mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-23 16:48:10 +03:00
# 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)
349 lines
13 KiB
C#
349 lines
13 KiB
C#
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Interaction.Events;
|
|
using Content.Shared.Inventory.Events;
|
|
using Content.Shared.Item;
|
|
using Content.Shared.Bed.Sleep;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Mobs;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Movement.Events;
|
|
using Content.Shared.Movement.Systems;
|
|
using Content.Shared.Standing;
|
|
using Content.Shared.StatusEffect;
|
|
using Content.Shared.Throwing;
|
|
using Content.Shared.Whitelist;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Events;
|
|
using Robust.Shared.Physics.Systems;
|
|
|
|
namespace Content.Shared.Stunnable;
|
|
|
|
public abstract class SharedStunSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IComponentFactory _componentFactory = default!;
|
|
|
|
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
|
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
|
|
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
|
|
[Dependency] private readonly StandingStateSystem _standingState = default!;
|
|
[Dependency] private readonly StatusEffectsSystem _statusEffect = default!;
|
|
[Dependency] private readonly SharedLayingDownSystem _layingDown = default!;
|
|
[Dependency] private readonly SharedContainerSystem _container = default!;
|
|
|
|
/// <summary>
|
|
/// Friction modifier for knocked down players.
|
|
/// Doesn't make them faster but makes them slow down... slower.
|
|
/// </summary>
|
|
public const float KnockDownModifier = 0.4f;
|
|
|
|
public override void Initialize()
|
|
{
|
|
SubscribeLocalEvent<KnockedDownComponent, ComponentInit>(OnKnockInit);
|
|
SubscribeLocalEvent<KnockedDownComponent, ComponentShutdown>(OnKnockShutdown);
|
|
SubscribeLocalEvent<KnockedDownComponent, StandAttemptEvent>(OnStandAttempt);
|
|
|
|
SubscribeLocalEvent<SlowedDownComponent, ComponentInit>(OnSlowInit);
|
|
SubscribeLocalEvent<SlowedDownComponent, ComponentShutdown>(OnSlowRemove);
|
|
|
|
SubscribeLocalEvent<StunnedComponent, ComponentStartup>(UpdateCanMove);
|
|
SubscribeLocalEvent<StunnedComponent, ComponentShutdown>(UpdateCanMove);
|
|
|
|
SubscribeLocalEvent<StunOnContactComponent, ComponentStartup>(OnStunOnContactStartup);
|
|
SubscribeLocalEvent<StunOnContactComponent, StartCollideEvent>(OnStunOnContactCollide);
|
|
|
|
// helping people up if they're knocked down
|
|
SubscribeLocalEvent<KnockedDownComponent, InteractHandEvent>(OnInteractHand);
|
|
SubscribeLocalEvent<SlowedDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
|
|
|
|
SubscribeLocalEvent<KnockedDownComponent, TileFrictionEvent>(OnKnockedTileFriction);
|
|
|
|
// Attempt event subscriptions.
