Files
wwdpublic/Content.Shared/DoAfter/SharedDoAfterSystem.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

405 lines
15 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Threading.Tasks;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Hands.Components;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Systems;
using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.DoAfter;
public abstract partial class SharedDoAfterSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
/// <summary>
/// We'll use an excess time so stuff like finishing effects can show.
/// </summary>
private static readonly TimeSpan ExcessTime = TimeSpan.FromSeconds(0.5f);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DoAfterComponent, DamageChangedEvent>(OnDamage);
SubscribeLocalEvent<DoAfterComponent, EntityUnpausedEvent>(OnUnpaused);
SubscribeLocalEvent<DoAfterComponent, MobStateChangedEvent>(OnStateChanged);
SubscribeLocalEvent<DoAfterComponent, ComponentGetState>(OnDoAfterGetState);
SubscribeLocalEvent<DoAfterComponent, ComponentHandleState>(OnDoAfterHandleState);
}
private void OnUnpaused(EntityUid uid, DoAfterComponent component, ref EntityUnpausedEvent args)
{
foreach (var doAfter in component.DoAfters.Values)
{
doAfter.StartTime += args.PausedTime;
if (doAfter.CancelledTime != null)
doAfter.CancelledTime = doAfter.CancelledTime.Value + args.PausedTime;
}
Dirty(uid, component);
}
private void OnStateChanged(EntityUid uid, DoAfterComponent component, MobStateChangedEvent args)
{
// Original code
/*if (args.NewMobState != MobState.Dead || args.NewMobState != MobState.Critical) // comment block of shame
return;*/
if (_mobState.IsIncapacitated(uid))
{
foreach (var doAfter in component.DoAfters.Values)
{
InternalCancel(doAfter, component);
}
Dirty(uid, component);
}
}
/// <summary>
/// Cancels DoAfter if it breaks on damage and it meets the threshold
/// </summary>
private void OnDamage(EntityUid uid, DoAfterComponent component, DamageChangedEvent args)
{
// If we're applying state then let the server state handle the do_after prediction.
// This is to avoid scenarios where a do_after is erroneously cancelled on the final tick.
if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState
|| args.DamageDelta.DamageDict.ContainsKey("Radiation")) //Sanity check so people can crowbar doors open to flee from Lord Singuloth
return;
var delta = args.DamageDelta.GetTotal();
var dirty = false;
foreach (var doAfter in component.DoAfters.Values)
{
if (doAfter.Args.BreakOnDamage && delta >= doAfter.Args.DamageThreshold)
{
InternalCancel(doAfter, component);
dirty = true;
}
}
if (dirty)
Dirty(uid, component);
}
private void RaiseDoAfterEvents(DoAfter doAfter, DoAfterComponent component)
{
var ev = doAfter.Args.Event;
ev.Handled = false;
ev.Repeat = false;
ev.DoAfter = doAfter;
if (Exists(doAfter.Args.EventTarget))
RaiseLocalEvent(doAfter.Args.EventTarget.Value, (object)ev, doAfter.Args.Broadcast);
else if (doAfter.Args.Broadcast)
RaiseLocalEvent((object)ev);
if (component.AwaitedDoAfters.Remove(doAfter.Index, out var tcs))
tcs.SetResult(doAfter.Cancelled ? DoAfterStatus.Cancelled : DoAfterStatus.Finished);
}
private void OnDoAfterGetState(EntityUid uid, DoAfterComponent comp, ref ComponentGetState args)
{
args.State = new DoAfterComponentState(EntityManager, comp);
}
private void OnDoAfterHandleState(EntityUid uid, DoAfterComponent comp, ref ComponentHandleState args)
{
if (args.Current is not DoAfterComponentState state)
return;
// Note that the client may have correctly predicted the creation of a do-after, but that doesn't guarantee that
// the contents of the do-after data are correct. So this just takes the brute force approach and completely
// overwrites the state.
comp.DoAfters.Clear();
foreach (var (id, doAfter) in state.DoAfters)
{
var newDoAfter = new DoAfter(EntityManager, doAfter);
comp.DoAfters.Add(id, newDoAfter);
// Networking yay (if you have an easier way dear god please).
