Files
wwdpublic/Content.Shared/Standing/StandingStateSystem.cs
gluesniffler ed3ca940b8 Draw Depth Fixes For Downed Entities (#1017)
# Description

Fixed some logic issues on downed entities, as beds and being carried
would change their draw depth to a SmallMobs without setting it back
appropriately.

---

# Changelog

🆑 Mocho
- fix: Fixed downed entities having their draw depth set incorrectly
after being picked up, or laying on a bed.
2024-10-19 13:36:41 +07:00

174 lines
6.7 KiB
C#

using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.CCVar;
using Content.Shared.Hands.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Rotation;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
namespace Content.Shared.Standing;
public sealed class StandingStateSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;
return standingState.CurrentState is StandingState.Lying or StandingState.GettingUp;
}
public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
HandsComponent? hands = null,
bool setDrawDepth = false)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, ref hands, false);
if (standingState.CurrentState is StandingState.Lying or StandingState.GettingUp)
return true;
// This is just to avoid most callers doing this manually saving boilerplate
// 99% of the time you'll want to drop items but in some scenarios (e.g. buckling) you don't want to.
// We do this BEFORE downing because something like buckle may be blocking downing but we want to drop hand items anyway
// and ultimately this is just to avoid boilerplate in Down callers + keep their behavior consistent.
if (dropHeldItems && hands != null)
RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
if (TryComp(uid, out BuckleComponent? buckle) && buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle))
return false;
var msg = new DownAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
standingState.CurrentState = StandingState.Lying;
Dirty(standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
// Raising this event will lower the entity's draw depth to the same as a small mob.
if (_config.GetCVar(CCVars.CrawlUnderTables) && setDrawDepth)
RaiseNetworkEvent(new DrawDownedEvent(GetNetEntity(uid)));
// Seemed like the best place to put it
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
// Change collision masks to allow going under certain entities like flaps and tables
if (TryComp(uid, out FixturesComponent? fixtureComponent))
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
continue;
standingState.ChangedFixtures.Add(key);
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
}
// check if component was just added or streamed to client
// if true, no need to play sound - mob was down before player could seen that
if (standingState.LifeStage <= ComponentLifeStage.Starting)
return true;
if (playSound)
_audio.PlayPredicted(standingState.DownSound, uid, null);
_movement.RefreshMovementSpeedModifiers(uid);
return true;
}
public bool Stand(EntityUid uid,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
bool force = false)
{
// TODO: This should actually log missing comps...
if (!Resolve(uid, ref standingState, false))
return false;
// Optional component.
Resolve(uid, ref appearance, false);
if (standingState.CurrentState is StandingState.Standing
|| TryComp(uid, out BuckleComponent? buckle)
&& buckle.Buckled && !_buckle.TryUnbuckle(uid, uid, buckleComp: buckle))
return true;
if (!force)
{
var msg = new StandAttemptEvent();
RaiseLocalEvent(uid, msg, false);
if (msg.Cancelled)
return false;
}
standingState.CurrentState = StandingState.Standing;
Dirty(uid, standingState);
RaiseLocalEvent(uid, new StoodEvent(), false);
// Raising this event will increase the entity's draw depth to a normal mob's.
if (_config.GetCVar(CCVars.CrawlUnderTables))
RaiseNetworkEvent(new DrawStoodEvent(GetNetEntity(uid)));
_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var key in standingState.ChangedFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
}
}
standingState.ChangedFixtures.Clear();
_movement.RefreshMovementSpeedModifiers(uid);
return true;
}
}
public sealed class DropHandItemsEvent : EventArgs { }
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs { }
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs { }
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs { }
/// <summary>
/// Raised when an entity is not standing
/// </summary>
public sealed class DownedEvent : EntityEventArgs { }