Prevent shoe buffs while crawling (#39648)

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs 2025-08-20 04:08:31 -07:00 committed by Vanessa
parent f998ea7160
commit 96f9e1fe2d
8 changed files with 81 additions and 24 deletions

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@ -15,6 +15,13 @@ public sealed partial class ClothingSpeedModifierComponent : Component
[DataField]
public float SprintModifier = 1.0f;
/// <summary>
/// An optional required standing state.
/// Set to true if you need to be standing, false if you need to not be standing, null if you don't care.
/// </summary>
[DataField]
public bool? Standing;
}
[Serializable, NetSerializable]

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@ -4,6 +4,7 @@ using Content.Shared.Inventory;
using Content.Shared.Item.ItemToggle;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Standing;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
@ -13,10 +14,11 @@ namespace Content.Shared.Clothing;
public sealed class ClothingSpeedModifierSystem : EntitySystem
{
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly ExamineSystemShared _examine = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
[Dependency] private readonly ItemToggleSystem _toggle = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeed = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
public override void Initialize()
{
@ -55,10 +57,11 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
private void OnRefreshMoveSpeed(EntityUid uid, ClothingSpeedModifierComponent component, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
{
// DeltaV Start - Introduce ClothingSlowResistance to Species
if (!_toggle.IsActivated(uid))
return;
// DeltaV Start - Introduce ClothingSlowResistance to Species
if (_container.TryGetContainingContainer((uid, null), out var container))
{
var ev = new ModifyClothingSlowdownEvent(component.WalkModifier, component.SprintModifier);
@ -71,6 +74,11 @@ public sealed class ClothingSpeedModifierSystem : EntitySystem
args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
}
// DeltaV End - Introduce ClothingSlowResistance to Species
if (component.Standing != null && !_standing.IsMatchingState(args.Owner, component.Standing.Value))
return;
args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
}
private void OnClothingVerbExamine(EntityUid uid, ClothingSpeedModifierComponent component, GetVerbsEvent<ExamineVerb> args)

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@ -1,23 +1,33 @@
using Content.Shared.Clothing.Components;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Standing;
namespace Content.Shared.Clothing.EntitySystems;
/// <remarks>
/// We check standing state on all clothing because we don't want you to have anti-gravity unless you're standing.
/// This is for balance reasons as it prevents you from wearing anti-grav clothing to cheese being stun cuffed, as
/// well as other worse things.
/// </remarks>
public sealed class AntiGravityClothingSystem : EntitySystem
{
[Dependency] SharedGravitySystem _gravity = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<AntiGravityClothingComponent, InventoryRelayedEvent<IsWeightlessEvent>>(OnIsWeightless);
SubscribeLocalEvent<AntiGravityClothingComponent, ClothingGotEquippedEvent>(OnEquipped);
SubscribeLocalEvent<AntiGravityClothingComponent, ClothingGotUnequippedEvent>(OnUnequipped);
SubscribeLocalEvent<AntiGravityClothingComponent, InventoryRelayedEvent<DownedEvent>>(OnDowned);
SubscribeLocalEvent<AntiGravityClothingComponent, InventoryRelayedEvent<StoodEvent>>(OnStood);
}
private void OnIsWeightless(Entity<AntiGravityClothingComponent> ent, ref InventoryRelayedEvent<IsWeightlessEvent> args)
{
if (args.Args.Handled)
if (args.Args.Handled || _standing.IsDown(args.Owner))
return;
args.Args.Handled = true;
@ -26,11 +36,29 @@ public sealed class AntiGravityClothingSystem : EntitySystem
private void OnEquipped(Entity<AntiGravityClothingComponent> entity, ref ClothingGotEquippedEvent args)
{
// This clothing item does nothing if we're not standing
if (_standing.IsDown(args.Wearer))
return;
_gravity.RefreshWeightless(args.Wearer, true);
}
private void OnUnequipped(Entity<AntiGravityClothingComponent> entity, ref ClothingGotUnequippedEvent args)
{
// This clothing item does nothing if we're not standing
if (_standing.IsDown(args.Wearer))
return;
_gravity.RefreshWeightless(args.Wearer, false);
}
private void OnDowned(Entity<AntiGravityClothingComponent> entity, ref InventoryRelayedEvent<DownedEvent> args)
{
_gravity.RefreshWeightless(args.Owner, false);
}
private void OnStood(Entity<AntiGravityClothingComponent> entity, ref InventoryRelayedEvent<StoodEvent> args)
{
_gravity.RefreshWeightless(args.Owner, true);
}
}