newDoAfter.UserPosition = EnsureCoordinates<DoAfterComponent>(newDoAfter.NetUserPosition, uid);
newDoAfter.InitialItem = EnsureEntity<DoAfterComponent>(newDoAfter.NetInitialItem, uid);
var doAfterArgs = newDoAfter.Args;
doAfterArgs.Target = EnsureEntity<DoAfterComponent>(doAfterArgs.NetTarget, uid);
doAfterArgs.Used = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUsed, uid);
doAfterArgs.User = EnsureEntity<DoAfterComponent>(doAfterArgs.NetUser, uid);
doAfterArgs.EventTarget = EnsureEntity<DoAfterComponent>(doAfterArgs.NetEventTarget, uid);
doAfterArgs.ShowTo = EnsureEntity<DoAfterComponent>(doAfterArgs.NetShowTo, uid); // Goobstation - Show doAfter popup to another entity
}
comp.NextId = state.NextId;
DebugTools.Assert(!comp.DoAfters.ContainsKey(comp.NextId));
if (comp.DoAfters.Count == 0)
RemCompDeferred<ActiveDoAfterComponent>(uid);
else
EnsureComp<ActiveDoAfterComponent>(uid);
}
#region Creation
/// <summary>
/// Tasks that are delayed until the specified time has passed
/// These can be potentially cancelled by the user moving or when other things happen.
/// </summary>
// TODO remove this, as well as AwaitedDoAfterEvent and DoAfterComponent.AwaitedDoAfters
[Obsolete("Use the synchronous version instead.")]
public async Task<DoAfterStatus> WaitDoAfter(DoAfterArgs doAfter, DoAfterComponent? component = null)
{
if (!Resolve(doAfter.User, ref component))
return DoAfterStatus.Cancelled;
if (!TryStartDoAfter(doAfter, out var id, component))
return DoAfterStatus.Cancelled;
if (doAfter.Delay <= TimeSpan.Zero)
{
Log.Warning("Awaited instant DoAfters are not supported fully supported");
return DoAfterStatus.Finished;
}
var tcs = new TaskCompletionSource<DoAfterStatus>();
component.AwaitedDoAfters.Add(id.Value.Index, tcs);
return await tcs.Task;
}
/// <summary>
/// Attempts to start a new DoAfter. Note that even if this function returns true, an interaction may have
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
/// </summary>
/// <param name="args">The DoAfter arguments</param>
/// <param name="component">The user's DoAfter component</param>
/// <returns></returns>
public bool TryStartDoAfter(DoAfterArgs args, DoAfterComponent? component = null)
=> TryStartDoAfter(args, out _, component);
/// <summary>
/// Attempts to start a new DoAfter. Note that even if this function returns false, an interaction may have
/// occured, as starting a duplicate DoAfter may cancel currently running DoAfters.
/// </summary>
/// <param name="args">The DoAfter arguments</param>
/// <param name="id">The Id of the newly started DoAfter</param>
/// <param name="comp">The user's DoAfter component</param>
/// <returns></returns>
public bool TryStartDoAfter(DoAfterArgs args, [NotNullWhen(true)] out DoAfterId? id, DoAfterComponent? comp = null)
{
DebugTools.Assert(args.Broadcast || Exists(args.EventTarget) || args.Event.GetType() == typeof(AwaitedDoAfterEvent));
DebugTools.Assert(args.Event.GetType().HasCustomAttribute<NetSerializableAttribute>()
|| args.Event.GetType().Namespace is {} ns && ns.StartsWith("Content.IntegrationTests"), // classes defined in tests cannot be marked as serializable.
$"Do after event is not serializable. Event: {args.Event.GetType()}");
if (!Resolve(args.User, ref comp))
{
Log.Error($"Attempting to start a doAfter with invalid user: {ToPrettyString(args.User)}.");
id = null;
return false;
}
// Duplicate blocking & cancellation.
if (!ProcessDuplicates(args, comp))
{
id = null;
return false;
}
id = new DoAfterId(args.User, comp.NextId++);
var doAfter = new DoAfter(id.Value.Index, args, GameTiming.CurTime);
// Networking yay
args.NetTarget = GetNetEntity(args.Target);
args.NetUsed = GetNetEntity(args.Used);
args.NetUser = GetNetEntity(args.User);
args.NetEventTarget = GetNetEntity(args.EventTarget);
if (args.BreakOnMove)
doAfter.UserPosition = Transform(args.User).Coordinates;
if (args.Target != null && args.BreakOnMove)
{
var targetPosition = Transform(args.Target.Value).Coordinates;
doAfter.UserPosition.TryDistance(EntityManager, targetPosition, out doAfter.TargetDistance);
}
doAfter.NetUserPosition = GetNetCoordinates(doAfter.UserPosition);
// For this we need to stay on the same hand slot and need the same item in that hand slot
// (or if there is no item there we need to keep it free).
