fish-station/Content.Shared/_Sunrise/Jump/SharedJumpSystem.cs
2025-12-28 12:44:09 +03:00

279 lines
10 KiB
C#

using Content.Shared._Sunrise.Animations;
using Content.Shared.Chat;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Climbing.Systems;
using Content.Shared.Emoting;
using Content.Shared.Gravity;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Physics;
using Content.Shared.Standing;
using Content.Shared.StatusEffectNew;
using Content.Shared.Throwing;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Content.Shared.Movement.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Content.Shared.Damage.Systems;
using Content.Shared.Stunnable;
using Content.Shared.Damage.Components;
using Content.Shared.Ghost;
using Content.Shared.Buckle;
namespace Content.Shared._Sunrise.Jump;
public abstract partial class SharedJumpSystem : EntitySystem
{
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StandingStateSystem _standingState = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly ClimbSystem _climb = default!;
[Dependency] private readonly PullingSystem _pulling = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedStaminaSystem _staminaSystem = default!;
[Dependency] private readonly SharedBuckleSystem _buckle = default!;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<FixturesComponent> _fixturesQuery;
private static readonly EntProtoId JumpStatusEffectKey = "StatusEffectJump";
private static readonly ProtoId<EmotePrototype> EmoteJumpProto = "Jump";
private static readonly SoundSpecifier JumpSound = new SoundPathSpecifier("/Audio/_Sunrise/jump_mario.ogg");
private readonly List<ICommonSession> _ignoredRecipients = [];
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<JumpStatusEffectComponent, StatusEffectAppliedEvent>(OnStartup);
SubscribeLocalEvent<JumpStatusEffectComponent, StatusEffectRemovedEvent>(OnShutdown);
SubscribeNetworkEvent<ClientOptionDisableJumpSoundEvent>(OnClientOptionJumpSound);
SubscribeLocalEvent<BunnyHopComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMoveSpeed);
SubscribeLocalEvent<EmoteAnimationComponent, BeforeEmoteEvent>(CheckEmote);
SubscribeLocalEvent<JumpStatusEffectComponent, StatusEffectRelayedEvent<TryStandDoAfterEvent>>(OnStandAttempt);
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_fixturesQuery = GetEntityQuery<FixturesComponent>();
_cfg.OnValueChanged(SunriseCCVars.SunriseCCVars.JumpEnable, OnJumpEnableChanged, true);
_cfg.OnValueChanged(SunriseCCVars.SunriseCCVars.BunnyHopEnable, OnBunnyHopEnableChanged, true);
_cfg.OnValueChanged(SunriseCCVars.SunriseCCVars.BunnyHopMinSpeedThreshold, OnBunnyHopMinSpeedThresholdChanged, true);
_cfg.OnValueChanged(SunriseCCVars.SunriseCCVars.BunnyHopSpeedBoostWindow, OnBunnyHopSpeedBoostWindowChanged, true);
_cfg.OnValueChanged(SunriseCCVars.SunriseCCVars.BunnyHopSpeedUpPerJump, OnBunnyHopSpeedUpPerJumpChanged, true);
_cfg.OnValueChanged(SunriseCCVars.SunriseCCVars.BunnyHopSpeedLimit, OnBunnyHopSpeedLimitChanged, true);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_bunnyHopEnabled)
return;
var query = EntityQueryEnumerator<BunnyHopComponent, PhysicsComponent>();
while (query.MoveNext(out var uid, out var bunnyHop, out var physics))
{
var timeSinceLastLand = _timing.CurTime - bunnyHop.LastLandingTime;
var currentSpeed = physics.LinearVelocity.Length();
if (timeSinceLastLand > _bunnyHopSpeedBoostWindow || currentSpeed < _bunnyHopMinSpeedThreshold)
{
RemComp<BunnyHopComponent>(uid);
_movementSpeedModifier.RefreshMovementSpeedModifiers(uid);
}
}
}
private void CheckEmote(EntityUid uid, EmoteAnimationComponent component, BeforeEmoteEvent args)
{
if (args.Emote != EmoteJumpProto)
return;
if (!HasComp<CanJumpComponent>(uid))
return;
if (!CanJump(uid))
args.Cancel();
}
private static void OnRefreshMoveSpeed(Entity<BunnyHopComponent> ent, ref RefreshMovementSpeedModifiersEvent args)
{
if (ent.Comp.CanBunnyHop)
args.ModifySpeed(ent.Comp.SpeedMultiplier, ent.Comp.SpeedMultiplier);
}
private void OnStartup(Entity<JumpStatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
{
if (!TryComp<CanJumpComponent>(args.Target, out var jump))
return;
if (jump.IsOnlyEmotion)
return;
if (!TryComp<StaminaComponent>(args.Target, out var stamina))
return;
if (!_physicsQuery.TryGetComponent(args.Target, out var body) ||
!_fixturesQuery.TryGetComponent(args.Target, out var fixtures))
return;
if (_net.IsServer)
{
_audio.PlayEntity(JumpSound, Filter.Pvs(args.Target).RemovePlayers(_ignoredRecipients),
args.Target, true, AudioParams.Default.WithVolume(-5f));
_staminaSystem.TakeStaminaDamage(args.Target, jump.StaminaDamage * stamina.CritThreshold, null, args.Target, args.Target, ignoreResist: true);
}
EnsureComp<CanMoveInAirComponent>(args.Target);
_physics.SetBodyStatus(args.Target, body, BodyStatus.InAir);
foreach (var (id, fixture) in fixtures.Fixtures)
{
jump.OriginalCollisionMasks[id] = fixture.CollisionMask;
jump.OriginalCollisionLayers[id] = fixture.CollisionLayer;
_physics.RemoveCollisionMask(args.Target, id, fixture, (int)CollisionGroup.MidImpassable, manager: fixtures);
}
// There is a problem with synchronization speed reduction due to stamina with increased bhop speed.
