160 lines
5.9 KiB
C#
160 lines
5.9 KiB
C#
using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Physics;
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using Content.Shared.Rotation;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Standing
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{
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public sealed class StandingStateSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
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[Dependency] private readonly SharedBuckleSystem _buckle = default!;
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private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
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public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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return standingState.CurrentState is StandingState.Lying or StandingState.GettingUp;
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}
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public bool Down(EntityUid uid,
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bool playSound = true,
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bool dropHeldItems = true,
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bool force = false,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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HandsComponent? hands = null,
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LayingDownComponent? layingDown = null)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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// Optional components
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Resolve(uid, ref appearance, ref hands, ref layingDown, false);
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if (standingState.CurrentState is StandingState.Lying)
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return true;
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// Even if we're getting up, we want to reset to lying down
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if (standingState.CurrentState is StandingState.GettingUp)
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{
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standingState.CurrentState = StandingState.Lying;
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Dirty(uid, standingState);
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return true;
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}
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if (dropHeldItems && hands != null)
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RaiseLocalEvent(uid, new DropHandItemsEvent(), false);
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// Only check buckle if we're not forcing
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if (!force)
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{
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if (TryComp(uid, out BuckleComponent? buckle) &&
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buckle.Buckled &&
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!_buckle.TryUnbuckle(uid, uid, buckleComp: buckle))
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return false;
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var msg = new DownAttemptEvent();
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RaiseLocalEvent(uid, msg, false);
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if (msg.Cancelled)
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return false;
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}
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standingState.CurrentState = StandingState.Lying;
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Dirty(uid, standingState);
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RaiseLocalEvent(uid, new DownedEvent(), false);
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Horizontal, appearance);
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var (key, fixture) in fixtureComponent.Fixtures)
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{
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if ((fixture.CollisionMask & StandingCollisionLayer) == 0)
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continue;
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standingState.ChangedFixtures.Add(key);
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask & ~StandingCollisionLayer, manager: fixtureComponent);
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}
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}
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if (standingState.LifeStage > ComponentLifeStage.Starting && playSound)
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_audio.PlayPredicted(standingState.DownSound, uid, null);
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_movement.RefreshMovementSpeedModifiers(uid);
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return true;
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}
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public bool Stand(EntityUid uid,
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StandingStateComponent? standingState = null,
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AppearanceComponent? appearance = null,
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LayingDownComponent? layingDown = null,
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bool force = false)
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{
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if (!Resolve(uid, ref standingState, false))
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return false;
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Resolve(uid, ref appearance, ref layingDown, false);
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// Already standing
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if (standingState.CurrentState is StandingState.Standing)
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return true;
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if (!force && TryComp(uid, out BuckleComponent? buckle))
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{
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if (buckle.Buckled)
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{
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if (!_buckle.TryUnbuckle(uid, uid, buckleComp: buckle))
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return false;
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}
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}
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if (!force)
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{
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var msg = new StandAttemptEvent();
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RaiseLocalEvent(uid, msg, false);
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if (msg.Cancelled)
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return false;
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}
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standingState.CurrentState = StandingState.Standing;
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Dirty(uid, standingState);
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RaiseLocalEvent(uid, new StoodEvent(), false);
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_appearance.SetData(uid, RotationVisuals.RotationState, RotationState.Vertical, appearance);
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var key in standingState.ChangedFixtures)
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{
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if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
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_physics.SetCollisionMask(uid, key, fixture, fixture.CollisionMask | StandingCollisionLayer, fixtureComponent);
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}
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}
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standingState.ChangedFixtures.Clear();
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_movement.RefreshMovementSpeedModifiers(uid);
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return true;
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}
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}
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public sealed class DropHandItemsEvent : EventArgs { }
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public sealed class DownAttemptEvent : CancellableEntityEventArgs { }
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public sealed class StandAttemptEvent : CancellableEntityEventArgs { }
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public sealed class StoodEvent : EntityEventArgs { }
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public sealed class DownedEvent : EntityEventArgs { }
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}
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