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Delta-v/Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
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Sir WarockandQuanteey cf38b86342 Fix buckled patients standing up (#4316)
* Fix Standing up when Exiting Critical State (#1612)

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<!-- What did you change? -->
Made buckled Entities not stand up when recovering from critical state.
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changed. Link any relevant discussions or issues. -->
Just generally annoying having to buckle your patient again - Or have
them unbuckle from your rollerbed as you ferry them.
<!-- Summary of code changes for easier review. -->
Removed redunancies and inserted a check for being buckled before
calling the method to stand up when entering the Alive state.
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- fix: Fixed buckled patients standing up when recovering from crit. Now
they'll stay seated.

* Small fix

* Add Comments

Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* Fix comment?

* Returned Useless Import

* Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs

Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs

Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* Update Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs

Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

---------

Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
2025-10-16 11:04:21 +02:00

200 lines
7.7 KiB
C#

using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Emoting;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.Events;
using Content.Shared.Item;
using Content.Shared.Mobs.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pointing;
using Content.Shared.Pulling.Events;
using Content.Shared.Speech;
using Content.Shared.Standing;
using Content.Shared.Strip.Components;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Components;
namespace Content.Shared.Mobs.Systems;
public partial class MobStateSystem
{
//General purpose event subscriptions. If you can avoid it register these events inside their own systems
private void SubscribeEvents()
{
SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ConsciousAttemptEvent>(CheckConcious);
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PointAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<MobStateComponent, CombatModeShouldHandInteractEvent>(OnCombatModeShouldHandInteract);
SubscribeLocalEvent<MobStateComponent, AttemptPacifiedAttackEvent>(OnAttemptPacifiedAttack);
SubscribeLocalEvent<MobStateComponent, DamageModifyEvent>(OnDamageModify);
SubscribeLocalEvent<MobStateComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
}
private void OnUnbuckleAttempt(Entity<MobStateComponent> ent, ref UnbuckleAttemptEvent args)
{
// TODO is this necessary?
// Shouldn't the interaction have already been blocked by a general interaction check?
if (args.User == ent.Owner && IsIncapacitated(ent))
args.Cancelled = true;
}
private void CheckConcious(Entity<MobStateComponent> ent, ref ConsciousAttemptEvent args)
{
switch (ent.Comp.CurrentState)
{
case MobState.Dead:
case MobState.Critical:
args.Cancelled = true;
break;
}
}
private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
switch (state)
{
case MobState.Alive:
//unused
break;
case MobState.Critical:
//_standing.Stand(target); // DeltaV - Remove Redundancy
break;
case MobState.Dead:
RemComp<CollisionWakeComponent>(target);
//_standing.Stand(target); // DeltaV - Remove Redundancy
break;
case MobState.Invalid:
//unused
break;
default:
throw new NotImplementedException();
}
}
private void OnStateEnteredSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
// All of the state changes here should already be networked, so we do nothing if we are currently applying a
// server state.
if (_timing.ApplyingState)
return;
_blocker.UpdateCanMove(target); //update movement anytime a state changes
switch (state)
{
case MobState.Alive:
if (!TryComp(target, out BuckleComponent? buckle)
|| !buckle.Buckled) // DeltaV - Stop buckled mobs from standing up.
_standing.Stand(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Alive);
break;
case MobState.Critical:
_standing.Down(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Critical);
break;
case MobState.Dead:
EnsureComp<CollisionWakeComponent>(target);
_standing.Down(target);
_appearance.SetData(target, MobStateVisuals.State, MobState.Dead);
break;
case MobState.Invalid:
//unused;
break;
default:
throw new NotImplementedException();
}
}
#region Event Subscribers
private void OnSleepAttempt(EntityUid target, MobStateComponent component, ref TryingToSleepEvent args)
{
if (IsDead(target, component))
args.Cancelled = true;
}
private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
{
// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
if (IsDead(target, component))
args.Multiplier /= 3;
else if (IsCritical(target, component))
args.Multiplier /= 2;
}
private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
{
if (HasComp<AllowNextCritSpeechComponent>(uid))
{
RemCompDeferred<AllowNextCritSpeechComponent>(uid);
return;
}
CheckAct(uid, component, args);
}
private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
{
switch (component.CurrentState)
{
case MobState.Dead:
case MobState.Critical:
args.Cancel();
break;
}
}
private void OnEquipAttempt(EntityUid target, MobStateComponent component, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == target)
CheckAct(target, component, args);
}
private void OnUnequipAttempt(EntityUid target, MobStateComponent component, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == target)
CheckAct(target, component, args);
}
private void OnCombatModeShouldHandInteract(EntityUid uid, MobStateComponent component, ref CombatModeShouldHandInteractEvent args)
{
// Disallow empty-hand-interacting in combat mode
// for non-dead mobs
if (!IsDead(uid, component))
args.Cancelled = true;
}
private void OnAttemptPacifiedAttack(Entity<MobStateComponent> ent, ref AttemptPacifiedAttackEvent args)
{
args.Cancelled = true;
}
private void OnDamageModify(Entity<MobStateComponent> ent, ref DamageModifyEvent args)
{
args.Damage *= _damageable.UniversalMobDamageModifier;
}
#endregion
}