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# 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.  <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. -  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)
403 lines
15 KiB
C#
403 lines
15 KiB
C#
using Content.Server.Actions;
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using Content.Server.Humanoid;
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using Content.Server.Inventory;
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using Content.Server.Mind.Commands;
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using Content.Server.Polymorph.Components;
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using Content.Shared.Actions;
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using Content.Shared.Buckle;
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using Content.Shared.Damage;
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using Content.Shared.Destructible;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Nutrition;
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using Content.Shared.Polymorph;
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using Content.Shared.Popups;
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using Robust.Server.Audio;
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using Robust.Server.Containers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Polymorph.Systems;
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public sealed partial class PolymorphSystem : EntitySystem
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{
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[Dependency] private readonly IComponentFactory _compFact = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ISerializationManager _serialization = default!;
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[Dependency] private readonly ActionsSystem _actions = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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[Dependency] private readonly ContainerSystem _container = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly ServerInventorySystem _inventory = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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private const string RevertPolymorphId = "ActionRevertPolymorph";
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public override void Initialize()
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{
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SubscribeLocalEvent<PolymorphableComponent, ComponentStartup>(OnComponentStartup);
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SubscribeLocalEvent<PolymorphedEntityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<PolymorphableComponent, PolymorphActionEvent>(OnPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, RevertPolymorphActionEvent>(OnRevertPolymorphActionEvent);
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SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullyEatenEvent>(OnBeforeFullyEaten);
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SubscribeLocalEvent<PolymorphedEntityComponent, BeforeFullySlicedEvent>(OnBeforeFullySliced);
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SubscribeLocalEvent<PolymorphedEntityComponent, DestructionEventArgs>(OnDestruction);
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InitializeCollide();
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InitializeMap();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<PolymorphedEntityComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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comp.Time += frameTime;
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if (comp.Configuration.Duration != null && comp.Time >= comp.Configuration.Duration)
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{
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Revert((uid, comp));
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continue;
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}
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if (!TryComp<MobStateComponent>(uid, out var mob))
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continue;
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if (comp.Configuration.RevertOnDeath && _mobState.IsDead(uid, mob) ||
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comp.Configuration.RevertOnCrit && _mobState.IsCritical(uid, mob))
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{
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Revert((uid, comp));
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}
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}
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UpdateCollide();
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}
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private void OnComponentStartup(Entity<PolymorphableComponent> ent, ref ComponentStartup args)
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{
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if (ent.Comp.InnatePolymorphs != null)
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{
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foreach (var morph in ent.Comp.InnatePolymorphs)
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{
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CreatePolymorphAction(morph, ent);
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}
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}
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}
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private void OnMapInit(Entity<PolymorphedEntityComponent> ent, ref MapInitEvent args)
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{
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var (uid, component) = ent;
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if (component.Configuration.Forced)
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return;
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if (_actions.AddAction(uid, ref component.Action, out var action, RevertPolymorphId))
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{
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action.EntityIcon = component.Parent;
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action.UseDelay = TimeSpan.FromSeconds(component.Configuration.Delay);
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}
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}
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private void OnPolymorphActionEvent(Entity<PolymorphableComponent> ent, ref PolymorphActionEvent args)
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{
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if (!_proto.TryIndex(args.ProtoId, out var prototype) || args.Handled)
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return;
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PolymorphEntity(ent, prototype.Configuration);
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args.Handled = true;
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}
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private void OnRevertPolymorphActionEvent(Entity<PolymorphedEntityComponent> ent,
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ref RevertPolymorphActionEvent args)
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{
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Revert((ent, ent));
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}
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private void OnBeforeFullyEaten(Entity<PolymorphedEntityComponent> ent, ref BeforeFullyEatenEvent args)
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{
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var (_, comp) = ent;
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if (comp.Configuration.RevertOnEat)
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{
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args.Cancel();
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Revert((ent, ent));
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}
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}
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private void OnBeforeFullySliced(Entity<PolymorphedEntityComponent> ent, ref BeforeFullySlicedEvent args)
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{
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var (_, comp) = ent;
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if (comp.Configuration.RevertOnEat)
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{
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args.Cancel();
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Revert((ent, ent));
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}
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}
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/// <summary>
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/// It is possible to be polymorphed into an entity that can't "die", but is instead
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/// destroyed. This handler ensures that destruction is treated like death.
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/// </summary>
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private void OnDestruction(Entity<PolymorphedEntityComponent> ent, ref DestructionEventArgs args)
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{
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if (ent.Comp.Configuration.RevertOnDeath)
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{
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Revert((ent, ent));
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}
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}
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/// <summary>
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/// Polymorphs the target entity into the specific polymorph prototype
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/// </summary>
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/// <param name="uid">The entity that will be transformed</param>
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/// <param name="protoId">The id of the polymorph prototype</param>
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public EntityUid? PolymorphEntity(EntityUid uid, ProtoId<PolymorphPrototype> protoId)
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{
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var config = _proto.Index(protoId).Configuration;
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return PolymorphEntity(uid, config);
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}
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/// <summary>
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/// Polymorphs the target entity into another
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/// </summary>
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/// <param name="uid">The entity that will be transformed</param>
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/// <param name="configuration">Polymorph data</param>
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/// <returns></returns>
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public EntityUid? PolymorphEntity(EntityUid uid, PolymorphConfiguration configuration)
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{
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// if it's already morphed, don't allow it again with this condition active.
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if (!configuration.AllowRepeatedMorphs && HasComp<PolymorphedEntityComponent>(uid))
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return null;
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// If this polymorph has a cooldown, check if that amount of time has passed since the
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// last polymorph ended.
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if (TryComp<PolymorphableComponent>(uid, out var polymorphableComponent) &&
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polymorphableComponent.LastPolymorphEnd != null &&
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_gameTiming.CurTime < polymorphableComponent.LastPolymorphEnd + configuration.Cooldown)
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return null;
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// mostly just for vehicles
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_buckle.TryUnbuckle(uid, uid, true);
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var targetTransformComp = Transform(uid);
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var child = Spawn(configuration.Entity, _transform.GetMapCoordinates(uid, targetTransformComp), rotation: _transform.GetWorldRotation(uid));
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// Copy specified components over
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foreach (var compName in configuration.CopiedComponents)
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{
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if (!_compFact.TryGetRegistration(compName, out var reg)
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|| !EntityManager.TryGetComponent(uid, reg.Idx, out var comp))
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continue;
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var copy = _serialization.CreateCopy(comp, notNullableOverride: true);
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copy.Owner = child;
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AddComp(child, copy, true);
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}
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// Ensure the resulting entity is sentient (why? this sucks)
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MakeSentientCommand.MakeSentient(child, EntityManager);
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var polymorphedComp = _compFact.GetComponent<PolymorphedEntityComponent>();
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polymorphedComp.Parent = uid;
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polymorphedComp.Configuration = configuration;
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AddComp(child, polymorphedComp);
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var childXform = Transform(child);
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_transform.SetLocalRotation(child, targetTransformComp.LocalRotation, childXform);
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if (_container.TryGetContainingContainer((uid, targetTransformComp, null), out var cont))
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_container.Insert(child, cont);
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//Transfers all damage from the original to the new one
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if (configuration.TransferDamage &&
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TryComp<DamageableComponent>(child, out var damageParent) &&
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_mobThreshold.GetScaledDamage(uid, child, out var damage) &&
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damage != null)
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{
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_damageable.SetDamage(child, damageParent, damage);
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}
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if (configuration.Inventory == PolymorphInventoryChange.Transfer)
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{
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_inventory.TransferEntityInventories(uid, child);
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foreach (var hand in _hands.EnumerateHeld(uid))
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{
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_hands.TryDrop(uid, hand, checkActionBlocker: false);
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_hands.TryPickupAnyHand(child, hand);
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}
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}
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else if (configuration.Inventory == PolymorphInventoryChange.Drop)
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{
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if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
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{
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while (enumerator.MoveNext(out var slot))
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{
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_inventory.TryUnequip(uid, slot.ID, true, true);
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}
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}
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foreach (var held in _hands.EnumerateHeld(uid))
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{
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_hands.TryDrop(uid, held);
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}
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}
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if (configuration.TransferName && TryComp<MetaDataComponent>(uid, out var targetMeta))
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_metaData.SetEntityName(child, targetMeta.EntityName);
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if (configuration.TransferHumanoidAppearance)
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{
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_humanoid.CloneAppearance(uid, child);
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}
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if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
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_mindSystem.TransferTo(mindId, child, mind: mind);
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//Ensures a map to banish the entity to
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EnsurePausedMap();