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@ -25,6 +25,7 @@ using Content.Shared.Overlays;
using Content.Shared.Projectiles;
using Content.Shared.Radio;
using Content.Shared.Slippery;
using Content.Shared.Standing;
using Content.Shared.Strip.Components;
using Content.Shared.Temperature;
using Content.Shared.Verbs;
@ -58,6 +59,8 @@ public partial class InventorySystem
SubscribeLocalEvent<InventoryComponent, IsUnequippingTargetAttemptEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, ChameleonControllerOutfitSelectedEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, BeforeEmoteEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, StoodEvent>(RelayInventoryEvent);
SubscribeLocalEvent<InventoryComponent, DownedEvent>(RelayInventoryEvent);
// by-ref events
SubscribeLocalEvent<InventoryComponent, RefreshFrictionModifiersEvent>(RefRelayInventoryEvent);
@ -116,7 +119,7 @@ public partial class InventorySystem
return;
// this copies the by-ref event if it is a struct
var ev = new InventoryRelayedEvent<T>(args);
var ev = new InventoryRelayedEvent<T>(args, inventory.Owner);
var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
while (enumerator.NextItem(out var item))
{
@ -132,7 +135,7 @@ public partial class InventorySystem
if (args.TargetSlots == SlotFlags.NONE)
return;
var ev = new InventoryRelayedEvent<T>(args);
var ev = new InventoryRelayedEvent<T>(args, inventory.Owner);
var enumerator = new InventorySlotEnumerator(inventory, args.TargetSlots);
while (enumerator.NextItem(out var item))
{
@ -143,7 +146,7 @@ public partial class InventorySystem
private void OnGetEquipmentVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<EquipmentVerb> args)
{
// Automatically relay stripping related verbs to all equipped clothing.
var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args);
var ev = new InventoryRelayedEvent<GetVerbsEvent<EquipmentVerb>>(args, uid);
var enumerator = new InventorySlotEnumerator(component);
while (enumerator.NextItem(out var item, out var slotDef))
{
@ -155,7 +158,7 @@ public partial class InventorySystem
private void OnGetInnateVerbs(EntityUid uid, InventoryComponent component, GetVerbsEvent<InnateVerb> args)
{
// Automatically relay stripping related verbs to all equipped clothing.
var ev = new InventoryRelayedEvent<GetVerbsEvent<InnateVerb>>(args);
var ev = new InventoryRelayedEvent<GetVerbsEvent<InnateVerb>>(args, uid);
var enumerator = new InventorySlotEnumerator(component, SlotFlags.WITHOUT_POCKET);
while (enumerator.NextItem(out var item))
{
@ -178,9 +181,12 @@ public sealed class InventoryRelayedEvent<TEvent> : EntityEventArgs
{
public TEvent Args;
public InventoryRelayedEvent(TEvent args)
public EntityUid Owner;
public InventoryRelayedEvent(TEvent args, EntityUid owner)
{
Args = args;
Owner = owner;
}
}

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@ -21,7 +21,7 @@ public sealed class EntityStorageLayingDownOverrideSystem : EntitySystem
{
// Explicitly check for standing state component, as entities without it will return false for IsDown()
// which prevents inserting any kind of non-mobs into this container (which is unintended)
if (TryComp<StandingStateComponent>(ent, out var standingState) && !_standing.IsDown(ent, standingState))
if (TryComp<StandingStateComponent>(ent, out var standingState) && !_standing.IsDown((ent, standingState)))
args.Contents.Remove(ent);
}
}

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@ -1,5 +1,6 @@
using Content.Shared.Climbing.Events;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics;
@ -68,12 +69,17 @@ public sealed class StandingStateSystem : EntitySystem
ChangeLayers(entity);
}
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
public bool IsMatchingState(Entity<StandingStateComponent?> entity, bool standing)
{
if (!Resolve(uid, ref standingState, false))
return standing != IsDown(entity);
}
public bool IsDown(Entity<StandingStateComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, false))
return false;
return !standingState.Standing;
return !entity.Comp.Standing;
}
public bool Down(EntityUid uid, bool playSound = true, bool dropHeldItems = true,
@ -210,26 +216,27 @@ public record struct DropHandItemsEvent();
/// <summary>
/// Subscribe if you can potentially block a down attempt.
/// </summary>
public sealed class DownAttemptEvent : CancellableEntityEventArgs
{
}
public sealed class DownAttemptEvent : CancellableEntityEventArgs;
/// <summary>
/// Subscribe if you can potentially block a stand attempt.
/// </summary>
public sealed class StandAttemptEvent : CancellableEntityEventArgs
{
}
public sealed class StandAttemptEvent : CancellableEntityEventArgs;
/// <summary>
/// Raised when an entity becomes standing
/// </summary>
public sealed class StoodEvent : EntityEventArgs
public sealed class StoodEvent : EntityEventArgs, IInventoryRelayEvent
{
}
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
};
/// <summary>
/// Raised when an entity is not standing
/// </summary>
public sealed class DownedEvent : EntityEventArgs
public sealed class DownedEvent : EntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
}

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@ -501,7 +501,7 @@ public abstract partial class SharedStunSystem
// Targeted moth attack
CancelKnockdownDoAfter((entity, entity.Comp));
RemComp<KnockedDownComponent>(entity);
RemCompDeferred<KnockedDownComponent>(entity);
}
private void OnKnockdownAttempt(Entity<GravityAffectedComponent> entity, ref KnockDownAttemptEvent args)

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@ -139,6 +139,7 @@
- type: ClothingSpeedModifier
walkModifier: 1.7 # DeltaV
sprintModifier: 1.7 # DeltaV
standing: true
- type: Appearance
- type: GenericVisualizer
visuals: