Files
wwdpublic/Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
Leon Friedrich 92ae508bee Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes

(cherry picked from commit 56451fa5e7fd9910cf38d27e5cc0800bd71b9a2f)
2025-01-14 02:02:07 +03:00

268 lines
10 KiB
C#

using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.CCVar;
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.Configuration;
using Robust.Shared.Physics.Components;
namespace Content.Shared.Mobs.Systems;
public partial class MobStateSystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
//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>(OnDirectionAttempt);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ConsciousAttemptEvent>(CheckConcious);
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>(OnMoveAttempt);
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 OnDirectionAttempt(Entity<MobStateComponent> ent, ref ChangeDirectionAttemptEvent args)
{
if (ent.Comp.CurrentState is MobState.Alive
|| ent.Comp.CurrentState is MobState.Critical
&& ent.Comp.AllowMovementWhileCrit
&& _configurationManager.GetCVar(CCVars.AllowMovementWhileCrit)
|| ent.Comp.CurrentState is MobState.SoftCritical
&& ent.Comp.AllowMovementWhileSoftCrit
|| ent.Comp.CurrentState is MobState.Dead
&& ent.Comp.AllowMovementWhileDead)
return;
args.Cancel();
}
private void OnMoveAttempt(Entity<MobStateComponent> ent, ref UpdateCanMoveEvent args)
{
if (ent.Comp.CurrentState is MobState.Alive
|| ent.Comp.CurrentState is MobState.Critical
&& ent.Comp.AllowMovementWhileCrit
&& _configurationManager.GetCVar(CCVars.AllowMovementWhileCrit)
|| ent.Comp.CurrentState is MobState.SoftCritical
&& ent.Comp.AllowMovementWhileSoftCrit
|| ent.Comp.CurrentState is MobState.Dead
&& ent.Comp.AllowMovementWhileDead)
return;
args.Cancel();
}
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 CheckConcious(Entity<MobStateComponent> ent, ref ConsciousAttemptEvent args)
{
switch (ent.Comp.CurrentState)
{
case MobState.Dead:
case MobState.Critical:
args.Cancelled = true;
break;
}
}
private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
switch (state)
{
case MobState.Alive:
//unused
break;
case MobState.Critical:
if (component.CurrentState is not MobState.Alive)
break;
_standing.Stand(target);
break;
case MobState.SoftCritical:
if (component.CurrentState is not MobState.Alive)
break;
_standing.Stand(target);
break;
case MobState.Dead:
RemComp<CollisionWakeComponent>(target);
if (component.CurrentState is MobState.Alive)
_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:
if (component.DownWhenCrit)
_standing.Down(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
break;
case MobState.SoftCritical:
if (component.DownWhenSoftCrit)
_standing.Down(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
break;
case MobState.Dead:
EnsureComp<CollisionWakeComponent>(target);
if (component.DownWhenDead)
_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 (component.CurrentState is MobState.Alive)
return;
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;
}
if (component.CurrentState is MobState.Alive
|| component.CurrentState is MobState.Critical
&& component.AllowTalkingWhileCrit
&& _configurationManager.GetCVar(CCVars.AllowTalkingWhileCrit)
|| component.CurrentState is MobState.SoftCritical
&& component.AllowTalkingWhileSoftCrit
|| component.CurrentState is MobState.Dead
&& component.AllowTalkingWhileDead)
return;
args.Cancel();
}
private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
{
switch (component.CurrentState)
{
case MobState.Dead:
case MobState.SoftCritical:
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)
{
if (component.CurrentState is MobState.Alive
|| component.CurrentState is MobState.Critical
&& component.AllowHandInteractWhileCrit
|| component.CurrentState is MobState.SoftCritical
&& component.AllowHandInteractWhileSoftCrit
|| component.CurrentState is MobState.Dead
&& component.AllowHandInteractWhileDead)
return;
args.Cancelled = true;
}
private void OnAttemptPacifiedAttack(Entity<MobStateComponent> ent, ref AttemptPacifiedAttackEvent args)
{
args.Cancelled = true;
}
#endregion
}