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[Port] Lying Down System / Система Лежания (#2)
* add: White lay down * fix: rotation * fix * fix: rotation * fix
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@@ -0,0 +1,82 @@ | ||
using Content.Shared._White.Standing; | ||
using Content.Shared.Buckle; | ||
using Content.Shared.Rotation; | ||
using Content.Shared.Standing; | ||
using Robust.Client.GameObjects; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Timing; | ||
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namespace Content.Client._White.Standing; | ||
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public sealed class LayingDownSystem : SharedLayingDownSystem | ||
{ | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
[Dependency] private readonly IEyeManager _eyeManager = default!; | ||
[Dependency] private readonly StandingStateSystem _standing = default!; | ||
[Dependency] private readonly AnimationPlayerSystem _animation = default!; | ||
[Dependency] private readonly SharedBuckleSystem _buckle = default!; | ||
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public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
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SubscribeLocalEvent<LayingDownComponent, MoveEvent>(OnMovementInput); | ||
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SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp); | ||
} | ||
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private void OnMovementInput(EntityUid uid, LayingDownComponent component, MoveEvent args) | ||
{ | ||
if (!_timing.IsFirstTimePredicted) | ||
return; | ||
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if (!_standing.IsDown(uid)) | ||
return; | ||
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if (_buckle.IsBuckled(uid)) | ||
return; | ||
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if (_animation.HasRunningAnimation(uid, "rotate")) | ||
return; | ||
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if (!TryComp<TransformComponent>(uid, out var transform) | ||
|| !TryComp<SpriteComponent>(uid, out var sprite) | ||
|| !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals)) | ||
{ | ||
return; | ||
} | ||
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var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation)); | ||
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if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North) | ||
{ | ||
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270); | ||
sprite.Rotation = Angle.FromDegrees(270); | ||
return; | ||
} | ||
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rotationVisuals.HorizontalRotation = Angle.FromDegrees(90); | ||
sprite.Rotation = Angle.FromDegrees(90); | ||
} | ||
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private void OnCheckAutoGetUp(CheckAutoGetUpEvent ev, EntitySessionEventArgs args) | ||
{ | ||
if (!_timing.IsFirstTimePredicted) | ||
return; | ||
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var uid = GetEntity(ev.User); | ||
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if (!TryComp<TransformComponent>(uid, out var transform) || !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals)) | ||
return; | ||
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var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation)); | ||
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if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North) | ||
{ | ||
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270); | ||
return; | ||
} | ||
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rotationVisuals.HorizontalRotation = Angle.FromDegrees(90); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,101 +1,28 @@ | ||
using Content.Shared.ActionBlocker; | ||
using Content.Shared.Input; | ||
using Content.Shared.Movement.Systems; | ||
using Content.Shared.Popups; | ||
using Content.Shared.Standing; | ||
using Robust.Shared.Input.Binding; | ||
using Robust.Shared.Player; | ||
using Robust.Shared.Timing; | ||
using Content.Shared._White; | ||
using Content.Shared._White.Standing; | ||
using Robust.Shared.Configuration; | ||
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namespace Content.Server.Standing; | ||
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/// <remarks>Unfortunately cannot be shared because some standing conditions are server-side only</remarks> | ||
public sealed class LayingDownSystem : EntitySystem | ||
public sealed class LayingDownSystem : SharedLayingDownSystem // WD EDIT | ||
{ | ||
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!; | ||
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!; | ||
[Dependency] private readonly SharedPopupSystem _popups = default!; | ||
[Dependency] private readonly Shared.Standing.StandingStateSystem _standing = default!; // WHY IS THERE TWO DIFFERENT STANDING SYSTEMS?! | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
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[Dependency] private readonly INetConfigurationManager _cfg = default!; | ||
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public override void Initialize() | ||
{ | ||
CommandBinds.Builder | ||
.Bind(ContentKeyFunctions.ToggleStanding, InputCmdHandler.FromDelegate(ToggleStanding, handle: false, outsidePrediction: false)) | ||
.Register<LayingDownSystem>(); | ||
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SubscribeLocalEvent<LayingDownComponent, StoodEvent>(DoRefreshMovementSpeed); | ||
SubscribeLocalEvent<LayingDownComponent, DownedEvent>(DoRefreshMovementSpeed); | ||
SubscribeLocalEvent<LayingDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed); | ||
SubscribeLocalEvent<LayingDownComponent, EntParentChangedMessage>(OnParentChanged); | ||
} | ||
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public override void Shutdown() | ||