if (args.NeedHand && args.BreakOnHandChange)
{
if (!TryComp(args.User, out HandsComponent? handsComponent))
return false;
doAfter.InitialHand = handsComponent.ActiveHand?.Name;
doAfter.InitialItem = handsComponent.ActiveHandEntity;
}
doAfter.NetInitialItem = GetNetEntity(doAfter.InitialItem);
// Initial checks
if (ShouldCancel(doAfter, GetEntityQuery<TransformComponent>(), GetEntityQuery<HandsComponent>()))
return false;
if (args.AttemptFrequency == AttemptFrequency.StartAndEnd && !TryAttemptEvent(doAfter))
return false;
// TODO DO AFTER
// Why does this tag exist? Just make this a bool on the component?
if (args.Delay <= TimeSpan.Zero || _tag.HasTag(args.User, "InstantDoAfters"))
{
RaiseDoAfterEvents(doAfter, comp);
// We don't store instant do-afters. This is just a lazy way of hiding them from client-side visuals.
return true;
}
comp.DoAfters.Add(doAfter.Index, doAfter);
EnsureComp<ActiveDoAfterComponent>(args.User);
Dirty(args.User, comp);
args.Event.DoAfter = doAfter;
return true;
}
/// <summary>
/// Cancel any applicable duplicate DoAfters and return whether or not the new DoAfter should be created.
/// </summary>
private bool ProcessDuplicates(DoAfterArgs args, DoAfterComponent component)
{
var blocked = false;
foreach (var existing in component.DoAfters.Values)
{
if (existing.Cancelled || existing.Completed)
continue;
if (!IsDuplicate(existing.Args, args))
continue;
blocked = blocked | args.BlockDuplicate | existing.Args.BlockDuplicate;
if (args.CancelDuplicate || existing.Args.CancelDuplicate)
Cancel(args.User, existing.Index, component);
}
return !blocked;
}
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs)
{
if (IsDuplicate(args, otherArgs, args.DuplicateCondition))
return true;
if (args.DuplicateCondition == otherArgs.DuplicateCondition)
return false;
return IsDuplicate(args, otherArgs, otherArgs.DuplicateCondition);
}
private bool IsDuplicate(DoAfterArgs args, DoAfterArgs otherArgs, DuplicateConditions conditions )
{
if ((conditions & DuplicateConditions.SameTarget) != 0
&& args.Target != otherArgs.Target)
{
return false;
}
if ((conditions & DuplicateConditions.SameTool) != 0
&& args.Used != otherArgs.Used)
{
return false;
}
if ((conditions & DuplicateConditions.SameEvent) != 0
&& args.Event.GetType() != otherArgs.Event.GetType())
{
return false;
}
return true;
}
#endregion
#region Cancellation
/// <summary>
/// Cancels an active DoAfter.
/// </summary>
public void Cancel(DoAfterId? id, DoAfterComponent? comp = null)
{
if (id != null)
Cancel(id.Value.Uid, id.Value.Index, comp);
}
/// <summary>
/// Cancels an active DoAfter.
/// </summary>
public void Cancel(EntityUid entity, ushort id, DoAfterComponent? comp = null)
{
if (!Resolve(entity, ref comp, false))
return;
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
{
Log.Error($"Attempted to cancel do after with an invalid id ({id}) on entity {ToPrettyString(entity)}");
return;
}
InternalCancel(doAfter, comp);
Dirty(entity, comp);
}
private void InternalCancel(DoAfter doAfter, DoAfterComponent component)
{
if (doAfter.Cancelled || doAfter.Completed)
return;
// Caller is responsible for dirtying the component.
doAfter.CancelledTime = GameTiming.CurTime;
RaiseDoAfterEvents(doAfter, component);
}
#endregion
#region Query
/// <summary>
/// Returns the current status of a DoAfter
/// </summary>
public DoAfterStatus GetStatus(DoAfterId? id, DoAfterComponent? comp = null)
{
if (id != null)
return GetStatus(id.Value.Uid, id.Value.Index, comp);
else
return DoAfterStatus.Invalid;
}
/// <summary>
/// Returns the current status of a DoAfter
/// </summary>
public DoAfterStatus GetStatus(EntityUid entity, ushort id, DoAfterComponent? comp = null)
{
if (!Resolve(entity, ref comp, false))
return DoAfterStatus.Invalid;
if (!comp.DoAfters.TryGetValue(id, out var doAfter))
return DoAfterStatus.Invalid;
if (doAfter.Cancelled)
return DoAfterStatus.Cancelled;
if (!doAfter.Completed)
return DoAfterStatus.Running;
// Theres the chance here that the DoAfter hasn't actually finished yet if the system's update hasn't run yet.
// This would also mean the post-DoAfter checks haven't run yet. But whatever, I can't be bothered tracking and
// networking whether a do-after has raised its events or not.
return DoAfterStatus.Finished;
}
#endregion
}