]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
SS14-26964 Clown Waddling Replicates, etc (#26983)
authorHannah Giovanna Dawson <karakkaraz@gmail.com>
Tue, 4 Jun 2024 13:23:09 +0000 (14:23 +0100)
committerGitHub <noreply@github.com>
Tue, 4 Jun 2024 13:23:09 +0000 (09:23 -0400)
Content.Client/Movement/Systems/WaddleAnimationSystem.cs
Content.Server/Movement/Systems/WaddleAnimationSystem.cs [new file with mode: 0644]
Content.Shared/Clothing/Components/WaddleWhenWornComponent.cs
Content.Shared/Clothing/EntitySystems/WaddleClothingSystem.cs [moved from Content.Client/Clothing/Systems/WaddleClothingSystem.cs with 59% similarity]
Content.Shared/Movement/Components/WaddleAnimationComponent.cs
Content.Shared/Movement/Systems/SharedWaddleAnimationSystem.cs [new file with mode: 0644]

index 9555c1f6b9e4b13054977b4d0f500e729ab2cf1e..0ed2d04f694af55f4ac0f26b9f0894f404c7b387 100644 (file)
 using Content.Client.Buckle;
 using Content.Client.Gravity;
 using Content.Shared.ActionBlocker;
-using Content.Shared.Buckle.Components;
 using Content.Shared.Mobs.Systems;
 using Content.Shared.Movement.Components;
-using Content.Shared.Movement.Events;
-using Content.Shared.StatusEffect;
-using Content.Shared.Stunnable;
+using Content.Shared.Movement.Systems;
 using Robust.Client.Animations;
 using Robust.Client.GameObjects;
 using Robust.Shared.Animations;
-using Robust.Shared.Timing;
 
 namespace Content.Client.Movement.Systems;
 
-public sealed class WaddleAnimationSystem : EntitySystem
+public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem
 {
     [Dependency] private readonly AnimationPlayerSystem _animation = default!;
     [Dependency] private readonly GravitySystem _gravity = default!;
-    [Dependency] private readonly IGameTiming _timing = default!;
     [Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
     [Dependency] private readonly BuckleSystem _buckle = default!;
     [Dependency] private readonly MobStateSystem _mobState = default!;
 
     public override void Initialize()
     {
-        SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
-        SubscribeLocalEvent<WaddleAnimationComponent, StartedWaddlingEvent>(OnStartedWalking);
-        SubscribeLocalEvent<WaddleAnimationComponent, StoppedWaddlingEvent>(OnStoppedWalking);
+        base.Initialize();
+
+        SubscribeAllEvent<StartedWaddlingEvent>(OnStartWaddling);
         SubscribeLocalEvent<WaddleAnimationComponent, AnimationCompletedEvent>(OnAnimationCompleted);
-        SubscribeLocalEvent<WaddleAnimationComponent, StunnedEvent>(OnStunned);
-        SubscribeLocalEvent<WaddleAnimationComponent, KnockedDownEvent>(OnKnockedDown);
-        SubscribeLocalEvent<WaddleAnimationComponent, BuckleChangeEvent>(OnBuckleChange);
+        SubscribeAllEvent<StoppedWaddlingEvent>(OnStopWaddling);
     }
 
-    private void OnMovementInput(EntityUid entity, WaddleAnimationComponent component, MoveInputEvent args)
+    private void OnStartWaddling(StartedWaddlingEvent msg, EntitySessionEventArgs 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)
-        {
+        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 (!args.HasDirectionalMovement && component.IsCurrentlyWaddling)
-        {
-            var stopped = new StoppedWaddlingEvent(entity);
+        if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
+            return;
 
-            RaiseLocalEvent(entity, ref stopped);
+        if (_gravity.IsWeightless(entity.Owner))
+            return;
 
+        if (!_actionBlocker.CanMove(entity.Owner, mover))
             return;
-        }
 
-        // Only start waddling if we're not currently AND we're actually moving.
-        if (component.IsCurrentlyWaddling || !args.HasDirectionalMovement)
+        // Do nothing if buckled in
+        if (_buckle.IsBuckled(entity.Owner))
             return;
 
-        var started = new StartedWaddlingEvent(entity);
+        // Do nothing if crit or dead (for obvious reasons)
+        if (_mobState.IsIncapacitated(entity.Owner))
+            return;
 
-        RaiseLocalEvent(entity, ref started);
+        PlayWaddleAnimationUsing(
+            (entity.Owner, entity.Comp),
+            CalculateAnimationLength(entity.Comp, mover),
+            CalculateTumbleIntensity(entity.Comp)
+        );
     }
 
-    private void OnStartedWalking(EntityUid uid, WaddleAnimationComponent component, StartedWaddlingEvent args)
+    private static float CalculateTumbleIntensity(WaddleAnimationComponent component)
     {
-        if (_animation.HasRunningAnimation(uid, component.KeyName))
-            return;
+        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;
+    }
 
