]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Fully Revert Clown Waddling (#32652)
authorGolinth <amh2023@gmail.com>
Sun, 6 Oct 2024 13:33:02 +0000 (08:33 -0500)
committerGitHub <noreply@github.com>
Sun, 6 Oct 2024 13:33:02 +0000 (15:33 +0200)
Fully revert Clown Waddling (revival of #29161)

A sad day, see #29156 for discussion

Content.Client/Movement/Systems/WaddleAnimationSystem.cs [deleted file]
Content.Server/Movement/Systems/WaddleAnimationSystem.cs [deleted file]
Content.Shared/Clothing/Components/WaddleWhenWornComponent.cs [deleted file]
Content.Shared/Clothing/EntitySystems/WaddleClothingSystem.cs [deleted file]
Content.Shared/Movement/Components/WaddleAnimationComponent.cs [deleted file]
Content.Shared/Movement/Systems/SharedWaddleAnimationSystem.cs [deleted file]
Resources/Prototypes/Entities/Clothing/Shoes/misc.yml
Resources/Prototypes/Entities/Clothing/Shoes/specific.yml

diff --git a/Content.Client/Movement/Systems/WaddleAnimationSystem.cs b/Content.Client/Movement/Systems/WaddleAnimationSystem.cs
deleted file mode 100644 (file)
index 0ed2d04..0000000
+++ /dev/null
@@ -1,149 +0,0 @@
-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);
-    }
-}
diff --git a/Content.Server/Movement/Systems/WaddleAnimationSystem.cs b/Content.Server/Movement/Systems/WaddleAnimationSystem.cs
deleted file mode 100644 (file)
index e608321..0000000
+++ /dev/null
@@ -1,5 +0,0 @@
-using Content.Shared.Movement.Systems;
-
-namespace Content.Server.Movement.Systems;
-
-public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem;
diff --git a/Content.Shared/Clothing/Components/WaddleWhenWornComponent.cs b/Content.Shared/Clothing/Components/WaddleWhenWornComponent.cs
deleted file mode 100644 (file)
index fb7490e..0000000
+++ /dev/null
@@ -1,36 +0,0 @@
-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;
-}
diff --git a/Content.Shared/Clothing/EntitySystems/WaddleClothingSystem.cs b/Content.Shared/Clothing/EntitySystems/WaddleClothingSystem.cs
deleted file mode 100644 (file)
index b445eb2..0000000
+++ /dev/null
@@ -1,32 +0,0 @@
-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);
-    }
-}
diff --git a/Content.Shared/Movement/Components/WaddleAnimationComponent.cs b/Content.Shared/Movement/Components/WaddleAnimationComponent.cs
deleted file mode 100644 (file)
index 3cd9a37..0000000
+++ /dev/null
@@ -1,74 +0,0 @@
-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;
-}
diff --git a/Content.Shared/Movement/Systems/SharedWaddleAnimationSystem.cs b/Content.Shared/Movement/Systems/SharedWaddleAnimationSystem.cs
deleted file mode 100644 (file)
index cebae80..0000000
+++ /dev/null
@@ -1,106 +0,0 @@
-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)));
-    }
-}
index ea4c9d9c7cdd785feaf4bf06157fa9e0202bc2d4..61dda89d13720f66d518e86dbe61be4212ae638d 100644 (file)
@@ -47,8 +47,6 @@
       collection: FootstepDuck
       params:
         variation: 0.07
-  - type: WaddleWhenWorn
-    tumbleIntensity: 10 # smaller than clown shoes
   - type: Construction
     graph: ClothingShoeSlippersDuck
     node: shoes
index bd37135e98d7d1a188b8d779586656f355af6a1f..a4fbe012c52a5bc253f098bb3d155a24d6699dca 100644 (file)
@@ -15,7 +15,6 @@
   parent: [ClothingShoesBaseButcherable, ClothingSlotBase]
   id: ClothingShoesClownBase
   components:
-  - type: WaddleWhenWorn
   - type: ItemSlots
     slots:
       item: