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Неработающее гавно
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Ivan Rubinov committed Jun 17, 2024
1 parent ddd3449 commit 18c8dfc
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Showing 14 changed files with 872 additions and 3 deletions.
1 change: 1 addition & 0 deletions Content.Client/Input/ContentContexts.cs
Original file line number Diff line number Diff line change
Expand Up @@ -81,6 +81,7 @@ public static void SetupContexts(IInputContextContainer contexts)
human.AddFunction(ContentKeyFunctions.Arcade1);
human.AddFunction(ContentKeyFunctions.Arcade2);
human.AddFunction(ContentKeyFunctions.Arcade3);
human.AddFunction(ContentKeyFunctions.LieDownStandUp);

// actions should be common (for ghosts, mobs, etc)
common.AddFunction(ContentKeyFunctions.OpenActionsMenu);
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1 change: 1 addition & 0 deletions Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -181,6 +181,7 @@ void AddCheckBox(string checkBoxName, bool currentState, Action<BaseButton.Butto
AddButton(ContentKeyFunctions.Drop);
AddButton(ContentKeyFunctions.ExamineEntity);
AddButton(ContentKeyFunctions.SwapHands);
AddButton(ContentKeyFunctions.LieDownStandUp);
AddButton(ContentKeyFunctions.MoveStoredItem);
AddButton(ContentKeyFunctions.RotateStoredItem);
AddButton(ContentKeyFunctions.SaveItemLocation);
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1 change: 1 addition & 0 deletions Content.Shared/Input/ContentKeyFunctions.cs
Original file line number Diff line number Diff line change
Expand Up @@ -56,6 +56,7 @@ public static class ContentKeyFunctions
public static readonly BoundKeyFunction ZoomOut = "ZoomOut";
public static readonly BoundKeyFunction ZoomIn = "ZoomIn";
public static readonly BoundKeyFunction ResetZoom = "ResetZoom";
public static readonly BoundKeyFunction LieDownStandUp = "LieDownStandUp";

public static readonly BoundKeyFunction ArcadeUp = "ArcadeUp";
public static readonly BoundKeyFunction ArcadeDown = "ArcadeDown";
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25 changes: 25 additions & 0 deletions Content.Shared/LieDown/LyingDownComponent.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,25 @@
using Content.Shared.Actions;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;

namespace Content.Shared.LieDown;

/// <summary>
/// Makes the target to lie down.
/// </summary>
[Access(typeof(SharedLieDownSystem))]
[RegisterComponent, NetworkedComponent()]
public sealed partial class LyingDownComponent : Component
{
/// <summary>
/// The action to lie down or stand up.
/// </summary>
[DataField("make-to-stand-up-action", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string? MakeToStandUpAction = "action-name-make-standup";
}

[Serializable, NetSerializable]
public sealed class ChangeStandingStateEvent : EntityEventArgs {}
167 changes: 167 additions & 0 deletions Content.Shared/LieDown/SharedLieDownSystem.cs
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@@ -0,0 +1,167 @@
using Content.Shared.Actions;
using Content.Shared.Examine;
using Content.Shared.IdentityManagement;
using Content.Shared.Input;
using Content.Shared.Interaction;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.Verbs;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Player;

namespace Content.Shared.LieDown
{
public class SharedLieDownSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actions = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;

public override void Initialize()
{
SubscribeLocalEvent<LyingDownComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<LyingDownComponent, GetVerbsEvent<AlternativeVerb>>(AddStandUpVerb);
SubscribeLocalEvent<LyingDownComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<LyingDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefresh);

SubscribeLocalEvent<LyingDownComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<LyingDownComponent, ComponentShutdown>(OnComponentShutdown);

// Bind keybinds to lie down action
SubscribeNetworkEvent<ChangeStandingStateEvent>(OnChangeAction);
CommandBinds.Builder
.Bind(ContentKeyFunctions.LieDownStandUp, InputCmdHandler.FromDelegate(ChangeLyingState))
.Register<SharedLieDownSystem>();
}

private void OnComponentShutdown(EntityUid uid, LyingDownComponent component, ComponentShutdown args)
{
SwitchActions(uid);
_movement.RefreshMovementSpeedModifiers(uid);
}

private void OnComponentStartup(EntityUid uid, LyingDownComponent component, ComponentStartup args)
{
SwitchActions(uid);
_movement.RefreshMovementSpeedModifiers(uid);
}