-        if (!TryComp<InputMoverComponent>(uid, out var mover))
+    private void OnAnimationCompleted(Entity<WaddleAnimationComponent> entity, ref AnimationCompletedEvent args)
+    {
+        if (args.Key != entity.Comp.KeyName)
             return;
 
-        if (_gravity.IsWeightless(uid))
+        if (!TryComp<InputMoverComponent>(entity.Owner, out var mover))
             return;
 
+        PlayWaddleAnimationUsing(
+            (entity.Owner, entity.Comp),
+            CalculateAnimationLength(entity.Comp, mover),
+            CalculateTumbleIntensity(entity.Comp)
+        );
+    }
 
-        if (!_actionBlocker.CanMove(uid, mover))
+    private void StopWaddling(Entity<WaddleAnimationComponent> entity)
+    {
+        if (!_animation.HasRunningAnimation(entity.Owner, entity.Comp.KeyName))
             return;
 
-        // Do nothing if buckled in
-        if (_buckle.IsBuckled(uid))
-            return;
+        _animation.Stop(entity.Owner, entity.Comp.KeyName);
 
-        // Do nothing if crit or dead (for obvious reasons)
-        if (_mobState.IsIncapacitated(uid))
+        if (!TryComp<SpriteComponent>(entity.Owner, out var sprite))
             return;
 
-        var tumbleIntensity = component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
-        var len = mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
+        sprite.Offset = new Vector2();
+        sprite.Rotation = Angle.FromDegrees(0);
+    }
 
-        component.LastStep = !component.LastStep;
-        component.IsCurrentlyWaddling = true;
+    private void PlayWaddleAnimationUsing(Entity<WaddleAnimationComponent> entity, float len, float tumbleIntensity)
+    {
+        entity.Comp.LastStep = !entity.Comp.LastStep;
 
         var anim = new Animation()
         {
@@ -116,58 +137,13 @@ public sealed class WaddleAnimationSystem : EntitySystem
                     KeyFrames =
                     {
                         new AnimationTrackProperty.KeyFrame(new Vector2(), 0),
-                        new AnimationTrackProperty.KeyFrame(component.HopIntensity, len/2),
+                        new AnimationTrackProperty.KeyFrame(entity.Comp.HopIntensity, len/2),
                         new AnimationTrackProperty.KeyFrame(new Vector2(), len/2),
                     }
                 }
             }
         };
 
-        _animation.Play(uid, anim, component.KeyName);
-    }
-
-    private void OnStoppedWalking(EntityUid uid, WaddleAnimationComponent component, StoppedWaddlingEvent args)
-    {
-        StopWaddling(uid, component);
-    }
-
-    private void OnAnimationCompleted(EntityUid uid, WaddleAnimationComponent component, AnimationCompletedEvent args)
-    {
-        var started = new StartedWaddlingEvent(uid);
-
-        RaiseLocalEvent(uid, ref started);
-    }
-
-    private void OnStunned(EntityUid uid, WaddleAnimationComponent component, StunnedEvent args)
-    {
-        StopWaddling(uid, component);
-    }
-
-    private void OnKnockedDown(EntityUid uid, WaddleAnimationComponent component, KnockedDownEvent args)
-    {
-        StopWaddling(uid, component);
-    }
-
-    private void OnBuckleChange(EntityUid uid, WaddleAnimationComponent component, BuckleChangeEvent args)
-    {
-        StopWaddling(uid, component);
-    }
-
-    private void StopWaddling(EntityUid uid, WaddleAnimationComponent component)
-    {
-        if (!component.IsCurrentlyWaddling)
-            return;
-
-        _animation.Stop(uid, component.KeyName);
-
-        if (!TryComp<SpriteComponent>(uid, out var sprite))
-        {
-            return;
-        }
-
-        sprite.Offset = new Vector2();
-        sprite.Rotation = Angle.FromDegrees(0);
-
-        component.IsCurrentlyWaddling = false;
+        _animation.Play(entity.Owner, anim, entity.Comp.KeyName);
     }
 }
diff --git a/Content.Server/Movement/Systems/WaddleAnimationSystem.cs b/Content.Server/Movement/Systems/WaddleAnimationSystem.cs
new file mode 100644 (file)
index 0000000..e608321
--- /dev/null
@@ -0,0 +1,5 @@
+using Content.Shared.Movement.Systems;
+
+namespace Content.Server.Movement.Systems;
+
+public sealed class WaddleAnimationSystem : SharedWaddleAnimationSystem;
index 5cd7a724577517be20afc81c97c71f8adc774d23..fb7490ef4fbec5c49c0b7cfbdb09423a9fe8c1a5 100644 (file)
@@ -1,35 +1,36 @@
 using System.Numerics;
+using Robust.Shared.GameStates;
 
 namespace Content.Shared.Clothing.Components;
 
 /// <summary>
 /// Defines something as causing waddling when worn.
 /// </summary>
-[RegisterComponent]
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
 public sealed partial class WaddleWhenWornComponent : Component
 {
     ///<summary>
     /// How high should they hop during the waddle? Higher hop = more energy.
     /// </summary>
-    [DataField]
+    [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]
+    [DataField, AutoNetworkedField]
     public float TumbleIntensity = 20.0f;
 
