+++ /dev/null
-using System.Numerics;
-using Content.Client.Buckle;
-using Content.Client.Gravity;
-using Content.Shared.ActionBlocker;
-using Content.Shared.Mobs.Systems;
-using Content.Shared.Movement.Components;
-using Content.Shared.Movement.Systems;
-using Robust.Client.Animations;
-using Robust.Client.GameObjects;
-using Robust.Shared.Animations;
-
-namespace Content.Client.Movement.Systems;
-
-public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem
-{
- [Dependency] private readonly AnimationPlayerSystem _animation = default!;
- [Dependency] private readonly GravitySystem _gravity = default!;
- [Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
- [Dependency] private readonly BuckleSystem _buckle = default!;
- [Dependency] private readonly MobStateSystem _mobState = default!;
-
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeAllEvent<StartedWaddlingEvent>(OnStartWaddling);
- SubscribeLocalEvent<WaddleAnimationComponent, AnimationCompletedEvent>(OnAnimationCompleted);
- SubscribeAllEvent<StoppedWaddlingEvent>(OnStopWaddling);
- }
-
- private void OnStartWaddling(StartedWaddlingEvent msg, EntitySessionEventArgs args)
- {
- if (TryComp<WaddleAnimationComponent>(GetEntity(msg.Entity), out var comp))
- StartWaddling((GetEntity(msg.Entity), comp));
- }
-
- private void OnStopWaddling(StoppedWaddlingEvent msg, EntitySessionEventArgs args)
- {
- if (TryComp<WaddleAnimationComponent>(GetEntity(msg.Entity), out var comp))
- StopWaddling((GetEntity(msg.Entity), comp));
- }
-
- private void StartWaddling(Entity<WaddleAnimationComponent> entity)
- {
- if (_animation.HasRunningAnimation(entity.Owner, entity.Comp.KeyName))
- return;
-
- if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
- return;
-
- if (_gravity.IsWeightless(entity.Owner))
- return;
-
- if (!_actionBlocker.CanMove(entity.Owner, mover))
- return;
-
- // Do nothing if buckled in
- if (_buckle.IsBuckled(entity.Owner))
- return;
-
- // Do nothing if crit or dead (for obvious reasons)
- if (_mobState.IsIncapacitated(entity.Owner))
- return;
-
- PlayWaddleAnimationUsing(
- (entity.Owner, entity.Comp),
- CalculateAnimationLength(entity.Comp, mover),
- CalculateTumbleIntensity(entity.Comp)
- );
- }
-
- private static float CalculateTumbleIntensity(WaddleAnimationComponent component)
- {
- return component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
- }
-
- private static float CalculateAnimationLength(WaddleAnimationComponent component, InputMoverComponent mover)
- {
- return mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
- }
-
- private void OnAnimationCompleted(Entity<WaddleAnimationComponent> entity, ref AnimationCompletedEvent args)
- {
- if (args.Key != entity.Comp.KeyName)
- return;
-
- if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
- return;
-
- PlayWaddleAnimationUsing(
- (entity.Owner, entity.Comp),
- CalculateAnimationLength(entity.Comp, mover),
- CalculateTumbleIntensity(entity.Comp)
- );
- }
-
- private void StopWaddling(Entity<WaddleAnimationComponent> entity)
- {
- if (!_animation.HasRunningAnimation(entity.Owner, entity.Comp.KeyName))
- return;
-
- _animation.Stop(entity.Owner, entity.Comp.KeyName);
-
- if (!TryComp<SpriteComponent>(entity.Owner, out var sprite))
- return;
-
- sprite.Offset = new Vector2();
- sprite.Rotation = Angle.FromDegrees(0);
- }
-
- private void PlayWaddleAnimationUsing(Entity<WaddleAnimationComponent> entity, float len, float tumbleIntensity)
- {
- entity.Comp.LastStep = !entity.Comp.LastStep;
-
- var anim = new Animation()
- {
- Length = TimeSpan.FromSeconds(len),
- AnimationTracks =
- {
- new AnimationTrackComponentProperty()
- {
- ComponentType = typeof(SpriteComponent),
- Property = nameof(SpriteComponent.Rotation),
- InterpolationMode = AnimationInterpolationMode.Linear,
- KeyFrames =
- {
- new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0),
- new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(tumbleIntensity), len/2),
- new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), len/2),
- }
- },
- new AnimationTrackComponentProperty()
- {
- ComponentType = typeof(SpriteComponent),
- Property = nameof(SpriteComponent.Offset),
- InterpolationMode = AnimationInterpolationMode.Linear,
- KeyFrames =
- {
- new AnimationTrackProperty.KeyFrame(new Vector2(), 0),
- new AnimationTrackProperty.KeyFrame(entity.Comp.HopIntensity, len/2),
- new AnimationTrackProperty.KeyFrame(new Vector2(), len/2),
- }
- }
- }
- };
-
- _animation.Play(entity.Owner, anim, entity.Comp.KeyName);
- }
-}
+++ /dev/null
-using Content.Shared.Movement.Systems;
-
-namespace Content.Server.Movement.Systems;
-
-public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem;
+++ /dev/null
-using System.Numerics;
-using Robust.Shared.GameStates;
-
-namespace Content.Shared.Clothing.Components;
-
-/// <summary>
-/// Defines something as causing waddling when worn.
