective cvar for it is now true by default and prevents players
from beginning the "crawl under furniture" thing

Also cleaned up a few methods I was seriously pissed off by. There is
still a lot to clean up and fix, but I will leave it for a dedicated PR
in the future.

# Why (balancing)
Let me lie on the bed instead of under it!!!!!!!

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/5f04c82a-b88b-4005-8052-a1a6f011bcc9

</p>
</details>

# Changelog
🆑
- add: You can now toggle crawling under furniture! The default keybind
is Shift-R, you can change it in settings.
2024-10-19 13:45:49 +07:00

162 lines
6.1 KiB
C#

using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Hands.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Rotation;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Standing;
public sealed class StandingStateSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;
return standingState.CurrentState is StandingState.Lying or StandingState.GettingUp;
}
public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
HandsComponent? hands = null,
bool setDrawDepth = false)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, ref hands, false);
if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
return true;
// This is just to avoid most callers doing this manually saving boilerplate
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null)
RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
if (TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle))
return false;
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
standingState.CurrentState = StandingState.Lying;
Dirty(standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
// Seemed like the best place to put it
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
// Change collision masks to allow going under certain entities like flaps and tables
if (TryComp(uid, out FixturesComponent? fixtureComponent))
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
continue;
standingState.ChangedFixtures.Add(key);
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
}
// check if component was just added or streamed to client
// if true, no need to play sound - mob was down before player could seen that
if (standingState.LifeStage <= ComponentLifeStage.Starting)
return true;
if (playSound)
_audio.PlayPredicted(standingState.DownSound, uid, null);
_movement.RefreshMovementSpeedModifiers(uid);
return true;
}
public bool Stand(EntityUid uid,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
bool force = false)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, false);
if (standingState.CurrentState is StandingState.Standing
|| TryComp(uid, out BuckleComponent? buckle)
&& buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle))
return true;
if (!force)
{
var msg = new StandAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
}
standingState.CurrentState = StandingState.Standing;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new StoodEvent(), false);
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var key in standingState.ChangedFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
}
}
standingState.ChangedFixtures.Clear();
_movement.RefreshMovementSpeedModifiers(uid);
return true;
}
}
public sealed class DropHandItemsEvent : EventArgs { }
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs { }
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs { }
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs { }
/// <summary>
/// Raised when an entity is not standing
/// </summary>
public sealed class DownedEvent : EntityEventArgs { }