[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]
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;
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()
{
private void OnRefreshMoveSpeed(EntityUid uid, ClothingSpeedModifierComponent component, InventoryRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
{
- if (_toggle.IsActivated(uid))
- args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
+ if (!_toggle.IsActivated(uid))
+ return;
+
+ 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)
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;
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);
+ }
}
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;
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);
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))
{
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))
{
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))
{
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))
{
{
public TEvent Args;
- public InventoryRelayedEvent(TEvent args)
+ public EntityUid Owner;
+
+ public InventoryRelayedEvent(TEvent args, EntityUid owner)
{
Args = args;
+ Owner = owner;
}
}
{
// 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);
}
}
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;
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,
/// <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;
}
/// <summary>
// Targeted moth attack
CancelKnockdownDoAfter((entity, entity.Comp));
- RemComp<KnockedDownComponent>(entity);
+ RemCompDeferred<KnockedDownComponent>(entity);
}
private void OnKnockdownAttempt(Entity<GravityAffectedComponent> entity, ref KnockDownAttemptEvent args)
- type: ClothingSpeedModifier
walkModifier: 1.5
sprintModifier: 1.5
+ standing: true
- type: Appearance
- type: GenericVisualizer
visuals:
price: 75
- type: Tag
tags: [ ]
-
+
- type: entity
parent: ClothingShoesBase
id: ClothingShoesBootsJump
jumpSound: /Audio/Effects/stealthoff.ogg
- type: ActionGrant
actions:
- - ActionGravityJump
+ - ActionGravityJump
- type: ItemActionGrant
actions:
- ActionGravityJump