-
Notifications
You must be signed in to change notification settings - Fork 34
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Better Lying Down System (From White Dream) (#815)
# Description Port of #2 And now also #8 Because Lying Down System is dependent on the Telescope System. # TODO - [x] Reconcile the code with core code, do code cleanup. I'll undraft this when I'm done. Probably not going to be tonight, because I will have to get some sleep soon to get up early for my calculus classes. # Changelog :cl: Spatison (White Dream) - add: Added lying down system / Добавлена система лежания - tweak: Lying down now uses do-afters that are visible to other people to indicate what is going on. - add: Added telescope system / Добавлена система прицеливания - tweak: Now you can aim from Hristov / Теперь можно прицеливаться из Христова --------- Signed-off-by: VMSolidus <[email protected]> Co-authored-by: Spatison <[email protected]> Co-authored-by: DEATHB4DEFEAT <[email protected]> # Conflicts: # Content.Client/Input/ContentContexts.cs # Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs # Content.Shared/Input/ContentKeyFunctions.cs # Resources/Prototypes/Entities/Objects/Weapons/Guns/Snipers/snipers.yml # Resources/keybinds.yml
- Loading branch information
Showing
21 changed files
with
738 additions
and
293 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,69 @@ | ||
using Content.Shared.ActionBlocker; | ||
using Content.Shared.Rotation; | ||
using Content.Shared.Standing; | ||
using Robust.Client.GameObjects; | ||
using Robust.Client.Graphics; | ||
using Robust.Shared.Timing; | ||
|
||
namespace Content.Client.Standing; | ||
|
||
public sealed class LayingDownSystem : SharedLayingDownSystem | ||
{ | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
[Dependency] private readonly IEyeManager _eyeManager = default!; | ||
[Dependency] private readonly AnimationPlayerSystem _animation = default!; | ||
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!; | ||
|
||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
|
||
SubscribeLocalEvent<LayingDownComponent, MoveEvent>(OnMovementInput); | ||
|
||
SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp); | ||
} | ||
|
||
private void OnMovementInput(EntityUid uid, LayingDownComponent component, MoveEvent args) | ||
{ | ||
if (!_timing.IsFirstTimePredicted | ||
|| !_actionBlocker.CanMove(uid) | ||
|| _animation.HasRunningAnimation(uid, "rotate") | ||
|| !TryComp<TransformComponent>(uid, out var transform) | ||
|| !TryComp<SpriteComponent>(uid, out var sprite) | ||
|| !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals)) | ||
return; | ||
|
||
var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation)); | ||
|
||
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; | ||
} | ||
|
||
rotationVisuals.HorizontalRotation = Angle.FromDegrees(90); | ||
sprite.Rotation = Angle.FromDegrees(90); | ||
} | ||
|
||
private void OnCheckAutoGetUp(CheckAutoGetUpEvent ev, EntitySessionEventArgs args) | ||
{ | ||
if (!_timing.IsFirstTimePredicted) | ||
return; | ||
|
||
var uid = GetEntity(ev.User); | ||
|
||
if (!TryComp<TransformComponent>(uid, out var transform) || !TryComp<RotationVisualsComponent>(uid, out var rotationVisuals)) | ||
return; | ||
|
||
var rotation = transform.LocalRotation + (_eyeManager.CurrentEye.Rotation - (transform.LocalRotation - transform.WorldRotation)); | ||
|
||
if (rotation.GetDir() is Direction.SouthEast or Direction.East or Direction.NorthEast or Direction.North) | ||
{ | ||
rotationVisuals.HorizontalRotation = Angle.FromDegrees(270); | ||
return; | ||
} | ||
|
||
rotationVisuals.HorizontalRotation = Angle.FromDegrees(90); | ||
} | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,128 @@ | ||
using System.Numerics; | ||
using Content.Client.Viewport; | ||
using Content.Shared.CCVar; | ||
using Content.Shared.Telescope; | ||
using Content.Shared.Input; | ||
using Robust.Client.GameObjects; | ||
using Robust.Client.Graphics; | ||
using Robust.Client.Input; | ||
using Robust.Client.Player; | ||
using Robust.Client.UserInterface; | ||
using Robust.Shared.Configuration; | ||
using Robust.Shared.Input; | ||
using Robust.Shared.Input.Binding; | ||
using Robust.Shared.Timing; | ||
|
||
namespace Content.Client.Telescope; | ||
|
||
public sealed class TelescopeSystem : SharedTelescopeSystem | ||
{ | ||
[Dependency] private readonly InputSystem _inputSystem = default!; | ||
[Dependency] private readonly IGameTiming _timing = default!; | ||
[Dependency] private readonly IPlayerManager _player = default!; | ||
[Dependency] private readonly IInputManager _input = default!; | ||
[Dependency] private readonly IEyeManager _eyeManager = default!; | ||
[Dependency] private readonly IUserInterfaceManager _uiManager = default!; | ||
[Dependency] private readonly IConfigurationManager _cfg = default!; | ||
|
||
private ScalingViewport? _viewport; | ||
private bool _holdLookUp; | ||
private bool _toggled; | ||
|
||
public override void Initialize() | ||
{ | ||
base.Initialize(); | ||
|
||
_cfg.OnValueChanged(CCVars.HoldLookUp, | ||
val => | ||
