Files
wwdpublic/Content.Server/Explosion/EntitySystems/TriggerSystem.cs
RedFoxIV daf4f66414 "Proper" "Softcrit" "Support" (#1545)
# Description

Implements the softcrit functionality.
Similiar to critical state but spessmen will be able to communicate and
crawl around, but not pick up items.
Also supports configuring what is and isn't allowed in different
MobStates (per mob prototype): you can enable picking up items while in
softcrit so people can pick up their lasgun and continue shooting after
taking a 40x46mm to their ass cheeks from the guest nukies while being
dragged to safety.

![escape-from-tarkov-raid](https://github.com/user-attachments/assets/7f31702d-5677-4daf-a13d-8a9525fd3f9f)

<details> <summary><h1>Technical details</h1></summary>
New prototype type: "mobStateParams" (`MobStateParametersPrototype`)
Used to specify what can and can't be done when in a certain mobstate.
Of note that they are not actually bound to any `MobState` by
themselves. To assign a params prototype to a mobstate, use
`InitMobStateParams` in `MobStateComponent`.
It has to be a prototype because if I just did something akin to
`Dictionary<MobState, Dictionary<string, bool>>`, you'd have to check
the parent and copy every flag besides the one you wish to modify. That
is, if I understand how the prototype system works correctly, which I
frankly doubt. <!-- Working on softcrit made me hate prototypes. -->

MobStateComponent now has:
- `Dictionary<string, string> InitMobStateParams`, for storing "mobstate
- parameter prototype" pairs. `<string, string>` because it has to be
editable via mob prototypes. Named "mobStateParams" for mob prototypes.
- `public Dictionary<MobState, MobStateParametersPrototype>
MobStateParams` for actually storing the params for each state
- `public Dictionary<MobState, MobStateParametersOverride>
MobStateParamsOverrides` for storing overrides.
`MobStateParametersOverride` is a struct which mirrors all
`MobStateParametersPrototype`'s fields, except they're all nullable.
This is meant for code which wants to temporarily override some setting,
like a spell which allows dead people to talk. This is not the best
solution, but it should do at first. A better option would be tracking
each change separately, instead of hoping different systems overriding
the same flag will play nicely with eachother.
- a shitton of getter methods

TraitModifyMobState now has:
- `public Dictionary<string, string> Params` to specify a new prototype
to use.
- Important note: All values of `MobStateParametersPrototype` are
nullable, which is a hack to support `TraitModifyMobState`. This trait
takes one `MobStateParametersPrototype` per mobstate and applies all of
its non-null values. This way, a params prototype can be created which
will only have `pointing: true` and the trait can apply it (e.g. to
critstate, so we can spam pointing while dying like it's a game of turbo
dota)
- The above is why that wall of getters exists: They check the relevant
override struct, then the relevant prototype. If both are null, they
default to false (0f for floats.) The only exception is
OxyDamageOverlay, because it's used both for oxy damage overlay (if
null) and as a vision-limiting black void in crit..

MobStateSystem now has:
- a bunch of new "IsSomething"/"CanDoSomething" methods to check the
various flags, alongside rewritten old ones.
-
![image](https://github.com/user-attachments/assets/33a6b296-c12c-4311-9abe-90ca4288e871)
lookin ahh predicate factory

</details>
---

# TODO

done:
- [x] Make proper use of `MobStateSystem.IsIncapacitated()`.
done: some checks were changed, some left as they did what was (more or
less) intended.
<details>Previous `IsIncapacitated()` implementation simply checked if
person was in crit or dead. Now there is a `IsIncapacitated` flag in the
parameters, but it's heavily underutilized. I may need some help on this
one, since I don't know where would be a good place to check for it and
I absolutely will not just scour the entire build in search for them.
</details>

- [x] Separate force-dropping items from being downed
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Don't drop items if `ForceDown` is true but `PickingUp` is also
true.
done: dropItemsOnEntering bool field. If true, will drop items upon
entering linked mobstate.
- [x] Actually check what are "conscious attempts" are used for
done: whether or not mob is conscious. Renamed the bool field
accordingly.
- [x] Look into adding a way to make people choke "slowly" in softcrit
as opposed to choking at "regular speed" in crit. Make that into a param
option? Make that into a float so the speed can be finetuned?
done: `BreathingMultiplier` float field added.
<details>
1f is regular breathing, 0.25 is "quarter-breathing". Air taken is
multiplied by `BreathingMultiplier` and suffocation damage taken (that
is dealt by RespiratorSystem, not all oxy damage) is multiplied by
`1-BreathingMultiplier`.
</details>

- [x] make sure the serializer actually does its job
done: it doesn't. Removed.
- [x] Make an option to prohibit using radio headsets while in softcrit
done: Requires Incapacitated parameter to be false to be able to use
headset radio.
- [x] Make sure it at least compiles

not done:
- [ ] probably move some other stuff to Params if it makes sense. Same
thing as with `IsIncapacitated` though: I kinda don't want to, at least
for now.