|
|
SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnAttemptInteract);
|
|
SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
|
|
SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
|
|
SubscribeLocalEvent<MobStateComponent, MobStateChangedEvent>(OnMobStateChanged);
|
|
}
|
|
|
|
private void OnAttemptInteract(Entity<StunnedComponent> ent, ref InteractionAttemptEvent args)
|
|
{
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnMobStateChanged(EntityUid uid, MobStateComponent component, MobStateChangedEvent args)
|
|
{
|
|
if (!TryComp<StatusEffectsComponent>(uid, out var status))
|
|
return;
|
|
|
|
switch (args.NewMobState)
|
|
{
|
|
case MobState.Alive:
|
|
break;
|
|
// case MobState.SoftCritical:
|
|
case MobState.Critical:
|
|
{
|
|
_statusEffect.TryRemoveStatusEffect(uid, "Stun");
|
|
break;
|
|
}
|
|
case MobState.Dead:
|
|
{
|
|
_statusEffect.TryRemoveStatusEffect(uid, "Stun");
|
|
break;
|
|
}
|
|
case MobState.Invalid:
|
|
default:
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
private void UpdateCanMove(EntityUid uid, StunnedComponent component, EntityEventArgs args)
|
|
{
|
|
_blocker.UpdateCanMove(uid);
|
|
}
|
|
|
|
private void OnStunOnContactStartup(Entity<StunOnContactComponent> ent, ref ComponentStartup args)
|
|
{
|
|
if (TryComp<PhysicsComponent>(ent, out var body))
|
|
_broadphase.RegenerateContacts(ent, body);
|
|
}
|
|
|
|
private void OnStunOnContactCollide(Entity<StunOnContactComponent> ent, ref StartCollideEvent args)
|
|
{
|
|
if (args.OurFixtureId != ent.Comp.FixtureId)
|
|
return;
|
|
|
|
if (_entityWhitelist.IsBlacklistPass(ent.Comp.Blacklist, args.OtherEntity))
|
|
return;
|
|
|
|
if (!TryComp<StatusEffectsComponent>(args.OtherEntity, out var status))
|
|
return;
|
|
|
|
TryStun(args.OtherEntity, ent.Comp.Duration, true, status);
|
|
TryKnockdown(args.OtherEntity, ent.Comp.Duration, true, status);
|
|
}
|
|
|
|
private void OnKnockInit(EntityUid uid, KnockedDownComponent component, ComponentInit args)
|
|
{
|
|
RaiseNetworkEvent(new CheckAutoGetUpEvent(GetNetEntity(uid)));
|
|
_layingDown.TryLieDown(uid, null, null, component.DropHeldItemsBehavior); // WD EDIT
|
|
}
|
|
|
|
private void OnKnockShutdown(EntityUid uid, KnockedDownComponent component, ComponentShutdown args)
|
|
{
|
|
if (!TryComp(uid, out StandingStateComponent? standing))
|
|
return;
|
|
|
|
if (TryComp(uid, out LayingDownComponent? layingDown))
|
|
{
|
|
if (layingDown.AutoGetUp && !_container.IsEntityInContainer(uid))
|
|
_layingDown.TryStandUp(uid, layingDown);
|
|
return;
|
|
}
|
|
|
|
_standingState.Stand(uid, standing);
|
|
}
|
|
|
|
private void OnStandAttempt(EntityUid uid, KnockedDownComponent component, StandAttemptEvent args)
|
|
{
|
|
if (component.LifeStage <= ComponentLifeStage.Running)
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnSlowInit(EntityUid uid, SlowedDownComponent component, ComponentInit args)
|
|
{
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
|
|
}
|
|
|
|
private void OnSlowRemove(EntityUid uid, SlowedDownComponent component, ComponentShutdown args)
|
|
{
|
|
component.SprintSpeedModifier = 1f;
|
|
component.WalkSpeedModifier = 1f;
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
|
|
}
|
|
|
|
private void OnRefreshMovespeed(EntityUid uid, SlowedDownComponent component, RefreshMovementSpeedModifiersEvent args)
|
|
{
|
|
args.ModifySpeed(component.WalkSpeedModifier, component.SprintSpeedModifier);
|
|
}
|
|
|
|
// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
|
|
|
|
/// <summary>
|
|
/// Stuns the entity, disallowing it from doing many interactions temporarily.
|
|
/// </summary>
|
|
public bool TryStun(EntityUid uid, TimeSpan time, bool refresh,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (time <= TimeSpan.Zero
|
|
|| !Resolve(uid, ref status, false)
|
|
|| !_statusEffect.TryAddStatusEffect<StunnedComponent>(uid, "Stun", time, refresh))
|
|
return false;
|
|
|
|
var ev = new StunnedEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} stunned for {time.Seconds} seconds");
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Knocks down the entity, making it fall to the ground.