{ | ||
var input = val ? null : InputCmdHandler.FromDelegate(_ => _toggled = !_toggled); | ||
_input.SetInputCommand(ContentKeyFunctions.LookUp, input); | ||
_holdLookUp = val; | ||
_toggled = false; | ||
}, | ||
true); | ||
} | ||
|
||
public override void FrameUpdate(float frameTime) | ||
{ | ||
base.FrameUpdate(frameTime); | ||
|
||
if (_timing.ApplyingState | ||
|| !_timing.IsFirstTimePredicted | ||
|| !_input.MouseScreenPosition.IsValid) | ||
return; | ||
|
||
var player = _player.LocalEntity; | ||
|
||
var telescope = GetRightTelescope(player); | ||
|
||
if (telescope == null) | ||
{ | ||
_toggled = false; | ||
return; | ||
} | ||
|
||
if (!TryComp<EyeComponent>(player, out var eye)) | ||
return; | ||
|
||
var offset = Vector2.Zero; | ||
|
||
if (_holdLookUp) | ||
{ | ||
if (_inputSystem.CmdStates.GetState(ContentKeyFunctions.LookUp) != BoundKeyState.Down) | ||
{ | ||
RaiseEvent(offset); | ||
return; | ||
} | ||
} | ||
else if (!_toggled) | ||
{ | ||
RaiseEvent(offset); | ||
return; | ||
} | ||
|
||
var mousePos = _input.MouseScreenPosition; | ||
|
||
if (_uiManager.MouseGetControl(mousePos) as ScalingViewport is { } viewport) | ||
_viewport = viewport; | ||
|
||
if (_viewport == null) | ||
return; | ||
|
||
var centerPos = _eyeManager.WorldToScreen(eye.Eye.Position.Position + eye.Offset); | ||
|
||
var diff = mousePos.Position - centerPos; | ||
var len = diff.Length(); | ||
|
||
var size = _viewport.PixelSize; | ||
|
||
var maxLength = Math.Min(size.X, size.Y) * 0.4f; | ||
var minLength = maxLength * 0.2f; | ||
|
||
if (len > maxLength) | ||
{ | ||
diff *= maxLength / len; | ||
len = maxLength; | ||
} | ||
|
||
var divisor = maxLength * telescope.Divisor; | ||
|
||
if (len > minLength) | ||
{ | ||
diff -= diff * minLength / len; | ||
offset = new Vector2(diff.X / divisor, -diff.Y / divisor); | ||
offset = new Angle(-eye.Rotation.Theta).RotateVec(offset); | ||
} | ||
|
||
RaiseEvent(offset); | ||
} | ||
|
||
private void RaiseEvent(Vector2 offset) | ||
{ | ||
RaisePredictiveEvent(new EyeOffsetChangedEvent | ||
{ | ||
Offset = offset | ||
}); | ||
} | ||
} |
This file was deleted.
Oops, something went wrong.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -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.CCVar; | ||
using Robust.Shared.Configuration; | ||
|
||
namespace Content.Server.Standing; | ||
|
||
/// <remarks>Unfortunately cannot be shared because some standing conditions are server-side only</remarks> | ||
public sealed class LayingDownSystem : EntitySystem | ||
public sealed class LayingDownSystem : SharedLayingDownSystem | ||
{ | ||
[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!; | ||
|
||
[Dependency] private readonly INetConfigurationManager _cfg = default!; | ||
|
||
public override void Initialize() | ||
{ | ||
CommandBinds.Builder | ||
.Bind(ContentKeyFunctions.ToggleStanding, InputCmdHandler.FromDelegate(ToggleStanding, handle: false, outsidePrediction: false)) | ||
.Register<LayingDownSystem>(); | ||
|
||
SubscribeLocalEvent<LayingDownComponent, StoodEvent>(DoRefreshMovementSpeed); | ||
SubscribeLocalEvent<LayingDownComponent, DownedEvent>(DoRefreshMovementSpeed); | ||
SubscribeLocalEvent<LayingDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed); | ||
SubscribeLocalEvent<LayingDownComponent, EntParentChangedMessage>(OnParentChanged); | ||
} | ||
|
||
public override void Shutdown() | ||
{ | ||
base.Shutdown(); | ||
|
||
CommandBinds.Unregister<LayingDownSystem>(); | ||
} | ||
base.Initialize(); | ||
|
||
private void DoRefreshMovementSpeed(EntityUid uid, LayingDownComponent component, object args) | ||
{ | ||
_movement.RefreshMovementSpeedModifiers(uid); | ||
SubscribeNetworkEvent<CheckAutoGetUpEvent>(OnCheckAutoGetUp); | ||
} | ||
|
||
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); | ||
|
||
args.ModifySpeed(component.DownedSpeedMultiplier, component.DownedSpeedMultiplier, bypassImmunity: true); | ||
} | ||
|
||
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; | ||
|
||
_standing.Stand(uid, standingState); | ||
} | ||
|
||
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; | ||
|
||
// If successful, show popup to self and others. Otherwise, only to self. | ||
if (ToggleStandingImpl(uid, standingState, layingDown, out var popupBranch)) | ||
{ | ||
_popups.PopupEntity(Loc.GetString($"laying-comp-{popupBranch}-other", ("entity", uid)), uid, Filter.PvsExcept(uid), true); | ||
layingDown.NextToggleAttempt = _timing.CurTime + layingDown.Cooldown; | ||
} | ||
|
||
_popups.PopupEntity(Loc.GetString($"laying-comp-{popupBranch}-self", ("entity", uid)), uid, uid); | ||
} | ||
|
||
private bool ToggleStandingImpl(EntityUid uid, StandingStateComponent standingState, LayingDownComponent layingDown, out string popupBranch) | ||
{ | ||
var success = layingDown.NextToggleAttempt <= _timing.CurTime; | ||
|
||
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"; | ||
} | ||
|
||
return success; | ||
layingDown.AutoGetUp = _cfg.GetClientCVar(args.SenderSession.Channel, CCVars.AutoGetUp); | ||
Dirty(uid, layingDown); | ||
} | ||
} |
Oops, something went wrong.