fish-station/Content.Shared/Stunnable/SharedStunSystem.cs
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#	RobustToolbox
#	SECURITY.md
#	SpaceStation14.sln
2025-12-26 04:19:27 +01:00

414 lines
16 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Hands;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.StatusEffectNew;
using Content.Shared.Throwing;
using Content.Shared.Whitelist;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Physics.Events;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Stunnable;
public abstract partial class SharedStunSystem : EntitySystem
{
public static readonly EntProtoId StunId = "StatusEffectStunned";
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
[Dependency] protected readonly AlertsSystem Alerts = default!;
[Dependency] private readonly EntityWhitelistSystem _entityWhitelist = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] protected readonly SharedDoAfterSystem DoAfter = default!;
[Dependency] protected readonly SharedStaminaSystem Stamina = default!;
[Dependency] private readonly StatusEffectsSystem _status = default!;
public override void Initialize()
{
SubscribeLocalEvent<StunnedComponent, ComponentStartup>(UpdateCanMove);
SubscribeLocalEvent<StunnedComponent, ComponentShutdown>(OnStunShutdown);
SubscribeLocalEvent<StunOnContactComponent, StartCollideEvent>(OnStunOnContactCollide);
// Attempt event subscriptions.
SubscribeLocalEvent<StunnedComponent, ChangeDirectionAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<StunnedComponent, InteractionAttemptEvent>(OnAttemptInteract);
SubscribeLocalEvent<StunnedComponent, UseAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, ThrowAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, DropAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, AttackAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, PickupAttemptEvent>(OnAttempt);
SubscribeLocalEvent<StunnedComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<StunnedComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<MobStateComponent, MobStateChangedEvent>(OnMobStateChanged);
// New Status Effect subscriptions
SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectAppliedEvent>(OnStunStatusApplied);
SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRemovedEvent>(OnStunStatusRemoved);
SubscribeLocalEvent<StunnedStatusEffectComponent, StatusEffectRelayedEvent<StunEndAttemptEvent>>(OnStunEndAttempt);
SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectAppliedEvent>(OnKnockdownStatusApplied);
SubscribeLocalEvent<KnockdownStatusEffectComponent, StatusEffectRelayedEvent<StandUpAttemptEvent>>(OnStandUpAttempt);
// Stun Appearance Data
InitializeKnockdown();
InitializeAppearance();
}
private void OnAttemptInteract(Entity<StunnedComponent> ent, ref InteractionAttemptEvent args)
{
args.Cancelled = true;
}
private void OnMobStateChanged(EntityUid uid, MobStateComponent component, MobStateChangedEvent args)
{
switch (args.NewMobState)
{
case MobState.Alive:
{
break;
}
case MobState.Critical:
{
_status.TryRemoveStatusEffect(uid, StunId);
break;
}
case MobState.Dead:
{
_status.TryRemoveStatusEffect(uid, StunId);
break;
}
case MobState.Invalid:
default:
return;
}
}
private void OnStunShutdown(Entity<StunnedComponent> ent, ref ComponentShutdown args)
{
// This exists so the client can end their funny animation if they're playing one.
UpdateCanMove(ent, ent.Comp, args);
Appearance.RemoveData(ent, StunVisuals.SeeingStars);
}
private void UpdateCanMove(EntityUid uid, StunnedComponent component, EntityEventArgs args)
{
Blocker.UpdateCanMove(uid);
}
private void OnStunOnContactCollide(Entity<StunOnContactComponent> ent, ref StartCollideEvent args)
{
if (args.OurFixtureId != ent.Comp.FixtureId)
return;
if (_entityWhitelist.IsWhitelistPass(ent.Comp.Blacklist, args.OtherEntity))
return;
TryUpdateStunDuration(args.OtherEntity, ent.Comp.Duration);
TryKnockdown(args.OtherEntity, ent.Comp.Duration, force: true);
}
// TODO STUN: Make events for different things. (Getting modifiers, attempt events, informative events...)