/// <summary>
/// Send an update event when player pressed keybind.
/// </summary>
private void ChangeLyingState(ICommonSession? session)
{
RaiseNetworkEvent(new ChangeStandingStateEvent());
}

/// <summary>
/// Process player event, that pressed keybind.
/// </summary>
private void OnChangeAction(ChangeStandingStateEvent msg, EntitySessionEventArgs args)
{
if (!args.SenderSession.AttachedEntity.HasValue)
return;

var uid = args.SenderSession.AttachedEntity.Value;
if (_standing.IsDown(uid))
{
TryStandUp(uid);
}
else
{
TryLieDown(uid);
}
}

/// <summary>
/// Update movement speed according to the lying state.
/// </summary>
private void OnRefresh(EntityUid uid, LyingDownComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (_standing.IsDown(uid))
{
args.ModifySpeed(0.4f, 0.4f);
}
else
{
args.ModifySpeed(1f, 1f);
}
}

/// <summary>
/// Change available to player actions.
/// </summary>
private void SwitchActions(EntityUid uid)
{
var standingComponent = Comp<StandingStateComponent>(uid);
_actions.AddAction(uid, ref standingComponent.ToggleActionEntity, standingComponent.ToggleAction);
}

/// <summary>
/// When interacting with a lying down person, add ability to make him stand up.
/// </summary>
private void OnInteractHand(EntityUid uid, LyingDownComponent component, InteractHandEvent args)
{
TryStandUp(args.Target);
}

/// <summary>
/// Add a verb to player menu to make him stand up.
/// </summary>
private void AddStandUpVerb(EntityUid uid, LyingDownComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanInteract || !args.CanAccess)
return;

if (args.Target == args.User)
return;

if (!_standing.IsDown(uid))
return;

AlternativeVerb verb = new()
{
Act = () =>
{
TryStandUp(uid);
},
Text = Loc.GetString(component.MakeToStandUpAction!),
Priority = 2
};

args.Verbs.Add(verb);
}

/// <summary>
/// If somebody examined a lying down person, add description.
/// </summary>
private void OnExamined(EntityUid uid, LyingDownComponent component, ExaminedEvent args)
{
if (args.IsInDetailsRange && _standing.IsDown(uid))
{
args.PushMarkup(Loc.GetString("lying-down-examined", ("target", Identity.Entity(uid, EntityManager))));
}
}

public void TryStandUp(EntityUid uid)
{
if (!_standing.IsDown(uid) || !_standing.Stand(uid))
return;

Logger.Debug("{uid} tried to stand up", uid);

RemCompDeferred<LyingDownComponent>(uid);
}

public void TryLieDown(EntityUid uid)
{
if (_standing.IsDown(uid) || !_standing.Down(uid, false, false))
return;

Logger.Debug("{uid} tried to lie down", uid);

EnsureComp<LyingDownComponent>(uid);
}
}
}
18 changes: 17 additions & 1 deletion Content.Shared/Standing/StandingStateComponent.cs
Original file line number Diff line number Diff line change
@@ -1,9 +1,12 @@
using Content.Shared.Actions;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;

namespace Content.Shared.Standing
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[RegisterComponent, NetworkedComponent(), AutoGenerateComponentState]
[Access(typeof(StandingStateSystem))]
public sealed partial class StandingStateComponent : Component
{
Expand All @@ -20,5 +23,18 @@ public sealed partial class StandingStateComponent : Component
/// </summary>
[DataField, AutoNetworkedField]
public List<string> ChangedFixtures = new();

[DataField]
public EntProtoId ToggleAction = "ActionToggleLieDown";

[DataField, AutoNetworkedField]
public EntityUid? ToggleActionEntity;


[DataField("IsDown"), AutoNetworkedField]
public bool IsDown = false;
}

public sealed partial class LieDownActionEvent : InstantActionEvent {}
public sealed partial class StandUpActionEvent : InstantActionEvent {}
}
39 changes: 39 additions & 0 deletions Content.Shared/Standing/StandingStateSystem.cs
Original file line number Diff line number Diff line change
@@ -1,4 +1,7 @@
using Content.Shared.Actions;
using Content.Shared.Hands.Components;
using Content.Shared.LieDown;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
using Content.Shared.Rotation;
using Robust.Shared.Audio;
Expand All @@ -13,18 +16,54 @@ 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 SharedActionsSystem _actions = default!;
[Dependency] private readonly SharedLieDownSystem _lieDown = 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 override void Initialize()
{
SubscribeLocalEvent<StandingStateComponent, ComponentStartup>(OnComponentInit);

