ECS standingstate (#8322)
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@ -1,6 +1,5 @@
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using Content.Shared.Sound;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Standing
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{
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@ -9,8 +8,8 @@ namespace Content.Shared.Standing
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public sealed class StandingStateComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("downSoundCollection")]
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public SoundSpecifier DownSoundCollection { get; } = new SoundCollectionSpecifier("BodyFall");
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[DataField("downSound")]
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public SoundSpecifier DownSound { get; } = new SoundCollectionSpecifier("BodyFall");
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[DataField("standing")]
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public bool Standing { get; set; } = true;
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@ -21,30 +20,5 @@ namespace Content.Shared.Standing
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/// </summary>
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[DataField("changedFixtures")]
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public List<string> ChangedFixtures = new();
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public override ComponentState GetComponentState()
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{
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return new StandingComponentState(Standing);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not StandingComponentState state) return;
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Standing = state.Standing;
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}
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// I'm not calling it StandingStateComponentState
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[Serializable, NetSerializable]
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private sealed class StandingComponentState : ComponentState
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{
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public bool Standing { get; }
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public StandingComponentState(bool standing)
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{
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Standing = standing;
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}
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}
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}
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}
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@ -6,16 +6,36 @@ using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Physics;
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using Content.Shared.Physics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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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 IGameTiming _gameTiming = default!;
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// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
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private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
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public override void Initialize()
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{
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SubscribeLocalEvent<StandingStateComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<StandingStateComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, StandingStateComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StandingComponentState state) return;
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component.Standing = state.Standing;
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}
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private void OnGetState(EntityUid uid, StandingStateComponent component, ref ComponentGetState args)
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{
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args.State = new StandingComponentState(component.Standing);
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}
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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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@ -81,7 +101,7 @@ namespace Content.Shared.Standing
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// > no longer true with door crushing. There just needs to be a better way to handle audio prediction.
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if (playSound)
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{
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SoundSystem.Play(Filter.Pvs(uid), standingState.DownSoundCollection.GetSound(), uid, AudioHelpers.WithVariation(0.25f));
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SoundSystem.Play(Filter.Pvs(uid), standingState.DownSound.GetSound(), uid, AudioHelpers.WithVariation(0.25f));
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}
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return true;
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@ -108,7 +128,7 @@ namespace Content.Shared.Standing
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return false;
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standingState.Standing = true;
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standingState.Dirty();
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Dirty(standingState);
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RaiseLocalEvent(uid, new StoodEvent(), false);
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appearance?.SetData(RotationVisuals.RotationState, RotationState.Vertical);
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@ -125,6 +145,18 @@ namespace Content.Shared.Standing
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return true;
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}
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// I'm not calling it StandingStateComponentState
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[Serializable, NetSerializable]
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private sealed class StandingComponentState : ComponentState
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{
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public bool Standing { get; }
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public StandingComponentState(bool standing)
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{
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Standing = standing;
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}
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}
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}
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public sealed class DropHandItemsEvent : EventArgs
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