{ | ||
base.Shutdown(); | ||
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CommandBinds.Unregister<LayingDownSystem>(); | ||
} | ||
base.Initialize(); | ||
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private void DoRefreshMovementSpeed(EntityUid uid, LayingDownComponent component, object args) | ||
{ | ||
_movement.RefreshMovementSpeedModifiers(uid); | ||
SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp); | ||
} | ||
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private void OnRefreshMovementSpeed(EntityUid uid, LayingDownComponent component, RefreshMovementSpeedModifiersEvent args) | ||
private void OnCheckAutoGetUp(CheckAutoGetUpEvent ev, EntitySessionEventArgs args) | ||
{ | ||
if (TryComp<StandingStateComponent>(uid, out var standingState) && standingState.Standing) | ||
return; | ||
var uid = GetEntity(ev.User); | ||
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args.ModifySpeed(component.DownedSpeedMultiplier, component.DownedSpeedMultiplier, bypassImmunity: true); | ||
} | ||
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private void OnParentChanged(EntityUid uid, LayingDownComponent component, EntParentChangedMessage args) | ||
{ | ||
// If the entity is not on a grid, try to make it stand up to avoid issues | ||
if (!TryComp<StandingStateComponent>(uid, out var standingState) | ||
|| standingState.Standing | ||
|| Transform(uid).GridUid != null) | ||
if (!TryComp(uid, out LayingDownComponent? layingDown)) | ||
return; | ||
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_standing.Stand(uid, standingState); | ||
} | ||
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private void ToggleStanding(ICommonSession? session) | ||
{ | ||
if (session is not { AttachedEntity: { Valid: true } uid } playerSession | ||
|| !Exists(uid) | ||
|| !TryComp<StandingStateComponent>(uid, out var standingState) | ||
|| !TryComp<LayingDownComponent>(uid, out var layingDown)) | ||
return; | ||
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// If successful, show popup to self and others. Otherwise, only to self. | ||
if (ToggleStandingImpl(uid, standingState, layingDown, out var popupBranch)) | ||
{ | ||
_popups.PopupEntity(Loc.GetString($"laying-comp-{popupBranch}-other", ("entity", uid)), uid, Filter.PvsExcept(uid), true); | ||
layingDown.NextToggleAttempt = _timing.CurTime + layingDown.Cooldown; | ||
} | ||
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_popups.PopupEntity(Loc.GetString($"laying-comp-{popupBranch}-self", ("entity", uid)), uid, uid); | ||
} | ||
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private bool ToggleStandingImpl(EntityUid uid, StandingStateComponent standingState, LayingDownComponent layingDown, out string popupBranch) | ||
{ | ||
var success = layingDown.NextToggleAttempt <= _timing.CurTime; | ||
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if (_standing.IsDown(uid, standingState)) | ||
{ | ||
success = success && _standing.Stand(uid, standingState, force: false); | ||
popupBranch = success ? "stand-success" : "stand-fail"; | ||
} | ||
else | ||
{ | ||
success = success && Transform(uid).GridUid != null; // Do not allow laying down when not on a surface. | ||
success = success && _standing.Down(uid, standingState: standingState, playSound: true, dropHeldItems: false); | ||
popupBranch = success ? "lay-success" : "lay-fail"; | ||
} | ||
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return success; | ||
layingDown.AutoGetUp = _cfg.GetClientCVar(args.SenderSession.Channel, WhiteCVars.AutoGetUp); | ||
Dirty(uid, layingDown); | ||
} | ||
} |
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Original file line number | Diff line number | Diff line change |
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@@ -1,24 +1,35 @@ | ||
using Robust.Shared.Audio; | ||
using Robust.Shared.GameStates; | ||
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namespace Content.Shared.Standing | ||
namespace Content.Shared.Standing; | ||
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState] | ||
public sealed partial class StandingStateComponent : Component | ||
{ | ||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState] | ||
[Access(typeof(StandingStateSystem))] | ||
public sealed partial class StandingStateComponent : Component | ||
{ | ||
[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField] | ||
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall"); | ||
[ViewVariables(VVAccess.ReadWrite)] | ||
[DataField] | ||
public SoundSpecifier DownSound { get; private set; } = new SoundCollectionSpecifier("BodyFall"); | ||
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// WD EDIT START | ||
[DataField, AutoNetworkedField] | ||
public StandingState CurrentState { get; set; } = StandingState.Standing; | ||
// WD EDIT END | ||
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[DataField, AutoNetworkedField] | ||
public bool Standing { get; set; } = true; | ||
[DataField, AutoNetworkedField] | ||
public bool Standing { get; set; } = true; | ||
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/// <summary> | ||
/// List of fixtures that had their collision mask changed when the entity was downed. | ||
/// Required for re-adding the collision mask. | ||
/// </summary> | ||
[DataField, AutoNetworkedField] | ||
public List<string> ChangedFixtures = new(); | ||
} | ||
/// <summary> | ||
/// List of fixtures that had their collision mask changed when the entity was downed. | ||
/// Required for re-adding the collision mask. | ||
/// </summary> | ||
[DataField, AutoNetworkedField] | ||
public List<string> ChangedFixtures = new(); | ||
} | ||
// WD EDIT START | ||
public enum StandingState | ||
{ | ||
Lying, | ||
GettingUp, | ||
Standing, | ||
} | ||
// WD EDIT END |
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