SubscribeLocalEvent<StandingStateComponent, LieDownActionEvent>(OnLieDownAction);
SubscribeLocalEvent<StandingStateComponent, StandUpActionEvent>(OnStandUpAction);
}
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
{
if (!Resolve(uid, ref standingState, false))
return false;

if (HasComp<LyingDownComponent>(uid))
RemComp<LyingDownComponent>(uid);

return !standingState.Standing;
}

/// <summary>
/// When component is added to player, add an action.
/// </summary>
private void OnComponentInit(EntityUid uid, StandingStateComponent component, ComponentStartup args)
{
_actions.AddAction(uid, ref component.ToggleActionEntity, component.ToggleAction);
}

/// <summary>
/// Event that being risen on lie down attempt.
/// </summary>
private void OnLieDownAction(EntityUid uid, StandingStateComponent component, LieDownActionEvent args)
{
_lieDown.TryLieDown(uid);
}

/// <summary>
/// Event that being risen on stand up attempt.
/// </summary>
private void OnStandUpAction(EntityUid uid, StandingStateComponent component, StandUpActionEvent args)
{
_lieDown.TryStandUp(uid);
}

public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
StandingStateComponent? standingState = null,
AppearanceComponent? appearance = null,
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5 changes: 5 additions & 0 deletions Resources/Locale/en-US/actions/actions/lie-down.ftl
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@@ -0,0 +1,5 @@
action-name-liedown = Lie down
action-name-standup = Stand up
action-name-make-standup = Make to stand up
lying-down-examined = [color=lightblue]{CAPITALIZE(SUBJECT($target))} {CONJUGATE-BE($target)} is lying down.[/color]
ui-options-function-lie-down-stand-up = Lie on the ground
5 changes: 5 additions & 0 deletions Resources/Locale/ru-RU/actions/actions/lie-down.ftl
Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
action-name-liedown = Lie down
action-name-standup = Stand up
action-name-make-standup = Make to stand up
lying-down-examined = [color=lightblue]{CAPITALIZE(SUBJECT($target))} {CONJUGATE-BE($target)} is lying down.[/color]
ui-options-function-lie-down-stand-up = Lie on the ground
18 changes: 17 additions & 1 deletion Resources/Prototypes/Entities/Mobs/Species/base.yml
Original file line number Diff line number Diff line change
Expand Up @@ -174,6 +174,22 @@
- type: SleepEmitSound
- type: SSDIndicator
- type: StandingState
lie-down-action:
type: instantAction
id: LieDown
icon: Interface/Actions/lie-down-state.png
name: action-name-liedown
itemIconStyle: NoItem
event: !type:LieDownActionEvent
checkCanInteract: true
stand-up-action:
type: instantAction
id: StandUp
icon: Interface/Actions/stand-up-state.png
name: action-name-standup
itemIconStyle: NoItem
event: !type:StandUpActionEvent
checkCanInteract: true
- type: Fingerprint
- type: Dna
- type: MindContainer
Expand Down Expand Up @@ -216,7 +232,7 @@
- type: MobPrice
price: 1500 # Kidnapping a living person and selling them for cred is a good move.
deathPenalty: 0.01 # However they really ought to be living and intact, otherwise they're worth 100x less.
- type: CanEscapeInventory # Carrying system from nyanotrasen.
- type: CanEscapeInventory # Carrying system from nyanotrasen.
- type: Tag
tags:
- CanPilot
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6 changes: 5 additions & 1 deletion Resources/keybinds.yml
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
version: 1 # Not used right now, whatever.
version: 1 # Not used right now, whatever.
binds:
- function: UIClick
type: State
Expand Down Expand Up @@ -120,6 +120,10 @@ binds:
type: State
mod1: Shift
key: Num9
- function: LieDownStandUp
type: State
key: Z
mod1: Shift
- function: FocusOOCWindow
type: State
key: LBracket
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