---

<details><summary><h1>No media</h1></summary>
<p>

:p

</p>
</details>

---

# Changelog

🆑
- add: Soft critical state. Crawl to safety, or to your doom - whatever
is closer.

---------

Signed-off-by: RedFoxIV <38788538+RedFoxIV@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 9a357c1774f1a783844a07b5414f504ca574d84c)
2025-02-15 00:12:50 +03:00

398 lines
16 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.Explosion.Components;
using Content.Server.Flash;
using Content.Server.Pinpointer;
using Content.Shared.Flash.Components;
using Content.Server.Radio.EntitySystems;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Components.SolutionManager;
using Content.Shared.Database;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.Components.OnTrigger;
using Content.Shared.Implants.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Payload.Components;
using Content.Shared.Radio;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Trigger;
using Content.Shared.Weapons.Ranged.Events;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Player;
using Content.Shared.Coordinates;
using Robust.Shared.Utility;
namespace Content.Server.Explosion.EntitySystems
{
/// <summary>
/// Raised whenever something is Triggered on the entity.
/// </summary>
public sealed class TriggerEvent : HandledEntityEventArgs
{
public EntityUid Triggered { get; }
public EntityUid? User { get; }
public TriggerEvent(EntityUid triggered, EntityUid? user = null)
{
Triggered = triggered;
User = user;
}
}
/// <summary>
/// Raised when timer trigger becomes active.
/// </summary>
[ByRefEvent]
public readonly record struct ActiveTimerTriggerEvent(EntityUid Triggered, EntityUid? User);
[UsedImplicitly]
public sealed partial class TriggerSystem : EntitySystem
{
[Dependency] private readonly ExplosionSystem _explosions = default!;
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly FlashSystem _flashSystem = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly BodySystem _body = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly NavMapSystem _navMap = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
public override void Initialize()
{
base.Initialize();
InitializeProximity();
InitializeOnUse();
InitializeSignal();
InitializeTimedCollide();
InitializeVoice();
InitializeMobstate();
SubscribeLocalEvent<TriggerOnSpawnComponent, MapInitEvent>(OnSpawnTriggered);
SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(OnTriggerCollide);
SubscribeLocalEvent<TriggerOnActivateComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<TriggerImplantActionComponent, ActivateImplantEvent>(OnImplantTrigger);
SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredOffEvent>(OnStepTriggered);
SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
SubscribeLocalEvent<TriggerWhenEmptyComponent, OnEmptyGunShotEvent>(OnEmptyTriggered);
SubscribeLocalEvent<RepeatingTriggerComponent, MapInitEvent>(OnRepeatInit);
SubscribeLocalEvent<SpawnOnTriggerComponent, TriggerEvent>(OnSpawnTrigger);
SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
SubscribeLocalEvent<FlashOnTriggerComponent, TriggerEvent>(HandleFlashTrigger);
SubscribeLocalEvent<GibOnTriggerComponent, TriggerEvent>(HandleGibTrigger);
SubscribeLocalEvent<AnchorOnTriggerComponent, TriggerEvent>(OnAnchorTrigger);
SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(OnSoundTrigger);
SubscribeLocalEvent<RattleComponent, TriggerEvent>(HandleRattleTrigger);
}
private void OnSoundTrigger(EntityUid uid, SoundOnTriggerComponent component, TriggerEvent args)
{
if (component.RemoveOnTrigger) // if the component gets removed when it's triggered
{
var xform = Transform(uid);
_audio.PlayPvs(component.Sound, xform.Coordinates); // play the sound at its last known coordinates
}
else // if the component doesn't get removed when triggered
{
_audio.PlayPvs(component.Sound, uid); // have the sound follow the entity itself
}
}
private void OnAnchorTrigger(EntityUid uid, AnchorOnTriggerComponent component, TriggerEvent args)