     /// <summary>
     /// How long should a complete step take? Less time = more chaos.
     /// </summary>
-    [DataField]
+    [DataField, AutoNetworkedField]
     public float AnimationLength = 0.66f;
 
     /// <summary>
     /// How much shorter should the animation be when running?
     /// </summary>
-    [DataField]
+    [DataField, AutoNetworkedField]
     public float RunAnimationLengthMultiplier = 0.568f;
 }
similarity index 59%
rename from Content.Client/Clothing/Systems/WaddleClothingSystem.cs
rename to Content.Shared/Clothing/EntitySystems/WaddleClothingSystem.cs
index b8ac3c207bf2009303bfeeea146607b1366175db..b445eb258e9a1a67ee7e60f73d212d8138261b48 100644 (file)
@@ -1,8 +1,9 @@
-using Content.Shared.Clothing.Components;
+using Content.Shared.Clothing;
+using Content.Shared.Clothing.Components;
 using Content.Shared.Movement.Components;
 using Content.Shared.Inventory.Events;
 
-namespace Content.Client.Clothing.Systems;
+namespace Content.Shared.Clothing.EntitySystems;
 
 public sealed class WaddleClothingSystem : EntitySystem
 {
@@ -10,13 +11,13 @@ public sealed class WaddleClothingSystem : EntitySystem
     {
         base.Initialize();
 
-        SubscribeLocalEvent<WaddleWhenWornComponent, GotEquippedEvent>(OnGotEquipped);
-        SubscribeLocalEvent<WaddleWhenWornComponent, GotUnequippedEvent>(OnGotUnequipped);
+        SubscribeLocalEvent<WaddleWhenWornComponent, ClothingGotEquippedEvent>(OnGotEquipped);
+        SubscribeLocalEvent<WaddleWhenWornComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
     }
 
-    private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, GotEquippedEvent args)
+    private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, ClothingGotEquippedEvent args)
     {
-        var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Equipee);
+        var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Wearer);
 
         waddleAnimComp.AnimationLength = comp.AnimationLength;
         waddleAnimComp.HopIntensity = comp.HopIntensity;
@@ -24,8 +25,8 @@ public sealed class WaddleClothingSystem : EntitySystem
         waddleAnimComp.TumbleIntensity = comp.TumbleIntensity;
     }
 
-    private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, GotUnequippedEvent args)
+    private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, ClothingGotUnequippedEvent args)
     {
-        RemComp<WaddleAnimationComponent>(args.Equipee);
+        RemComp<WaddleAnimationComponent>(args.Wearer);
     }
 }
index c43ef3042eb953263c16c938012dafba4b110bc9..3cd9a3749e81c1621e71c42619534b890f442440 100644 (file)
@@ -1,31 +1,32 @@
 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>
-[ByRefEvent]
-public record struct StartedWaddlingEvent(EntityUid Entity)
+/// <param name="entity">The newly be-waddled.</param>
+[Serializable, NetSerializable]
+public sealed class StartedWaddlingEvent(NetEntity entity) : EntityEventArgs
 {
-    public EntityUid Entity = Entity;
+    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>
-[ByRefEvent]
-public record struct StoppedWaddlingEvent(EntityUid Entity)
+/// <param name="entity">The former waddle-er.</param>
+[Serializable, NetSerializable]
+public sealed class StoppedWaddlingEvent(NetEntity entity) : EntityEventArgs
 {
-    public EntityUid Entity = Entity;
+    public NetEntity Entity = entity;
 }
 
 /// <summary>
 /// Defines something as having a waddle animation when it moves.
 /// </summary>
-[RegisterComponent]
+[RegisterComponent, AutoGenerateComponentState]
 public sealed partial class WaddleAnimationComponent : Component
 {
     /// <summary>
@@ -38,26 +39,26 @@ public sealed partial class WaddleAnimationComponent : Component
     ///<summary>
     /// How high should they hop during the waddle? Higher hop = more energy.
     /// </summary>
-    [DataField]
+    [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]
+    [DataField, AutoNetworkedField]
     public float TumbleIntensity = 20.0f;
 
     /// <summary>
     /// How long should a complete step take? Less time = more chaos.
     /// </summary>
-    [DataField]
+    [DataField, AutoNetworkedField]
     public float AnimationLength = 0.66f;
 
     /// <summary>
     /// How much shorter should the animation be when running?
     /// </summary>
-    [DataField]
+    [DataField, AutoNetworkedField]
     public float RunAnimationLengthMultiplier = 0.568f;
 
     /// <summary>
@@ -68,5 +69,6 @@ public sealed partial class WaddleAnimationComponent : Component
     /// <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
new file mode 100644 (file)
index 0000000..2fcb4fc
--- /dev/null
@@ -0,0 +1,106 @@
+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 BuckleChangeEvent _) => 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)));
+    }
+}