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if (PausedMap != null)
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_transform.SetParent(uid, targetTransformComp, PausedMap.Value);
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return child;
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}
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/// <summary>
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/// Reverts a polymorphed entity back into its original form
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/// </summary>
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/// <param name="uid">The entityuid of the entity being reverted</param>
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/// <param name="component"></param>
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public EntityUid? Revert(Entity<PolymorphedEntityComponent?> ent)
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{
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var (uid, component) = ent;
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if (!Resolve(ent, ref component))
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return null;
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if (Deleted(uid))
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return null;
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var parent = component.Parent;
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if (Deleted(parent))
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return null;
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var uidXform = Transform(uid);
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var parentXform = Transform(parent);
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_transform.SetParent(parent, parentXform, uidXform.ParentUid);
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_transform.SetCoordinates(parent, parentXform, uidXform.Coordinates, uidXform.LocalRotation);
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if (component.Configuration.TransferDamage &&
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TryComp<DamageableComponent>(parent, out var damageParent) &&
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_mobThreshold.GetScaledDamage(uid, parent, out var damage) &&
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damage != null)
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{
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_damageable.SetDamage(parent, damageParent, damage);
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}
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if (component.Configuration.Inventory == PolymorphInventoryChange.Transfer)
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{
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_inventory.TransferEntityInventories(uid, parent);
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foreach (var held in _hands.EnumerateHeld(uid))
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{
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_hands.TryDrop(uid, held);
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_hands.TryPickupAnyHand(parent, held, checkActionBlocker: false);
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}
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}
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else if (component.Configuration.Inventory == PolymorphInventoryChange.Drop)
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{
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if (_inventory.TryGetContainerSlotEnumerator(uid, out var enumerator))
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{
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while (enumerator.MoveNext(out var slot))
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{
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_inventory.TryUnequip(uid, slot.ID);
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}
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}
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foreach (var held in _hands.EnumerateHeld(uid))
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{
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_hands.TryDrop(uid, held);
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}
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}
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if (_mindSystem.TryGetMind(uid, out var mindId, out var mind))
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_mindSystem.TransferTo(mindId, parent, mind: mind);
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if (TryComp<PolymorphableComponent>(parent, out var polymorphableComponent))
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polymorphableComponent.LastPolymorphEnd = _gameTiming.CurTime;
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// if an item polymorph was picked up, put it back down after reverting
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_transform.AttachToGridOrMap(parent, parentXform);
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_popup.PopupEntity(Loc.GetString("polymorph-revert-popup-generic",
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("parent", Identity.Entity(uid, EntityManager)),
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("child", Identity.Entity(parent, EntityManager))),
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parent);
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QueueDel(uid);
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return parent;
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}
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/// <summary>
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/// Creates a sidebar action for an entity to be able to polymorph at will
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/// </summary>
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/// <param name="id">The string of the id of the polymorph action</param>
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/// <param name="target">The entity that will be gaining the action</param>
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public void CreatePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
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{
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target.Comp.PolymorphActions ??= new();
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if (target.Comp.PolymorphActions.ContainsKey(id))
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return;
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if (!_proto.TryIndex(id, out var polyProto))
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return;
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var entProto = _proto.Index(polyProto.Configuration.Entity);
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EntityUid? actionId = default!;
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if (!_actions.AddAction(target, ref actionId, RevertPolymorphId, target))
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return;
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target.Comp.PolymorphActions.Add(id, actionId.Value);
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var metaDataCache = MetaData(actionId.Value);
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_metaData.SetEntityName(actionId.Value, Loc.GetString("polymorph-self-action-name", ("target", entProto.Name)), metaDataCache);
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_metaData.SetEntityDescription(actionId.Value, Loc.GetString("polymorph-self-action-description", ("target", entProto.Name)), metaDataCache);
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if (!_actions.TryGetActionData(actionId, out var baseAction))
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return;
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baseAction.Icon = new SpriteSpecifier.EntityPrototype(polyProto.Configuration.Entity);
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if (baseAction is InstantActionComponent action)
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action.Event = new PolymorphActionEvent(id);
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}
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public void RemovePolymorphAction(ProtoId<PolymorphPrototype> id, Entity<PolymorphableComponent> target)
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{
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if (target.Comp.PolymorphActions == null)
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return;
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if (target.Comp.PolymorphActions.TryGetValue(id, out var val))
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_actions.RemoveAction(target, val);
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}
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}
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