Files
wwdpublic/Content.Client/Standing/LayingDownSystem.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

90 lines
3.5 KiB
C#

using Content.Shared.Buckle;
using Content.Shared.Rotation;
using Content.Shared.Standing;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Client.Standing;
public sealed class LayingDownSystem : SharedLayingDownSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LayingDownComponent, MoveEvent>(OnMovementInput);
SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp);
}
public override void Update(float frameTime)
{
// Update draw depth of laying down entities as necessary
var query = EntityQueryEnumerator<LayingDownComponent, StandingStateComponent, SpriteComponent>();
while (query.MoveNext(out var uid, out var layingDown, out var standing, out var sprite))
{
// Do not modify the entities draw depth if it's modified externally
if (sprite.DrawDepth != layingDown.NormalDrawDepth && sprite.DrawDepth != layingDown.CrawlingUnderDrawDepth)
continue;
sprite.DrawDepth = standing.CurrentState is StandingState.Lying && layingDown.IsCrawlingUnder
? layingDown.CrawlingUnderDrawDepth
: layingDown.NormalDrawDepth;
}
query.Dispose();
}
private void OnMovementInput(EntityUid uid, LayingDownComponent component, MoveEvent args)
{
if (!_timing.IsFirstTimePredicted
|| !_standing.IsDown(uid)
|| _buckle.IsBuckled(uid)
|| _animation.HasRunningAnimation(uid, "rotate")
|| !TryComp<TransformComponent>(uid, out var transform)
|| !TryComp<SpriteComponent>(uid, out var sprite)
|| !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals))
return;
var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation));
if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North)
{
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270);
sprite.Rotation = Angle.FromDegrees(270);
return;
}
rotationVisuals.HorizontalRotation = Angle.FromDegrees(90);
sprite.Rotation = Angle.FromDegrees(90);
}
private void OnCheckAutoGetUp(CheckAutoGetUpEvent ev, EntitySessionEventArgs args)
{
if (!_timing.IsFirstTimePredicted)
return;
var uid = GetEntity(ev.User);
if (!TryComp<TransformComponent>(uid, out var transform) || !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals))
return;
var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation));
if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North)
{
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270);
return;
}
rotationVisuals.HorizontalRotation = Angle.FromDegrees(90);
}
}