Shitty combat mode & animations. (#367)

* Combat mode UI & targeting zones.

* Fix inventory hud positioning.

* Crappy attack animations.

* Import TG combat sounds

* More work on arcs.

* Implement hit sounds.

* Lunging, hit effects, some more stuff.
This commit is contained in:
Pieter-Jan Briers
2019-09-26 22:32:32 +02:00
committed by GitHub
parent ac55ccf46e
commit 02d509fc5f
47 changed files with 1231 additions and 35 deletions

View File

@@ -1,15 +1,25 @@
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Input;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using static Content.Shared.GameObjects.EntitySystemMessages.CombatModeSystemMessages;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class CombatModeSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IPlayerManager _playerManager;
#pragma warning restore 649
public override void Initialize()
{
base.Initialize();
@@ -19,7 +29,15 @@ namespace Content.Server.GameObjects.EntitySystems
InputCmdHandler.FromDelegate(CombatModeToggled));
}
private void CombatModeToggled(ICommonSession session)
public override void RegisterMessageTypes()
{
base.RegisterMessageTypes();
RegisterMessageType<SetTargetZoneMessage>();
RegisterMessageType<SetCombatModeActiveMessage>();
}
private static void CombatModeToggled(ICommonSession session)
{
var playerSession = (IPlayerSession) session;
@@ -31,5 +49,28 @@ namespace Content.Server.GameObjects.EntitySystems
combatModeComponent.IsInCombatMode = !combatModeComponent.IsInCombatMode;
}
public override void HandleNetMessage(INetChannel channel, EntitySystemMessage message)
{
base.HandleNetMessage(channel, message);
var player = _playerManager.GetSessionByChannel(channel);
if (player.AttachedEntity == null
|| !player.AttachedEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
{
return;
}
switch (message)
{
case SetTargetZoneMessage setTargetZone:
combatModeComponent.ActiveZone = setTargetZone.TargetZone;
break;
case SetCombatModeActiveMessage setActive:
combatModeComponent.IsInCombatMode = setActive.Active;
break;
}
}
}
}