|
|
/// </summary>
|
|
public bool TryKnockdown(EntityUid uid, TimeSpan time, bool refresh, DropHeldItemsBehavior behavior,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (time <= TimeSpan.Zero || !Resolve(uid, ref status, false))
|
|
return false;
|
|
|
|
var component = _componentFactory.GetComponent<KnockedDownComponent>();
|
|
component.DropHeldItemsBehavior = behavior;
|
|
if (!_statusEffect.TryAddStatusEffect(uid, "KnockedDown", time, refresh, component))
|
|
return false;
|
|
|
|
var ev = new KnockedDownEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Knocks down the entity, making it fall to the ground.
|
|
/// </summary>
|
|
public bool TryKnockdown(EntityUid uid, TimeSpan time, bool refresh,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (time <= TimeSpan.Zero
|
|
|| !Resolve(uid, ref status, false)
|
|
|| !_statusEffect.TryAddStatusEffect<KnockedDownComponent>(uid, "KnockedDown", time, refresh))
|
|
return false;
|
|
|
|
var ev = new KnockedDownEvent();
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies knockdown and stun to the entity temporarily.
|
|
/// </summary>
|
|
public bool TryParalyze(EntityUid uid, TimeSpan time, bool refresh,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false))
|
|
return false;
|
|
|
|
return TryKnockdown(uid, time, refresh, status) && TryStun(uid, time, refresh, status);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Slows down the mob's walking/running speed temporarily
|
|
/// </summary>
|
|
public bool TrySlowdown(EntityUid uid, TimeSpan time, bool refresh,
|
|
float walkSpeedMultiplier = 1f, float runSpeedMultiplier = 1f,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false)
|
|
|| time <= TimeSpan.Zero)
|
|
return false;
|
|
|
|
if (_statusEffect.TryAddStatusEffect<SlowedDownComponent>(uid, "SlowedDown", time, refresh, status))
|
|
{
|
|
var slowed = Comp<SlowedDownComponent>(uid);
|
|
// Doesn't make much sense to have the "TrySlowdown" method speed up entities now does it?
|
|
walkSpeedMultiplier = Math.Clamp(walkSpeedMultiplier, 0f, 1f);
|
|
runSpeedMultiplier = Math.Clamp(runSpeedMultiplier, 0f, 1f);
|
|
|
|
slowed.WalkSpeedModifier *= walkSpeedMultiplier;
|
|
slowed.SprintSpeedModifier *= runSpeedMultiplier;
|
|
|
|
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void OnInteractHand(EntityUid uid, KnockedDownComponent knocked, InteractHandEvent args)
|
|
{
|
|
if (args.Handled || knocked.HelpTimer > 0f
|
|
|| HasComp<SleepingComponent>(uid))
|
|
return;
|
|
|
|
// Set it to half the help interval so helping is actually useful...
|
|
knocked.HelpTimer = knocked.HelpInterval / 2f;
|
|
|
|
_statusEffect.TryRemoveTime(uid, "KnockedDown", TimeSpan.FromSeconds(knocked.HelpInterval));
|
|
_audio.PlayPredicted(knocked.StunAttemptSound, uid, args.User);
|
|
Dirty(uid, knocked);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
private void OnKnockedTileFriction(EntityUid uid, KnockedDownComponent component, ref TileFrictionEvent args)
|
|
{
|
|
args.Modifier *= KnockDownModifier;
|
|
}
|
|
|
|
#region Attempt Event Handling
|
|
|
|
private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, UpdateCanMoveEvent args)
|
|
{
|
|
if (stunned.LifeStage > ComponentLifeStage.Running)
|
|
return;
|
|
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnAttempt(EntityUid uid, StunnedComponent stunned, CancellableEntityEventArgs args)
|
|
{
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, IsEquippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Equipee != uid)
|
|
return;
|
|
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, IsUnequippingAttemptEvent args)
|
|
{
|
|
// is this a self-equip, or are they being stripped?
|
|
if (args.Unequipee != uid)
|
|
return;
|
|
|
|
args.Cancel();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised directed on an entity when it is stunned.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct StunnedEvent;
|
|
|
|
/// <summary>
|
|
/// Raised directed on an entity when it is knocked down.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct KnockedDownEvent;
|