public bool TryAddStunDuration(EntityUid uid, TimeSpan duration)
{
if (!_status.TryAddStatusEffectDuration(uid, StunId, duration))
return false;
OnStunnedSuccessfully(uid, duration);
return true;
}
public bool TryUpdateStunDuration(EntityUid uid, TimeSpan? duration)
{
if (!_status.TryUpdateStatusEffectDuration(uid, StunId, duration))
return false;
OnStunnedSuccessfully(uid, duration);
return true;
}
private void OnStunnedSuccessfully(EntityUid uid, TimeSpan? duration)
{
var ev = new StunnedEvent(); // todo: rename event or change how it is raised - this event is raised each time duration of stun was externally changed
RaiseLocalEvent(uid, ref ev);
var evDropHands = new DropHandItemsEvent();
RaiseLocalEvent(uid, ref evDropHands);
var timeForLogs = duration.HasValue
? duration.Value.Seconds.ToString()
: "Infinite";
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} stunned for {timeForLogs} seconds");
}
/// <summary>
/// Tries to knock an entity to the ground, but will fail if they aren't able to crawl.
/// Useful if you don't want to paralyze an entity that can't crawl, but still want to knockdown
/// entities that can.
/// </summary>
/// <param name="entity">Entity we're trying to knockdown.</param>
/// <param name="time">Time of the knockdown.</param>
/// <param name="refresh">Do we refresh their timer, or add to it if one exists?</param>
/// <param name="autoStand">Whether we should automatically stand when knockdown ends.</param>
/// <param name="drop">Should we drop what we're holding?</param>
/// <param name="force">Should we force crawling? Even if something tried to block it?</param>
/// <returns>Returns true if the entity is able to crawl, and was able to be knocked down.</returns>
public bool TryCrawling(Entity<CrawlerComponent?> entity,
TimeSpan? time,
bool refresh = true,
bool autoStand = true,
bool drop = true,
bool force = false)
{
if (!Resolve(entity, ref entity.Comp, false))
return false;
return TryKnockdown(entity, time, refresh, autoStand, drop, force);
}
/// <inheritdoc cref="TryCrawling(Entity{CrawlerComponent?},TimeSpan?,bool,bool,bool,bool)"/>
/// <summary>An overload of TryCrawling which uses the default crawling time from the CrawlerComponent as its timespan.</summary>
public bool TryCrawling(Entity<CrawlerComponent?> entity,
bool refresh = true,
bool autoStand = true,
bool drop = true,
bool force = false)
{
if (!Resolve(entity, ref entity.Comp, false))
return false;
return TryKnockdown(entity, entity.Comp.DefaultKnockedDuration, refresh, autoStand, drop, force);
}
/// <summary>
/// Checks if we can knock down an entity to the ground...
/// </summary>
/// <param name="entity">The entity we're trying to knock down</param>
/// <param name="time">The time of the knockdown</param>
/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
/// <param name="drop">Whether we should drop items.</param>
/// <param name="force">Should we force the status effect?</param>
public bool CanKnockdown(Entity<StandingStateComponent?> entity, ref TimeSpan? time, ref bool autoStand, ref bool drop, bool force = false)
{
if (time <= TimeSpan.Zero)
return false;
// Can't fall down if you can't actually be downed.
if (!Resolve(entity, ref entity.Comp, false))
return false;
var evAttempt = new KnockDownAttemptEvent(autoStand, drop, time);
RaiseLocalEvent(entity, ref evAttempt);
autoStand = evAttempt.AutoStand;
drop = evAttempt.Drop;
return force || !evAttempt.Cancelled;
}
/// <summary>
/// Knocks down the entity, making it fall to the ground.
/// </summary>
/// <param name="entity">The entity we're trying to knock down</param>
/// <param name="time">The time of the knockdown</param>
/// <param name="refresh">Whether we should refresh a running timer or add to it, if one exists.</param>
/// <param name="autoStand">Whether we want to automatically stand when knockdown ends.</param>
/// <param name="drop">Whether we should drop items.</param>
/// <param name="force">Should we force the status effect?</param>
public bool TryKnockdown(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh = true, bool autoStand = true, bool drop = true, bool force = false)
{
if (!CanKnockdown(entity.Owner, ref time, ref autoStand, ref drop, force))
return false;
// If the entity can't crawl they also need to be stunned, and therefore we should be using paralysis status effect.
