CatStation/Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
kosticia d9e523370a
Unite LogComponent, FoodSlicableComponent and partially ButcherableComponent into one. Sharp component removal. (#36895)
* Yay

* Do a LOT changes in yml

* and again

* Finale changes

* yml and locale

* locale tweak

* yml and charp cleanup

* fix carpets

* and some-some

* And some

* I want to believe that its last🙏🙏

* 😭

* 😭😭

* clean

* fix

* AAHHAHAHAHAHAH

* fix

* FINAL

* thisguyusa...

* LAST_ONE

* wawa

* merge2

* sdobfjibwdsjaqaksmzxsowaw2edqw84

* aoaoaooaoaao

* this hardcode took 30 minutes of my life

* fix aaaa

* fix test

* FIX BUILD

* oops

* oops

* aaooaoaoa

* fuck

* oops

* refactor: cleanup after merge + use protoId in KitchenSpikeComponent

* refactor: fix butcherable stuff again!~

* fix: now actively checks for EdibleComponent on slicing, predicted items splitting

* fix: changed knife.yaml to use Slicing tool

* fix: no more sounds spam on chop-chop

* refactor: cleanups

* refactor: default time value for slicable

* refactor: whitespaces and extract variables

* fix: slicable no longer prevents InteractUsingEvent by marking handled w/o actually handling

* feat: chopping trees now requires sawing tool, same for slicing logs

* refactor: cleanup after merge

* refactor: fix non-related PR changes

* refactor: rename locid

* refactor: remove unneeded red 'slice' verb name when slicing entities with mob-state.

* refactor: simplify test code changes

* refactor: better readability for test

* refactor: linebreak for unary op

* refactor: xml-doc for SliceableComponent corrected to be more fitting.

* refactor: cleanup SliceableSystem some more

* refactor: use HasComp instead of TryComp in AddSliceVerb

* refactor: extracted methods to improve readability

* refactor: remove unchecked operator - not needed when casting from uint

* refactor: SliceableSystem cleanups, fix logs not being chopped due to solution splitting

* fix: slice verb is now showing up even if disabled, slicing is done even if there is no solution to split, replaced direct dependency for sliceable component to food component with default solution-name

* refactor: comment about RandomPredicted + toy knife now fits into clown shoes

* refactor: remove EdibleComponent dependency from SliceableSystem

* refactor: moved SliceableSystem into ToolRefinableSystem

* refactor: basic renaming for comps

* refactor: cleanup after merge

* refactor: reorder methods, renaming, simplify polymorph related conditions on slicing

* refactor: xml-doc + reorder yaml fields

* refactor: fixing yaml + method renaming, unused usings removed

* refactor: removed unused usings

* refactor: fix typo

* refactor: remove reference for deleted meat proto

* refactor: clean up yaml after merge

* refactor: fix multiple typos from mass replace

* refactor: fix missed field renaming

* refactor: ensure all entities that had ToolRefinable got BaseSlicingRefinable (aftermerge cleanup)

* refactor: undo solution-related changes for animals.yml

* refactor: fix invalid parent set for corgi + fix amount of slices for the rest of pies

* refactor: revert Solution to SolutionContainerManager changes after merge

* refactor: revert Solution to SolutionContainerManager changes after merge

* refactor: fix invalid property name for toolMissingQualityTooltip in yml, fixed missing entity on which AttemptToolRefineEvent is raised

* refactor: remove over-indent for components of BaseSlicingRefinable and for Slicing tool quality

* refactor: remove over-indentation on MobCarpHolo

* empty collection

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
Co-authored-by: Fildrance <fildrance@gmail.com>
Co-authored-by: iaada <iaada@users.noreply.github.com>
2026-05-28 20:47:49 +00:00

