--- /dev/null
+using Content.Shared.Clothing.Components;
+using Content.Shared.Movement.Components;
+using Content.Shared.Inventory.Events;
+
+namespace Content.Client.Clothing.Systems;
+
+public sealed class WaddleClothingSystem : EntitySystem
+{
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<WaddleWhenWornComponent, GotEquippedEvent>(OnGotEquipped);
+ SubscribeLocalEvent<WaddleWhenWornComponent, GotUnequippedEvent>(OnGotUnequipped);
+ }
+
+ private void OnGotEquipped(EntityUid entity, WaddleWhenWornComponent comp, GotEquippedEvent args)
+ {
+ var waddleAnimComp = EnsureComp<WaddleAnimationComponent>(args.Equipee);
+
+ waddleAnimComp.AnimationLength = comp.AnimationLength;
+ waddleAnimComp.HopIntensity = comp.HopIntensity;
+ waddleAnimComp.RunAnimationLengthMultiplier = comp.RunAnimationLengthMultiplier;
+ waddleAnimComp.TumbleIntensity = comp.TumbleIntensity;
+ }
+
+ private void OnGotUnequipped(EntityUid entity, WaddleWhenWornComponent comp, GotUnequippedEvent args)
+ {
+ RemComp<WaddleAnimationComponent>(args.Equipee);
+ }
+}
--- /dev/null
+using System.Numerics;
+using Content.Client.Gravity;
+using Content.Shared.Movement.Components;
+using Content.Shared.Movement.Events;
+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
+{
+ [Dependency] private readonly AnimationPlayerSystem _animation = default!;
+ [Dependency] private readonly GravitySystem _gravity = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
+
+ public override void Initialize()
+ {
+ SubscribeLocalEvent<WaddleAnimationComponent, MoveInputEvent>(OnMovementInput);
+ SubscribeLocalEvent<WaddleAnimationComponent, StartedWaddlingEvent>(OnStartedWalking);
+ SubscribeLocalEvent<WaddleAnimationComponent, StoppedWaddlingEvent>(OnStoppedWalking);
+ SubscribeLocalEvent<WaddleAnimationComponent, AnimationCompletedEvent>(OnAnimationCompleted);
+ }
+
+ private void OnMovementInput(EntityUid entity, WaddleAnimationComponent component, 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 && component.IsCurrentlyWaddling)
+ {
+ component.IsCurrentlyWaddling = false;
+
+ var stopped = new StoppedWaddlingEvent(entity);
+
+ RaiseLocalEvent(entity, ref stopped);
+
+ return;
+ }
+
+ // Only start waddling if we're not currently AND we're actually moving.
+ if (component.IsCurrentlyWaddling || !args.HasDirectionalMovement)
+ return;
+
+ component.IsCurrentlyWaddling = true;
+
+ var started = new StartedWaddlingEvent(entity);
+
+ RaiseLocalEvent(entity, ref started);
+ }
+
+ private void OnStartedWalking(EntityUid uid, WaddleAnimationComponent component, StartedWaddlingEvent args)
+ {
+ if (_animation.HasRunningAnimation(uid, component.KeyName))
+ {
+ return;
+ }
+
+ if (!TryComp<InputMoverComponent>(uid, out var mover))
+ {
+ return;
+ }
+
+ if (_gravity.IsWeightless(uid))
+ {
+ return;
+ }
+
+ var tumbleIntensity = component.LastStep ? 360 - component.TumbleIntensity : component.TumbleIntensity;
+ var len = mover.Sprinting ? component.AnimationLength * component.RunAnimationLengthMultiplier : component.AnimationLength;
+
+ component.LastStep = !component.LastStep;
+ component.IsCurrentlyWaddling = true;
+
+ 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(component.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)
+ {
+ _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;
+ }
+
+ private void OnAnimationCompleted(EntityUid uid, WaddleAnimationComponent component, AnimationCompletedEvent args)
+ {
+ var started = new StartedWaddlingEvent(uid);
+
+ RaiseLocalEvent(uid, ref started);
+ }
+}
--- /dev/null
+using System.Numerics;
+
+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)
+{
+ public EntityUid 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)
+{
+ public EntityUid Entity = Entity;
+}
+
+/// <summary>
+/// Defines something as having a waddle animation when it moves.
+/// </summary>
+[RegisterComponent]
+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]
+ 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]
+ public float TumbleIntensity = 20.0f;
+
+ /// <summary>
+ /// How long should a complete step take? Less time = more chaos.
+ /// </summary>
+ [DataField]
+ public float AnimationLength = 0.66f;
+
+ /// <summary>
+ /// How much shorter should the animation be when running?
+ /// </summary>
+ [DataField]
+ 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>
+ public bool IsCurrentlyWaddling;
+}