-/// </summary>
-[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
-public sealed partial class WaddleWhenWornComponent : Component
-{
- ///<summary>
- /// How high should they hop during the waddle? Higher hop = more energy.
- /// </summary>
- [DataField, AutoNetworkedField]
- public Vector2 HopIntensity = new(0, 0.25f);
-
- /// <summary>
- /// How far should they rock backward and forward during the waddle?
- /// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
- /// </summary>
- [DataField, AutoNetworkedField]
- public float TumbleIntensity = 20.0f;
-
- /// <summary>
- /// How long should a complete step take? Less time = more chaos.
- /// </summary>
- [DataField, AutoNetworkedField]
- public float AnimationLength = 0.66f;
-
- /// <summary>
- /// How much shorter should the animation be when running?
- /// </summary>
- [DataField, AutoNetworkedField]
- public float RunAnimationLengthMultiplier = 0.568f;
-}
+++ /dev/null
-using Content.Shared.Clothing;
-using Content.Shared.Clothing.Components;
-using Content.Shared.Movement.Components;
-using Content.Shared.Inventory.Events;
-
-namespace Content.Shared.Clothing.EntitySystems;
-
-public sealed class WaddleClothingSystem : EntitySystem
-{
- public override void Initialize()
- {
- base.Initialize();
-
- SubscribeLocalEvent<WaddleWhenWornComponent, ClothingGotEquippedEvent>(OnGotEquipped);
- SubscribeLocalEvent<WaddleWhenWornComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
- }
-
- private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, ClothingGotEquippedEvent args)
- {
- var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Wearer);
-
- waddleAnimComp.AnimationLength = comp.AnimationLength;
- waddleAnimComp.HopIntensity = comp.HopIntensity;
- waddleAnimComp.RunAnimationLengthMultiplier = comp.RunAnimationLengthMultiplier;
- waddleAnimComp.TumbleIntensity = comp.TumbleIntensity;
- }
-
- private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, ClothingGotUnequippedEvent args)
- {
- RemComp<WaddleAnimationComponent>(args.Wearer);
- }
-}
+++ /dev/null
-using System.Numerics;
-using Robust.Shared.Serialization;
-
-namespace Content.Shared.Movement.Components;
-
-/// <summary>
-/// Declares that an entity has started to waddle like a duck/clown.
-/// </summary>
-/// <param name="entity">The newly be-waddled.</param>
-[Serializable, NetSerializable]
-public sealed class StartedWaddlingEvent(NetEntity entity) : EntityEventArgs
-{
- public NetEntity Entity = entity;
-}
-
-/// <summary>
-/// Declares that an entity has stopped waddling like a duck/clown.
-/// </summary>
-/// <param name="entity">The former waddle-er.</param>
-[Serializable, NetSerializable]
-public sealed class StoppedWaddlingEvent(NetEntity entity) : EntityEventArgs
-{
- public NetEntity Entity = entity;
-}
-
-/// <summary>
-/// Defines something as having a waddle animation when it moves.
-/// </summary>
-[RegisterComponent, AutoGenerateComponentState]
-public sealed partial class WaddleAnimationComponent : Component
-{
- /// <summary>
- /// What's the name of this animation? Make sure it's unique so it can play along side other animations.
- /// This prevents someone accidentally causing two identical waddling effects to play on someone at the same time.
- /// </summary>
- [DataField]
- public string KeyName = "Waddle";
-
- ///<summary>
- /// How high should they hop during the waddle? Higher hop = more energy.
- /// </summary>
- [DataField, AutoNetworkedField]
- public Vector2 HopIntensity = new(0, 0.25f);
-
- /// <summary>
- /// How far should they rock backward and forward during the waddle?
- /// Each step will alternate between this being a positive and negative rotation. More rock = more scary.
- /// </summary>
- [DataField, AutoNetworkedField]
- public float TumbleIntensity = 20.0f;
-
- /// <summary>
- /// How long should a complete step take? Less time = more chaos.
- /// </summary>
- [DataField, AutoNetworkedField]
- public float AnimationLength = 0.66f;
-
- /// <summary>
- /// How much shorter should the animation be when running?
- /// </summary>
- [DataField, AutoNetworkedField]
- public float RunAnimationLengthMultiplier = 0.568f;
-
- /// <summary>
- /// Stores which step we made last, so if someone cancels out of the animation mid-step then restarts it looks more natural.