{
var xform = Transform(uid);
if (xform.Anchored)
return;
_transformSystem.AnchorEntity(uid, xform);
if (component.RemoveOnTrigger)
RemCompDeferred<AnchorOnTriggerComponent>(uid);
}
private void OnSpawnTrigger(EntityUid uid, SpawnOnTriggerComponent component, TriggerEvent args)
{
var xform = Transform(uid);
var coords = xform.Coordinates;
if (!coords.IsValid(EntityManager))
return;
Spawn(component.Proto, coords);
}
private void HandleExplodeTrigger(EntityUid uid, ExplodeOnTriggerComponent component, TriggerEvent args)
{
_explosions.TriggerExplosive(uid, user: args.User);
args.Handled = true;
}
private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
{
// TODO Make flash durations sane ffs.
_flashSystem.FlashArea(uid, args.User, component.Range, component.Duration * 1000f, probability: component.Probability, stunTime: component.StunTime, knockdownTime: component.KnockdownTime); // WD EDIT
args.Handled = true;
}
private void HandleDeleteTrigger(EntityUid uid, DeleteOnTriggerComponent component, TriggerEvent args)
{
EntityManager.QueueDeleteEntity(uid);
args.Handled = true;
}
private void HandleGibTrigger(EntityUid uid, GibOnTriggerComponent component, TriggerEvent args)
{
if (!TryComp<TransformComponent>(uid, out var xform))
return;
if (component.DeleteItems)
{
var items = _inventory.GetHandOrInventoryEntities(xform.ParentUid);
foreach (var item in items)
{
Del(item);
}
}
_body.GibBody(xform.ParentUid, true);
args.Handled = true;
}
private void HandleRattleTrigger(EntityUid uid, RattleComponent component, TriggerEvent args)
{
if (!TryComp<SubdermalImplantComponent>(uid, out var implanted))
return;
if (implanted.ImplantedEntity == null)
return;
// Gets location of the implant
var posText = FormattedMessage.RemoveMarkup(_navMap.GetNearestBeaconString(uid));
var critMessage = Loc.GetString(component.CritMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
var deathMessage = Loc.GetString(component.DeathMessage, ("user", implanted.ImplantedEntity.Value), ("position", posText));
if (!TryComp<MobStateComponent>(implanted.ImplantedEntity, out var mobstate))
return;
// Sends a message to the radio channel specified by the implant
if (mobstate.CurrentState.IsCrit())
_radioSystem.SendRadioMessage(uid, critMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
if (mobstate.CurrentState.IsDead())
_radioSystem.SendRadioMessage(uid, deathMessage, _prototypeManager.Index<RadioChannelPrototype>(component.RadioChannel), uid);
args.Handled = true;
}
private void OnTriggerCollide(EntityUid uid, TriggerOnCollideComponent component, ref StartCollideEvent args)
{
if (args.OurFixtureId == component.FixtureID && (!component.IgnoreOtherNonHard || args.OtherFixture.Hard))
Trigger(uid);
}
private void OnSpawnTriggered(EntityUid uid, TriggerOnSpawnComponent component, MapInitEvent args)
{
Trigger(uid);
}
private void OnActivate(EntityUid uid, TriggerOnActivateComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
Trigger(uid, args.User);
args.Handled = true;
}
private void OnImplantTrigger(EntityUid uid, TriggerImplantActionComponent component, ActivateImplantEvent args)
{
args.Handled = Trigger(uid);
}
private void OnStepTriggered(EntityUid uid, TriggerOnStepTriggerComponent component, ref StepTriggeredOffEvent args)
{
Trigger(uid, args.Tripper);
}
private void OnSlipTriggered(EntityUid uid, TriggerOnSlipComponent component, ref SlipEvent args)
{
Trigger(uid, args.Slipped);
}
private void OnEmptyTriggered(EntityUid uid, TriggerWhenEmptyComponent component, ref OnEmptyGunShotEvent args)
{
Trigger(uid, args.EmptyGun);
}
private void OnRepeatInit(Entity<RepeatingTriggerComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextTrigger = _timing.CurTime + ent.Comp.Delay;
}
public bool Trigger(EntityUid trigger, EntityUid? user = null)
{
var triggerEvent = new TriggerEvent(trigger, user);
EntityManager.EventBus.RaiseLocalEvent(trigger, triggerEvent, true);
return triggerEvent.Handled;
}
public void TryDelay(EntityUid uid, float amount, ActiveTimerTriggerComponent? comp = null)
{
if (!Resolve(uid, ref comp, false))
return;
comp.TimeRemaining += amount;
}
/// <summary>
/// Start the timer for triggering the device.
/// </summary>
public void StartTimer(Entity<OnUseTimerTriggerComponent?> ent, EntityUid? user)
{
if (!Resolve(ent, ref ent.Comp, false))
return;
var comp = ent.Comp;
HandleTimerTrigger(ent, user, comp.Delay, comp.BeepInterval, comp.InitialBeepDelay, comp.BeepSound);
}
public void HandleTimerTrigger(EntityUid uid, EntityUid? user, float delay, float beepInterval, float? initialBeepDelay, SoundSpecifier? beepSound)
{
if (delay <= 0)
{
RemComp<ActiveTimerTriggerComponent>(uid);
Trigger(uid, user);
return;
}
if (HasComp<ActiveTimerTriggerComponent>(uid))
return;
if (user != null)
{
// Check if entity is bomb/mod. grenade/etc
if (_container.TryGetContainer(uid, "payload", out BaseContainer? container) &&
container.ContainedEntities.Count > 0 &&
TryComp(container.ContainedEntities[0], out ChemicalPayloadComponent? chemicalPayloadComponent))
{
// If a beaker is missing, the entity won't explode, so no reason to log it
if (chemicalPayloadComponent?.BeakerSlotA.Item is not { } beakerA ||
chemicalPayloadComponent?.BeakerSlotB.Item is not { } beakerB ||
!TryComp(beakerA, out SolutionContainerManagerComponent? containerA) ||
!TryComp(beakerB, out SolutionContainerManagerComponent? containerB) ||
!TryComp(beakerA, out FitsInDispenserComponent? fitsA) ||
!TryComp(beakerB, out FitsInDispenserComponent? fitsB) ||
!_solutionContainerSystem.TryGetSolution((beakerA, containerA), fitsA.Solution, out _, out var solutionA) ||
!_solutionContainerSystem.TryGetSolution((beakerB, containerB), fitsB.Solution, out _, out var solutionB))
return;
_adminLogger.Add(LogType.Trigger,
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}, which contains {SolutionContainerSystem.ToPrettyString(solutionA)} in one beaker and {SolutionContainerSystem.ToPrettyString(solutionB)} in the other.");
}
else
{
_adminLogger.Add(LogType.Trigger,
$"{ToPrettyString(user.Value):user} started a {delay} second timer trigger on entity {ToPrettyString(uid):timer}");
}
}
else
{
_adminLogger.Add(LogType.Trigger,
$"{delay} second timer trigger started on entity {ToPrettyString(uid):timer}");
}
var active = AddComp<ActiveTimerTriggerComponent>(uid);
active.TimeRemaining = delay;
active.User = user;
active.BeepSound = beepSound;
active.BeepInterval = beepInterval;
active.TimeUntilBeep = initialBeepDelay == null ? active.BeepInterval : initialBeepDelay.Value;
var ev = new ActiveTimerTriggerEvent(uid, user);
RaiseLocalEvent(uid, ref ev);
if (TryComp<AppearanceComponent>(uid, out var appearance))
_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Primed, appearance);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateProximity();
UpdateTimer(frameTime);
UpdateTimedCollide(frameTime);
UpdateRepeat();
}
private void UpdateTimer(float frameTime)
{
HashSet<EntityUid> toRemove = new();
var query = EntityQueryEnumerator<ActiveTimerTriggerComponent>();
while (query.MoveNext(out var uid, out var timer))
{
timer.TimeRemaining -= frameTime;
timer.TimeUntilBeep -= frameTime;
if (timer.TimeRemaining <= 0)
{
Trigger(uid, timer.User);
toRemove.Add(uid);
continue;
}
if (timer.BeepSound == null || timer.TimeUntilBeep > 0)
continue;
timer.TimeUntilBeep += timer.BeepInterval;
_audio.PlayPvs(timer.BeepSound, uid, timer.BeepSound.Params);
}
foreach (var uid in toRemove)
{
RemComp<ActiveTimerTriggerComponent>(uid);
// In case this is a re-usable grenade, un-prime it.
if (TryComp<AppearanceComponent>(uid, out var appearance))
_appearance.SetData(uid, TriggerVisuals.VisualState, TriggerVisualState.Unprimed, appearance);
}
}
private void UpdateRepeat()
{
var now = _timing.CurTime;
var query = EntityQueryEnumerator<RepeatingTriggerComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (comp.NextTrigger > now)
continue;
comp.NextTrigger = now + comp.Delay;
Trigger(uid);
}
}
}
}