347 lines
13 KiB
C#
347 lines
13 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Input;
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using Content.Shared.Movement.Events;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Standing;
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using Robust.Shared.Audio;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Stunnable;
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/// <summary>
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/// This contains the knockdown logic for the stun system for organization purposes.
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/// </summary>
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public abstract partial class SharedStunSystem
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{
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// TODO: Both of these constants need to be moved to a component somewhere, and need to be tweaked for balance...
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// We don't always have standing state available when these are called so it can't go there
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// Maybe I can pass the values to KnockedDownComponent from Standing state on Component init?
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// Default knockdown timer
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public static readonly TimeSpan DefaultKnockedDuration = TimeSpan.FromSeconds(0.5f);
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// Minimum damage taken to refresh our knockdown timer to the default duration
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public static readonly float KnockdownDamageThreshold = 5f;
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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public static readonly ProtoId<AlertPrototype> KnockdownAlert = "Knockdown";
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private void InitializeKnockdown()
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{
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SubscribeLocalEvent<KnockedDownComponent, RejuvenateEvent>(OnRejuvenate);
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// Startup and Shutdown
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SubscribeLocalEvent<KnockedDownComponent, ComponentInit>(OnKnockInit);
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SubscribeLocalEvent<KnockedDownComponent, ComponentShutdown>(OnKnockShutdown);
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// Action blockers
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SubscribeLocalEvent<KnockedDownComponent, BuckleAttemptEvent>(OnBuckleAttempt);
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SubscribeLocalEvent<KnockedDownComponent, StandAttemptEvent>(OnStandAttempt);
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// Updating movement a friction
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SubscribeLocalEvent<KnockedDownComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshKnockedSpeed);
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SubscribeLocalEvent<KnockedDownComponent, RefreshFrictionModifiersEvent>(OnRefreshFriction);
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SubscribeLocalEvent<KnockedDownComponent, TileFrictionEvent>(OnKnockedTileFriction);
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// Knockdown Extenders
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SubscribeLocalEvent<KnockedDownComponent, DamageChangedEvent>(OnDamaged);
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// Handling Alternative Inputs
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SubscribeAllEvent<ForceStandUpEvent>(OnForceStandup);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.ToggleKnockdown, InputCmdHandler.FromDelegate(HandleToggleKnockdown, handle: false))
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.Register<SharedStunSystem>();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<KnockedDownComponent>();
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while (query.MoveNext(out var uid, out var knockedDown))
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{
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if (!knockedDown.AutoStand || knockedDown.DoAfterId.HasValue || knockedDown.NextUpdate > GameTiming.CurTime)
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continue;
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_standing.TryStandUp(uid);
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}
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}
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private void OnRejuvenate(Entity<KnockedDownComponent> entity, ref RejuvenateEvent args)
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{
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SetKnockdownTime(entity, GameTiming.CurTime);
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if (entity.Comp.AutoStand)
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RemComp<KnockedDownComponent>(entity);
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}
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#region Startup and Shutdown
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private void OnKnockInit(Entity<KnockedDownComponent> entity, ref ComponentInit args)
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{
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// Other systems should handle dropping held items...
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_standing.Down(entity, true, false);
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RefreshKnockedMovement(entity);
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}
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private void OnKnockShutdown(Entity<KnockedDownComponent> entity, ref ComponentShutdown args)
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{
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// This is jank but if we don't do this it'll still use the knockedDownComponent modifiers for friction because it hasn't been deleted quite yet.
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entity.Comp.FrictionModifier = 1f;
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entity.Comp.SpeedModifier = 1f;
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_standing.Stand(entity);
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Alerts.ClearAlert(entity, KnockdownAlert);
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}
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#endregion
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#region API
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/// <summary>
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/// Sets the autostand property of a <see cref="KnockedDownComponent"/> on an entity to true or false and dirties it.
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/// Defaults to false.
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/// </summary>
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/// <param name="entity">Entity we want to edit the data field of.</param>
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/// <param name="autoStand">What we want to set the data field to.</param>
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public void SetAutoStand(Entity<KnockedDownComponent?> entity, bool autoStand = false)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return;
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entity.Comp.AutoStand = autoStand;
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DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.AutoStand));
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}
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/// <summary>
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/// Cancels the DoAfter of an entity with the <see cref="KnockedDownComponent"/> who is trying to stand.
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/// </summary>
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/// <param name="entity">Entity who we are canceling the DoAfter for.</param>
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public void CancelKnockdownDoAfter(Entity<KnockedDownComponent?> entity)
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{
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if (!Resolve(entity, ref entity.Comp, false))
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return;
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if (entity.Comp.DoAfterId == null)
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return;
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DoAfter.Cancel(entity.Owner, entity.Comp.DoAfterId.Value);
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entity.Comp.DoAfterId = null;
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DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.DoAfterId));
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}
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/// <summary>
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/// Updates the knockdown timer of a knocked down entity with a given inputted time, then dirties the time.
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/// </summary>
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/// <param name="entity">Entity who's knockdown time we're updating.</param>
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/// <param name="time">The time we're updating with.</param>
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/// <param name="refresh">Whether we're resetting the timer or adding to the current timer.</param>
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public void UpdateKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time, bool refresh = true)
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{
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if (refresh)
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RefreshKnockdownTime(entity, time);
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else
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AddKnockdownTime(entity, time);
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}
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/// <summary>
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/// Sets the next update datafield of an entity's <see cref="KnockedDownComponent"/> to a specific time.
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/// </summary>
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/// <param name="entity">Entity whose timer we're updating</param>
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/// <param name="time">The exact time we're setting the next update to.</param>
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public void SetKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
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{
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entity.Comp.NextUpdate = time;
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DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
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}
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/// <summary>
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/// Refreshes the amount of time an entity is knocked down to the inputted time, if it is greater than
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/// the current time left.
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/// </summary>
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/// <param name="entity">Entity whose timer we're updating</param>
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/// <param name="time">The time we want them to be knocked down for.</param>
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public void RefreshKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
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{
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var knockedTime = GameTiming.CurTime + time;
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if (entity.Comp.NextUpdate < knockedTime)
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SetKnockdownTime(entity, knockedTime);
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}
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/// <summary>
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/// Adds our inputted time to an entity's knocked down timer, or sets it to the given time if their timer has expired.
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/// </summary>
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/// <param name="entity">Entity whose timer we're updating</param>
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/// <param name="time">The time we want to add to their knocked down timer.</param>
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public void AddKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
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{
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if (entity.Comp.NextUpdate < GameTiming.CurTime)
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{
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SetKnockdownTime(entity, GameTiming.CurTime + time);
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return;
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}
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entity.Comp.NextUpdate += time;
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DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
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}
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/// <summary>
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/// Checks if an entity is able to stand, returns true if it can, returns false if it cannot.
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/// </summary>
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/// <param name="entity">Entity we're checking</param>
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/// <returns>Returns whether the entity is able to stand</returns>
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public bool CanStand(Entity<KnockedDownComponent> entity)
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{
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if (entity.Comp.NextUpdate > GameTiming.CurTime)
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return false;
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if (!Blocker.CanMove(entity))
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return false;
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var ev = new StandUpAttemptEvent();
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RaiseLocalEvent(entity, ref ev);
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return !ev.Cancelled;
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}
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#endregion
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#region Knockdown Logic
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private void HandleToggleKnockdown(ICommonSession? session)
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{
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if (session is not { } playerSession)
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return;
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if (playerSession.AttachedEntity is not { Valid: true } playerEnt || !Exists(playerEnt))
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return;
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if (!TryComp<KnockedDownComponent>(playerEnt, out var component))
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{
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TryKnockdown(playerEnt, DefaultKnockedDuration, true, false, false); // TODO: Unhardcode these numbers
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return;
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}
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var stand = !component.DoAfterId.HasValue;
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SetAutoStand(playerEnt, stand);
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if (!stand || !_standing.TryStandUp(playerEnt))
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CancelKnockdownDoAfter((playerEnt, component));
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}
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/// <summary>
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/// A variant of <see cref="CanStand"/> used when we're actually trying to stand.
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/// Main difference is this one affects autostand datafields and also displays popups.
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/// </summary>
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/// <param name="entity">Entity we're checking</param>
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/// <returns>Returns whether the entity is able to stand</returns>
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public bool TryStand(Entity<KnockedDownComponent> entity)
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{
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if (entity.Comp.NextUpdate > GameTiming.CurTime)
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return false;
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if (!Blocker.CanMove(entity))
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return false;
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var ev = new StandUpAttemptEvent(entity.Comp.AutoStand);
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RaiseLocalEvent(entity, ref ev);
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if (ev.Autostand != entity.Comp.AutoStand)
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SetAutoStand((entity.Owner, entity.Comp), ev.Autostand);
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if (ev.Message != null)
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{
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_popup.PopupClient(ev.Message.Value.Item1, entity, entity, ev.Message.Value.Item2);
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}
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return !ev.Cancelled;
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}
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private void OnForceStandup(ForceStandUpEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {} user)
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return;
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_standing.TryStandUp(user);
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}
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#endregion
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#region Knockdown Extenders
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private void OnDamaged(Entity<KnockedDownComponent> entity, ref DamageChangedEvent args)
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{
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// We only want to extend our knockdown timer if it would've prevented us from standing up
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if (!args.InterruptsDoAfters || !args.DamageIncreased || args.DamageDelta == null || GameTiming.ApplyingState)
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return;
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if (args.DamageDelta.GetTotal() >= KnockdownDamageThreshold) // TODO: Unhardcode this
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SetKnockdownTime(entity, GameTiming.CurTime + DefaultKnockedDuration);
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}
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#endregion
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#region Action Blockers
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private void OnStandAttempt(Entity<KnockedDownComponent> entity, ref StandAttemptEvent args)
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{
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if (entity.Comp.LifeStage <= ComponentLifeStage.Running)
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args.Cancel();
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}
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private void OnBuckleAttempt(Entity<KnockedDownComponent> entity, ref BuckleAttemptEvent args)
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{
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if (args.User == entity && entity.Comp.NextUpdate > GameTiming.CurTime)
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args.Cancelled = true;
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}
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#endregion
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#region Movement and Friction
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private void RefreshKnockedMovement(Entity<KnockedDownComponent> ent)
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{
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var ev = new KnockedDownRefreshEvent();
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RaiseLocalEvent(ent, ref ev);
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ent.Comp.SpeedModifier = ev.SpeedModifier;
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ent.Comp.FrictionModifier = ev.FrictionModifier;
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_movementSpeedModifier.RefreshMovementSpeedModifiers(ent);
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_movementSpeedModifier.RefreshFrictionModifiers(ent);
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}
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private void OnRefreshKnockedSpeed(Entity<KnockedDownComponent> entity, ref RefreshMovementSpeedModifiersEvent args)
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{
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args.ModifySpeed(entity.Comp.SpeedModifier);
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}
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private void OnKnockedTileFriction(Entity<KnockedDownComponent> entity, ref TileFrictionEvent args)
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{
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args.Modifier *= entity.Comp.FrictionModifier;
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}
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private void OnRefreshFriction(Entity<KnockedDownComponent> entity, ref RefreshFrictionModifiersEvent args)
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{
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args.ModifyFriction(entity.Comp.FrictionModifier);
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args.ModifyAcceleration(entity.Comp.FrictionModifier);
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}
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#endregion
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}
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