223 lines
8.1 KiB
C#

using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Damage.Systems;
using Content.Shared.Emoting;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pointing;
using Content.Shared.Pulling.Events;
using Content.Shared.Speech;
using Content.Shared.Standing;
using Content.Shared.Strip.Components;
using Content.Shared.Throwing;
using Content.Shared.Tools.Systems;
namespace Content.Shared.Mobs.Systems;
public partial class MobStateSystem
{
//General purpose event subscriptions. If you can avoid it register these events inside their own systems
private void SubscribeEvents()
{
SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ConsciousAttemptEvent>(CheckConcious);
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PointAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<MobStateComponent, CombatModeShouldHandInteractEvent>(OnCombatModeShouldHandInteract);
SubscribeLocalEvent<MobStateComponent, AttemptPacifiedAttackEvent>(OnAttemptPacifiedAttack);
SubscribeLocalEvent<MobStateComponent, DamageModifyEvent>(OnDamageModify);
SubscribeLocalEvent<MobStateComponent, AttemptToolRefineEvent>(OnAttemptToolRefine);
SubscribeLocalEvent<MobStateComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
}
private void OnUnbuckleAttempt(Entity<MobStateComponent> ent, ref UnbuckleAttemptEvent args)
{
// TODO is this necessary?
// Shouldn't the interaction have already been blocked by a general interaction check?
if (args.User == ent.Owner && IsIncapacitated(ent))
args.Cancelled = true;
}
private void Down(EntityUid target)
{
_standing.Down(target);
var ev = new DropHandItemsEvent();
RaiseLocalEvent(target, ref ev);
}
private void CheckConcious(Entity<MobStateComponent> ent, ref ConsciousAttemptEvent args)
{
switch (ent.Comp.CurrentState)
{
case MobState.Dead:
case MobState.Critical:
args.Cancelled = true;
break;
}
}
private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
switch (state)
{
case MobState.Alive:
//unused
break;
case MobState.Critical:
_standing.Stand(target);
break;
case MobState.Dead:
RemComp<CollisionWakeComponent>(target);
_standing.Stand(target);
break;
case MobState.Invalid:
//unused
break;
default:
throw new NotImplementedException();
}
}
private void OnStateEnteredSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
// All of the state changes here should already be networked, so we do nothing if we are currently applying a
// server state.
if (_timing.ApplyingState)
return;
_blocker.UpdateCanMove(target); //update movement anytime a state changes
switch (state)
{
case MobState.Alive:
{
_standing.Stand(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Alive);
break;
}
case MobState.Critical:
{
Down(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
break;
}
case MobState.Dead:
{
EnsureComp<CollisionWakeComponent>(target);
Down(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Dead);
break;
}
case MobState.Invalid:
{
//unused;
break;
}
default:
{
throw new NotImplementedException();
}
}
}
private void OnAttemptToolRefine(Entity<MobStateComponent> ent, ref AttemptToolRefineEvent args)
{
if (!IsDead(ent, ent))
{
args = args with { IsCancelled = true, BlockCause = Loc.GetString("refined-slice-verb-target-isnt-dead") };
}
}
#region Event Subscribers
private void OnSleepAttempt(EntityUid target, MobStateComponent component, ref TryingToSleepEvent args)
{
if (IsDead(target, component))
args.Cancelled = true;
}
private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
{
// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
if (IsDead(target, component))
args.Multiplier /= 3;
else if (IsCritical(target, component))
args.Multiplier /= 2;
}
private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
{
if (HasComp<AllowNextCritSpeechComponent>(uid))
{
RemCompDeferred<AllowNextCritSpeechComponent>(uid);
return;
}
CheckAct(uid, component, args);
}
private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
{
switch (component.CurrentState)
{
case MobState.Dead:
case MobState.Critical:
args.Cancel();
break;
}
}
private void OnEquipAttempt(EntityUid target, MobStateComponent component, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.User == target)
CheckAct(target, component, args);
}
private void OnUnequipAttempt(EntityUid target, MobStateComponent component, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.User == target)
CheckAct(target, component, args);
}
private void OnCombatModeShouldHandInteract(EntityUid uid, MobStateComponent component, ref CombatModeShouldHandInteractEvent args)
{
// Disallow empty-hand-interacting in combat mode
// for non-dead mobs
if (!IsDead(uid, component))
args.Cancelled = true;
}
private void OnAttemptPacifiedAttack(Entity<MobStateComponent> ent, ref AttemptPacifiedAttackEvent args)
{
args.Cancelled = true;
}
private void OnDamageModify(Entity<MobStateComponent> ent, ref DamageModifyEvent args)
{
args.Damage *= _damageable.UniversalMobDamageModifier;
}
#endregion
}