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[PORT] - SoftCrit system #1011

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23 changes: 23 additions & 0 deletions Content.Shared/CCVar/CCVars.cs
Original file line number Diff line number Diff line change
Expand Up @@ -25,4 +25,27 @@ public sealed partial class CCVars : CVars
/// </summary>
public static readonly CVarDef<bool> DebugPow3rDisableParallel =
CVarDef.Create("debug.pow3r_disable_parallel", true, CVar.SERVERONLY);

#region SoftCrit

/// <summary>
/// Used for basic Soft-Crit implementation. Entities are allowed to crawl when in crit, as this CVar intercepts the mover controller check for incapacitation,
/// and prevents it from stopping movement if this CVar is set to true and the user is Crit but Not Dead. This is only for movement,
/// you still can't stand up while crit, and you're still more or less helpless.
/// </summary>
public static readonly CVarDef<bool> AllowMovementWhileCrit =
CVarDef.Create("mobstate.allow_movement_while_crit", true, CVar.REPLICATED);

public static readonly CVarDef<bool> AllowTalkingWhileCrit =
CVarDef.Create("mobstate.allow_talking_while_crit", true, CVar.REPLICATED);

/// <summary>
/// Currently does nothing because I would have to figure out WHERE I would even put this check, and the mover controller is fairly complicated.
/// The goal is to make it so that attempting to move while in 'soft crit' can potentially cause further injury, causing you to die faster. Ideally there would be special
/// actions that can be performed in soft crit, such as applying pressure to your own injuries to slow down the bleedout, or other varieties of "Will To Live".
/// </summary>
public static readonly CVarDef<bool> DamageWhileCritMove =
CVarDef.Create("mobstate.damage_while_crit_move", false, CVar.REPLICATED);

#endregion
}
34 changes: 30 additions & 4 deletions Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using Content.Shared.Bed.Sleep;
using Content.Shared.Buckle.Components;
using Content.Shared.CCVar;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Damage.ForceSay;
using Content.Shared.Emoting;
Expand All @@ -16,18 +17,21 @@
using Content.Shared.Standing;
using Content.Shared.Strip.Components;
using Content.Shared.Throwing;
using Robust.Shared.Configuration;
using Robust.Shared.Physics.Components;

namespace Content.Shared.Mobs.Systems;

public partial class MobStateSystem
{
[Dependency] private readonly IConfigurationManager _configurationManager = default!;

//General purpose event subscriptions. If you can avoid it register these events inside their own systems
private void SubscribeEvents()
{
SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);//BACKMEN-EDIT
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnDirectionAttempt); //BACKMEN-EDIT
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct); //BACKMEN-EDIT
SubscribeLocalEvent<MobStateComponent, AttackAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ConsciousAttemptEvent>(CheckConcious);
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
Expand All @@ -38,7 +42,7 @@ private void SubscribeEvents()
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(OnMoveAttempt); //BACKMEN-EDIT
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PointAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
Expand All @@ -48,6 +52,24 @@ private void SubscribeEvents()
SubscribeLocalEvent<MobStateComponent, UnbuckleAttemptEvent>(OnUnbuckleAttempt);
}

//BACKMEN-EDIT-START
private void OnDirectionAttempt(Entity<MobStateComponent> ent, ref ChangeDirectionAttemptEvent args)
{
if (ent.Comp.CurrentState is MobState.Critical && _configurationManager.GetCVar(CCVars.AllowMovementWhileCrit))
return;

CheckAct(ent.Owner, ent.Comp, args);
}

private void OnMoveAttempt(Entity<MobStateComponent> ent, ref UpdateCanMoveEvent args)
{
if (ent.Comp.CurrentState is MobState.Critical && _configurationManager.GetCVar(CCVars.AllowMovementWhileCrit))
return;

CheckAct(ent.Owner, ent.Comp, args);
}
//BACKMEN-EDIT-END

private void OnUnbuckleAttempt(Entity<MobStateComponent> ent, ref UnbuckleAttemptEvent args)
{
// TODO is this necessary?
Expand Down Expand Up @@ -144,6 +166,10 @@ private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAtt
RemCompDeferred<AllowNextCritSpeechComponent>(uid);
return;
}
//BACKMEN-EDIT-START
if (component.CurrentState is MobState.Critical && _configurationManager.GetCVar(CCVars.AllowTalkingWhileCrit))
return;
//BACKMEN-EDIT-END

CheckAct(uid, component, args);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -303,10 +303,13 @@ private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bo

if (MoverQuery.TryGetComponent(entity, out var mover))
SetMoveInput((entity, mover), MoveButtons.None);
//BACKMEN-EDIT-START
if (_mobState.IsDead(entity)
|| _mobState.IsCritical(entity) && !_configManager.GetCVar(CCVars.AllowMovementWhileCrit))
return;

if (!_mobState.IsIncapacitated(entity))
HandleDirChange(relayMover.RelayEntity, dir, subTick, state);

HandleDirChange(relayMover.RelayEntity, dir, subTick, state);
//BACKMEN-EDIT-END
return;
}

Expand Down
9 changes: 6 additions & 3 deletions Content.Shared/Movement/Systems/SharedMoverController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -122,9 +122,12 @@ protected void HandleMobMovement(
var canMove = mover.CanMove;
if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
{
if (_mobState.IsIncapacitated(relayTarget.Source) ||
TryComp<SleepingComponent>(relayTarget.Source, out _) ||
!MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
//BACKMEN-EDIT-START
if (_mobState.IsDead(relayTarget.Source)
|| TryComp<SleepingComponent>(relayTarget.Source, out _)
|| !MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover)
|| _mobState.IsCritical(relayTarget.Source) && !_configManager.GetCVar(CCVars.AllowMovementWhileCrit))
//BACKMEN-EDIT-END
{
canMove = false;
}
Expand Down
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