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[Port] Lying Down System / Система Лежания #2

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Aug 23, 2024
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1 change: 0 additions & 1 deletion Content.Client/Buckle/BuckleSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,6 @@ private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref Ap
!buckled ||
args.Sprite == null)
{
_rotationVisualizerSystem.SetHorizontalAngle((uid, rotVisuals), rotVisuals.DefaultRotation);
return;
}

Expand Down
7 changes: 7 additions & 0 deletions Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
Original file line number Diff line number Diff line change
Expand Up @@ -110,6 +110,12 @@ private void HandleStaticStorageUI(BaseButton.ButtonToggledEventArgs args)
_cfg.SaveToFile();
}

private void HandleToggleAutoGetUp(BaseButton.ButtonToggledEventArgs args) // WD EDIT
{
_cfg.SetCVar(WhiteCVars.AutoGetUp, args.Pressed);
_cfg.SaveToFile();
}

public KeyRebindTab()
{
IoCManager.InjectDependencies(this);
Expand Down Expand Up @@ -194,6 +200,7 @@ void AddCheckBox(string checkBoxName, bool currentState, Action<BaseButton.Butto
AddButton(ContentKeyFunctions.SaveItemLocation);
AddButton(ContentKeyFunctions.ToggleStanding);
AddButton(ContentKeyFunctions.LookUp); // WD EDIT
AddCheckBox("ui-options-function-auto-get-up", _cfg.GetCVar(WhiteCVars.AutoGetUp), HandleToggleAutoGetUp); // WD EDIT
AddCheckBox("ui-options-function-hold-look-up", _cfg.GetCVar(WhiteCVars.HoldLookUp), HandleHoldLookUp); // WD EDIT

AddHeader("ui-options-header-interaction-adv");
Expand Down
82 changes: 82 additions & 0 deletions Content.Client/_White/Standing/LayingDownSystem.cs
Original file line number Diff line number Diff line change
@@ -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;

namespace Content.Client._White.Standing;

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!;

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)
return;

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

if (_buckle.IsBuckled(uid))
return;

if (_animation.HasRunningAnimation(uid, "rotate"))
return;

if (!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);
}
}
14 changes: 0 additions & 14 deletions Content.Server/Standing/LayingDownComponent.cs

This file was deleted.

97 changes: 12 additions & 85 deletions Content.Server/Standing/LayingDownSystem.cs
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._White;
using Content.Shared._White.Standing;
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 // 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!;

[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, WhiteCVars.AutoGetUp);
Dirty(uid, layingDown);
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}
}
6 changes: 3 additions & 3 deletions Content.Server/Traits/Assorted/LayingDownModifierSystem.cs
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
using Content.Server.Traits.Assorted;
using Content.Server.Standing;
using Content.Shared._White.Standing;

namespace Content.Shared.Traits.Assorted.Systems;

Expand All @@ -16,7 +16,7 @@ private void OnStartup(EntityUid uid, LayingDownModifierComponent component, Com
if (!TryComp<LayingDownComponent>(uid, out var layingDown))
return;

layingDown.Cooldown *= component.LayingDownCooldownMultiplier;
layingDown.DownedSpeedMultiplier *= component.DownedSpeedMultiplierMultiplier;
layingDown.StandingUpTime *= component.LayingDownCooldownMultiplier;
layingDown.SpeedModify *= component.DownedSpeedMultiplierMultiplier;
}
}
45 changes: 28 additions & 17 deletions Content.Shared/Standing/StandingStateComponent.cs
Original file line number Diff line number Diff line change
@@ -1,24 +1,35 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;

namespace Content.Shared.Standing
namespace Content.Shared.Standing;

[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");

// WD EDIT START
[DataField, AutoNetworkedField]
public StandingState CurrentState { get; set; } = StandingState.Standing;
// WD EDIT END

[DataField, AutoNetworkedField]
public bool Standing { get; set; } = true;
[DataField, AutoNetworkedField]
public bool Standing { get; set; } = true;

/// <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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