// Also time shouldn't be null if we're and trying to add time but, we check just in case anyways.
if (!Resolve(entity, ref entity.Comp, false))
return refresh || time == null ? TryUpdateParalyzeDuration(entity, time) : TryAddParalyzeDuration(entity, time.Value);
Knockdown(entity, time, refresh, autoStand, drop);
return true;
}
private void Crawl(Entity<CrawlerComponent?> entity, TimeSpan? time, bool refresh, bool autoStand, bool drop)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
Knockdown(entity, time, refresh, autoStand, drop);
}
private void Knockdown(EntityUid uid, TimeSpan? time, bool refresh, bool autoStand, bool drop)
{
// Initialize our component with the relevant data we need if we don't have it
if (EnsureComp<KnockedDownComponent>(uid, out var component))
{
RefreshKnockedMovement((uid, component));
CancelKnockdownDoAfter((uid, component));
}
else
{
// Only drop items the first time we want to fall...
if (drop)
{
var ev = new DropHandItemsEvent();
RaiseLocalEvent(uid, ref ev);
}
// Only update Autostand value if it's our first time being knocked down...
SetAutoStand((uid, component), autoStand);
}
var knockedEv = new KnockedDownEvent();
RaiseLocalEvent(uid, ref knockedEv);
if (time != null)
{
UpdateKnockdownTime((uid, component), time.Value, refresh);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down for {time.Value.Seconds} seconds");
}
else
{
Alerts.ShowAlert(uid, KnockdownAlert);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} was knocked down");
}
}
public bool TryAddParalyzeDuration(EntityUid uid, TimeSpan? duration)
{
if (duration == null)
return TryUpdateParalyzeDuration(uid, duration);
if (!_status.TryAddStatusEffectDuration(uid, StunId, duration.Value))
return false;
// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
Knockdown(uid, null, false, true, true);
OnStunnedSuccessfully(uid, duration);
return true;
}
public bool TryUpdateParalyzeDuration(EntityUid uid, TimeSpan? duration)
{
if (!_status.TryUpdateStatusEffectDuration(uid, StunId, duration))
return false;
// We can't exit knockdown when we're stunned, so this prevents knockdown lasting longer than the stun.
Knockdown(uid, null, false, true, true);
OnStunnedSuccessfully(uid, duration);
return true;
}
public bool TryUnstun(Entity<StunnedComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, logMissing: false))
return true;
var ev = new StunEndAttemptEvent();
RaiseLocalEvent(entity, ref ev);
return !ev.Cancelled && RemComp<StunnedComponent>(entity);
}
private void OnStunStatusApplied(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
{
if (GameTiming.ApplyingState)
return;
EnsureComp<StunnedComponent>(args.Target);
}
private void OnStunStatusRemoved(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectRemovedEvent args)
{
TryUnstun(args.Target);
}
private void OnStunEndAttempt(Entity<StunnedStatusEffectComponent> entity, ref StatusEffectRelayedEvent<StunEndAttemptEvent> args)
{
if (args.Args.Cancelled)
return;
var ev = args.Args;
ev.Cancelled = true;
args.Args = ev;
}
private void OnKnockdownStatusApplied(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectAppliedEvent args)
{
if (GameTiming.ApplyingState)
return;
// If you make something that shouldn't crawl, crawl, that's your own fault.
if (entity.Comp.Crawl)
Crawl(args.Target, null, true, true, drop: entity.Comp.Drop);
else
Knockdown(args.Target, null, true, true, drop: entity.Comp.Drop);
}
private void OnStandUpAttempt(Entity<KnockdownStatusEffectComponent> entity, ref StatusEffectRelayedEvent<StandUpAttemptEvent> args)
{
if (args.Args.Cancelled)
return;
var ev = args.Args;
ev.Cancelled = true;
args.Args = ev;
}
#region Attempt Event Handling
private void OnMoveAttempt(EntityUid uid, StunnedComponent stunned, UpdateCanMoveEvent args)
{
if (stunned.LifeStage > ComponentLifeStage.Running)
return;
args.Cancel();
}
private void OnAttempt(EntityUid uid, StunnedComponent stunned, CancellableEntityEventArgs args)
{
args.Cancel();
}
private void OnEquipAttempt(EntityUid uid, StunnedComponent stunned, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == uid)
args.Cancel();
}
private void OnUnequipAttempt(EntityUid uid, StunnedComponent stunned, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == uid)
args.Cancel();
}
// Sunrise-Start
public bool IsParalyzed(EntityUid uid)
{
return HasComp<StunnedComponent>(uid) || HasComp<KnockedDownComponent>(uid);
}
// Sunrise-End
#endregion
}