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[Fix] Unpunchable Mouse Bug

Open AlgumCorrupto opened this issue 9 months ago • 11 comments

Description

Fix bug that causes mice not be punchable, take 2. As described by this issue.


Media

https://private-user-images.githubusercontent.com/112904295/421005549-300bf922-d296-4549-a1b2-af7081a155c9.mp4?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NDE2MzIxOTEsIm5iZiI6MTc0MTYzMTg5MSwicGF0aCI6Ii8xMTI5MDQyOTUvNDIxMDA1NTQ5LTMwMGJmOTIyLWQyOTYtNDU0OS1hMWIyLWFmNzA4MWExNTVjOS5tcDQ_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjUwMzEwJTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI1MDMxMFQxODM4MTFaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1mYTMyZTMzODk0NjAxMjBlMjlmODRmNmFmN2FmZjc2MDVlNjJhZjY2MzlhOGI5ZjE0M2ZlNmE3MTE5Nzc4YWExJlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCJ9.gygRlvUJbohK1BWfMEBOSsCMW3hpEJ1_auG4aB7Bru8


Changelog

:cl:

  • fix: Now you can punch mice!

AlgumCorrupto avatar Mar 10 '25 18:03 AlgumCorrupto

Walkthrough

The pull request modifies the logic in the OnCombatModeShouldHandInteract method of the mob state system to prioritize hand interactions based on the mob's state. The changes introduce a new boolean field, AllowHandInteractWhileAlive, to the MobStateComponent class, allowing for configuration of hand interactions while the mob is alive. No alterations were made to public or exported entities.

Changes

File(s) Change Summary
Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs Modified OnCombatModeShouldHandInteract to prioritize Critical state and allow hand interactions based on new conditions.
Content.Shared/Mobs/Components/MobStateComponent.cs Added new boolean field AllowHandInteractWhileAlive initialized to false for configuring hand interactions in the Alive state.

Suggested reviewers

  • Remuchi
  • sleepyyapril
  • VMSolidus

Poem

In the code of our fleet, a new light does shine,
With states realigned, our logic's divine.
Alive and critical, hand interactions flow,
A streamlined approach, watch our efficiency grow!
Hail to the changes, in unity we stand,
For the freedom of code, we’ll always command!


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📒 Files selected for processing (1)
  • Content.Shared/Mobs/Components/MobStateComponent.cs (1 hunks)
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  • Content.Shared/Mobs/Components/MobStateComponent.cs
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coderabbitai[bot] avatar Mar 10 '25 18:03 coderabbitai[bot]

why make another pr?

DEATHB4DEFEAT avatar Mar 10 '25 18:03 DEATHB4DEFEAT

Because the last one's code had bad formatting and the tests failed

AlgumCorrupto avatar Mar 10 '25 18:03 AlgumCorrupto

you can edit the last one

DEATHB4DEFEAT avatar Mar 10 '25 19:03 DEATHB4DEFEAT

Okay, I didn't know.

AlgumCorrupto avatar Mar 10 '25 19:03 AlgumCorrupto

Ack Heisen test. Random crash, nothing wrong with your code it just does that sometimes. You did pass 359 others though.

SolarisBirb avatar Mar 10 '25 22:03 SolarisBirb

okay, just got home, the code seems to be working just fine at least for me.

AlgumCorrupto avatar Mar 10 '25 22:03 AlgumCorrupto

That's the reason why it's impossible punch mice. What is the reason for these existing anyway? I could simply move the mobstate checks to the bottom of the code if that works, something like:


        // Disallow empty-hand-interacting in combat mode
        // for non-dead mobs
        if (!IsDead(uid, component))
            args.Cancelled = true;

        if (component.CurrentState is MobState.Alive
            || component.CurrentState is MobState.Critical
            && component.AllowHandInteractWhileCrit
            || component.CurrentState is MobState.SoftCritical
            && component.AllowHandInteractWhileSoftCrit
            || component.CurrentState is MobState.Dead
            && component.AllowHandInteractWhileDead)
            return;

        args.Cancelled = true;

AlgumCorrupto avatar Mar 11 '25 20:03 AlgumCorrupto

wait hold on, i think i know a way of doing this without nuking this code, give me a minute

AlgumCorrupto avatar Mar 11 '25 21:03 AlgumCorrupto

I managed to do it using another way but its causing visual glitching (i think it's here even before I touched this code), it's causing the harm animation to play without the target being damaged. I should flag this as an issue.

I just edited the PR.

https://github.com/user-attachments/assets/9a850d02-87aa-4845-bb75-0f53582a4689

AlgumCorrupto avatar Mar 11 '25 21:03 AlgumCorrupto

@AlgumCorrupto What is the current status of this PR? I see you've pushed some new changes to the PR after your last video, could you record a new clip?

Timfa2112 avatar Apr 10 '25 15:04 Timfa2112