// This leads to lag.
// TryBunnyHop(args.Target, body);
}
private void OnShutdown(Entity<JumpStatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
{
if (!TryComp<CanJumpComponent>(args.Target, out var jump))
return;
if (jump.IsOnlyEmotion)
return;
if (!_physicsQuery.TryComp(args.Target, out var body)
|| !_fixturesQuery.TryComp(args.Target, out var fixtures))
return;
RemCompDeferred<CanMoveInAirComponent>(args.Target);
_physics.SetBodyStatus(args.Target, body, BodyStatus.OnGround);
foreach (var (id, fixture) in fixtures.Fixtures)
{
if (jump.OriginalCollisionMasks.TryGetValue(id, out var originalMask))
{
_physics.SetCollisionMask(args.Target, id, fixture, originalMask, manager: fixtures);
}
if (jump.OriginalCollisionLayers.TryGetValue(id, out var originalLayer))
{
_physics.SetCollisionLayer(args.Target, id, fixture, originalLayer, manager: fixtures);
}
}
if (TryComp<BunnyHopComponent>(args.Target, out var bunnyHopComp))
bunnyHopComp.LastLandingTime = _timing.CurTime;
}
private void OnStandAttempt(Entity<JumpStatusEffectComponent> ent, ref StatusEffectRelayedEvent<TryStandDoAfterEvent> args)
{
args.Args.Handled = true;
}
public bool CanJump(EntityUid uid)
{
if (!TryComp<CanJumpComponent>(uid, out var jump))
return false;
if (!_enabled)
return false;
if (_gravity.IsWeightless(uid))
return false;
if (_standingState.IsDown(uid))
return false;
if (!_mobState.IsAlive(uid))
return false;
if (HasComp<ThrownItemComponent>(uid))
return false;
if (_climb.IsClimbing(uid))
return false;
if (_buckle.IsBuckled(uid))
return false;
if (jump.IsOnlyEmotion)
return true;
if (!TryComp<StaminaComponent>(uid, out var stamina))
return false;
var threshold = stamina.CritThreshold * (1 - jump.MinimumStamina);
if (stamina.StaminaDamage >= threshold)
return false;
return true;
}
public bool TryJump(EntityUid uid)
{
if (!CanJump(uid))
return false;
Jump(uid);
return true;
}
public void Jump(EntityUid uid)
{
if (!TryComp<CanJumpComponent>(uid, out var jump))
return;
_statusEffects.TryAddStatusEffectDuration(uid,
JumpStatusEffectKey,
jump.JumpInAirTime);
}
private bool TryBunnyHop(Entity<JumpStatusEffectComponent> ent, PhysicsComponent body)
{
if (!_bunnyHopEnabled)
return false;
if (TryComp<PullerComponent>(ent, out var pull) && _pulling.IsPulling(ent, pull))
return false;
var currentSpeed = body.LinearVelocity.Length();
if (currentSpeed < _bunnyHopMinSpeedThreshold)
return false;
var bunnyHopComp = EnsureComp<BunnyHopComponent>(ent);
bunnyHopComp.LastLandingTime = _timing.CurTime;
var timeSinceLastLand = _timing.CurTime - bunnyHopComp.LastLandingTime;
if (timeSinceLastLand <= _bunnyHopSpeedBoostWindow)
{
var speedMultiplier = bunnyHopComp.SpeedMultiplier += _bunnyHopSpeedUpPerJump;
bunnyHopComp.SpeedMultiplier = Math.Min(speedMultiplier, _bunnyHopSpeedLimit);
_movementSpeedModifier.RefreshMovementSpeedModifiers(ent);
}
return true;
}
}