- /// </summary>
- public bool LastStep;
-
- /// <summary>
- /// Stores if we're currently waddling so we can start/stop as appropriate and can tell other systems our state.
- /// </summary>
- [AutoNetworkedField]
- public bool IsCurrentlyWaddling;
-}
+++ /dev/null
-using Content.Shared.Buckle.Components;
-using Content.Shared.Gravity;
-using Content.Shared.Movement.Components;
-using Content.Shared.Movement.Events;
-using Content.Shared.Movement.Systems;
-using Content.Shared.Standing;
-using Content.Shared.Stunnable;
-using Robust.Shared.Timing;
-
-namespace Content.Shared.Movement.Systems;
-
-public abstract class SharedWaddleAnimationSystem : EntitySystem
-{
- [Dependency] private readonly IGameTiming _timing = default!;
-
- public override void Initialize()
- {
- // Startup
- SubscribeLocalEvent<WaddleAnimationComponent, ComponentStartup>(OnComponentStartup);
-
- // Start moving possibilities
- SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
- SubscribeLocalEvent<WaddleAnimationComponent, StoodEvent>(OnStood);
-
- // Stop moving possibilities
- SubscribeLocalEvent((Entity<WaddleAnimationComponent> ent, ref StunnedEvent _) => StopWaddling(ent));
- SubscribeLocalEvent((Entity<WaddleAnimationComponent> ent, ref DownedEvent _) => StopWaddling(ent));
- SubscribeLocalEvent((Entity<WaddleAnimationComponent> ent, ref BuckledEvent _) => StopWaddling(ent));
- SubscribeLocalEvent<WaddleAnimationComponent, GravityChangedEvent>(OnGravityChanged);
- }
-
- private void OnGravityChanged(Entity<WaddleAnimationComponent> ent, ref GravityChangedEvent args)
- {
- if (!args.HasGravity && ent.Comp.IsCurrentlyWaddling)
- StopWaddling(ent);
- }
-
- private void OnComponentStartup(Entity<WaddleAnimationComponent> entity, ref ComponentStartup args)
- {
- if (!TryComp<InputMoverComponent>(entity.Owner, out var moverComponent))
- return;
-
- // If the waddler is currently moving, make them start waddling
- if ((moverComponent.HeldMoveButtons & MoveButtons.AnyDirection) == MoveButtons.AnyDirection)
- {
- RaiseNetworkEvent(new StartedWaddlingEvent(GetNetEntity(entity.Owner)));
- }
- }
-
- private void OnMovementInput(Entity<WaddleAnimationComponent> entity, ref MoveInputEvent args)
- {
- // Prediction mitigation. Prediction means that MoveInputEvents are spammed repeatedly, even though you'd assume
- // they're once-only for the user actually doing something. As such do nothing if we're just repeating this FoR.
- if (!_timing.IsFirstTimePredicted)
- {
- return;
- }
-
- if (!args.HasDirectionalMovement && entity.Comp.IsCurrentlyWaddling)
- {
- StopWaddling(entity);
-
- return;
- }
-
- // Only start waddling if we're not currently AND we're actually moving.
- if (entity.Comp.IsCurrentlyWaddling || !args.HasDirectionalMovement)
- return;
-
- entity.Comp.IsCurrentlyWaddling = true;
-
- RaiseNetworkEvent(new StartedWaddlingEvent(GetNetEntity(entity.Owner)));
- }
-
- private void OnStood(Entity<WaddleAnimationComponent> entity, ref StoodEvent args)
- {
- // Prediction mitigation. Prediction means that MoveInputEvents are spammed repeatedly, even though you'd assume
- // they're once-only for the user actually doing something. As such do nothing if we're just repeating this FoR.
- if (!_timing.IsFirstTimePredicted)
- {
- return;
- }
-
- if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
- {
- return;
- }
-
- if ((mover.HeldMoveButtons & MoveButtons.AnyDirection) == MoveButtons.None)
- return;
-
- if (entity.Comp.IsCurrentlyWaddling)
- return;
-
- entity.Comp.IsCurrentlyWaddling = true;
-
- RaiseNetworkEvent(new StartedWaddlingEvent(GetNetEntity(entity.Owner)));
- }
-
- private void StopWaddling(Entity<WaddleAnimationComponent> entity)
- {
- entity.Comp.IsCurrentlyWaddling = false;
-
- RaiseNetworkEvent(new StoppedWaddlingEvent(GetNetEntity(entity.Owner)));
- }
-}
collection: FootstepDuck
params:
variation: 0.07
- - type: WaddleWhenWorn
- tumbleIntensity: 10 # smaller than clown shoes
- type: Construction
graph: ClothingShoeSlippersDuck
node: shoes
parent: [ClothingShoesBaseButcherable, ClothingSlotBase]
id: ClothingShoesClownBase
components:
- - type: WaddleWhenWorn
- type: ItemSlots
slots:
item: