Remove combat mode component reference (#15206)
This commit is contained in:
@@ -1,46 +0,0 @@
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using Content.Client.ContextMenu.UI;
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using Content.Client.Verbs;
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using Content.Shared.CombatMode;
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using Content.Shared.Targeting;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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namespace Content.Client.CombatMode
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedCombatModeComponent))]
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public sealed class CombatModeComponent : SharedCombatModeComponent
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override bool IsInCombatMode
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{
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get => base.IsInCombatMode;
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set
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{
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base.IsInCombatMode = value;
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UpdateHud();
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}
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}
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public override TargetingZone ActiveZone
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{
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get => base.ActiveZone;
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set
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{
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base.ActiveZone = value;
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UpdateHud();
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}
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}
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private void UpdateHud()
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{
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if (Owner != _playerManager.LocalPlayer?.ControlledEntity)
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{
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return;
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}
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IoCManager.Resolve<IUserInterfaceManager>().GetUIController<ContextMenuUIController>().Close();
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}
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}
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}
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@@ -12,27 +12,36 @@ namespace Content.Client.CombatMode
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public event Action? LocalPlayerCombatModeUpdated;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedCombatModeComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<CombatModeComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, SharedCombatModeComponent component, ref ComponentHandleState args)
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private void OnHandleState(EntityUid uid, CombatModeComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not CombatModeComponentState state)
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return;
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component.IsInCombatMode = state.IsInCombatMode;
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component.ActiveZone = state.TargetingZone;
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UpdateHud(uid);
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}
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public override void Shutdown()
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{
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CommandBinds.Unregister<CombatModeSystem>();
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base.Shutdown();
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}
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private void OnTargetingZoneChanged(TargetingZone obj)
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{
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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}
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public bool IsInCombatMode()
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{
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var entity = _playerManager.LocalPlayer?.ControlledEntity;
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@@ -43,9 +52,26 @@ namespace Content.Client.CombatMode
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return IsInCombatMode(entity.Value);
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}
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private void OnTargetingZoneChanged(TargetingZone obj)
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public override void SetInCombatMode(EntityUid entity, bool inCombatMode, CombatModeComponent? component = null)
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{
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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base.SetInCombatMode(entity, inCombatMode, component);
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UpdateHud(entity);
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}
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public override void SetActiveZone(EntityUid entity, TargetingZone zone, CombatModeComponent? component = null)
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{
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base.SetActiveZone(entity, zone, component);
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UpdateHud(entity);
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}
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private void UpdateHud(EntityUid entity)
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{
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if (entity != _playerManager.LocalPlayer?.ControlledEntity)
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{
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return;
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}
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LocalPlayerCombatModeUpdated?.Invoke();
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}
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}
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}
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@@ -1,8 +1,10 @@
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using System.Threading;
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using Content.Client.CombatMode;
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using Content.Client.Gameplay;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controllers;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Client.ContextMenu.UI
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{
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/// <summary>
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@@ -13,7 +15,7 @@ namespace Content.Client.ContextMenu.UI
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/// <remarks>
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/// This largely involves setting up timers to open and close sub-menus when hovering over other menu elements.
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/// </remarks>
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public sealed class ContextMenuUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>
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public sealed class ContextMenuUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>, IOnSystemChanged<CombatModeSystem>
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{
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public static readonly TimeSpan HoverDelay = TimeSpan.FromSeconds(0.2);
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@@ -206,5 +208,20 @@ namespace Content.Client.ContextMenu.UI
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menu.InvalidateMeasure();
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}
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private void OnCombatModeUpdated()
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{
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Close();
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}
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public void OnSystemLoaded(CombatModeSystem system)
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{
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system.LocalPlayerCombatModeUpdated += OnCombatModeUpdated;
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}
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public void OnSystemUnloaded(CombatModeSystem system)
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{
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system.LocalPlayerCombatModeUpdated -= OnCombatModeUpdated;
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}
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}
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}
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@@ -1,5 +1,5 @@
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using Content.Client.CombatMode;
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using Content.Client.Gameplay;
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using Content.Shared.CombatMode;
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using Content.Shared.Hands.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.StatusEffect;
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@@ -1,15 +0,0 @@
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using Content.Shared.CombatMode;
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namespace Content.Server.CombatMode
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{
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/// <summary>
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/// Stores whether an entity is in "combat mode"
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/// This is used to differentiate between regular item interactions or
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/// using *everything* as a weapon.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedCombatModeComponent))]
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public sealed class CombatModeComponent : SharedCombatModeComponent
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{
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}
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}
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@@ -11,10 +11,10 @@ namespace Content.Server.CombatMode
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{
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base.Initialize();
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SubscribeLocalEvent<SharedCombatModeComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<CombatModeComponent, ComponentGetState>(OnGetState);
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}
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private void OnGetState(EntityUid uid, SharedCombatModeComponent component, ref ComponentGetState args)
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private void OnGetState(EntityUid uid, CombatModeComponent component, ref ComponentGetState args)
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{
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args.State = new CombatModeComponentState(component.IsInCombatMode, component.ActiveZone);
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}
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@@ -1,6 +1,6 @@
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using Content.Server.CombatMode;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Shared.CombatMode;
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using Content.Shared.NPC;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Map;
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@@ -69,7 +69,7 @@ public sealed partial class NPCCombatSystem
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{
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if (TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combatMode);
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}
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_steering.Unregister(component.Owner);
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@@ -79,7 +79,7 @@ public sealed partial class NPCCombatSystem
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{
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if (TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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// TODO: Cleanup later, just looking for parity for now.
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@@ -8,6 +8,7 @@ namespace Content.Server.NPC.Systems;
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public sealed partial class NPCCombatSystem
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{
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly RotateToFaceSystem _rotate = default!;
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// TODO: Don't predict for hitscan
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@@ -26,9 +27,9 @@ public sealed partial class NPCCombatSystem
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private void OnRangedStartup(EntityUid uid, NPCRangedCombatComponent component, ComponentStartup args)
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{
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if (TryComp<SharedCombatModeComponent>(uid, out var combat))
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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combat.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combat);
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}
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else
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{
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@@ -38,9 +39,9 @@ public sealed partial class NPCCombatSystem
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private void OnRangedShutdown(EntityUid uid, NPCRangedCombatComponent component, ComponentShutdown args)
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{
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if (TryComp<SharedCombatModeComponent>(uid, out var combat))
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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combat.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combat);
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}
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}
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@@ -48,7 +49,7 @@ public sealed partial class NPCCombatSystem
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{
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var combatQuery = GetEntityQuery<SharedCombatModeComponent>();
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var combatQuery = GetEntityQuery<CombatModeComponent>();
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var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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@@ -73,7 +74,7 @@ public sealed partial class NPCCombatSystem
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if (combatQuery.TryGetComponent(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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if (!_gun.TryGetGun(uid, out var gunUid, out var gun))
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@@ -1,7 +1,7 @@
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using Content.Server.CombatMode;
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using Content.Server.Destructible;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CombatMode;
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using Content.Shared.Doors.Components;
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using Content.Shared.NPC;
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using Robust.Shared.Physics;
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@@ -115,7 +115,7 @@ public sealed partial class NPCSteeringSystem
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{
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if (_melee.TryGetWeapon(uid, out var meleeUid, out var meleeWeapon) && meleeWeapon.NextAttack <= _timing.CurTime && TryComp<CombatModeComponent>(uid, out var combatMode))
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{
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combatMode.IsInCombatMode = true;
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_combat.SetInCombatMode(uid, true, combatMode);
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var destructibleQuery = GetEntityQuery<DestructibleComponent>();
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// TODO: This is a hack around grilles and windows.
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@@ -131,7 +131,7 @@ public sealed partial class NPCSteeringSystem
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}
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}
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combatMode.IsInCombatMode = false;
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_combat.SetInCombatMode(uid, false, combatMode);
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if (obstacleEnts.Count == 0)
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return SteeringObstacleStatus.Completed;
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@@ -7,6 +7,7 @@ using Content.Server.NPC.Components;
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using Content.Server.NPC.Events;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.CCVar;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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@@ -55,6 +56,7 @@ namespace Content.Server.NPC.Systems
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[Dependency] private readonly SharedMoverController _mover = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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/// <summary>
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/// Enabled antistuck detection so if an NPC is in the same spot for a while it will re-path.
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@@ -110,7 +110,7 @@ namespace Content.Server.Strip
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{
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base.StartOpeningStripper(user, component, openInCombat);
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if (TryComp<SharedCombatModeComponent>(user, out var mode) && mode.IsInCombatMode && !openInCombat)
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if (TryComp<CombatModeComponent>(user, out var mode) && mode.IsInCombatMode && !openInCombat)
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return;
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if (TryComp<ActorComponent>(user, out var actor))
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@@ -4,7 +4,6 @@ using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.CombatMode;
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Examine;
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@@ -202,7 +201,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), filter);
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}
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp)
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{
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if (HasComp<DisarmProneComponent>(disarmer))
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return 1.0f;
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@@ -5,7 +5,6 @@ using Content.Server.Body.Systems;
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using Content.Server.Chat;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.CombatMode;
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using Content.Server.Disease.Components;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Humanoid;
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@@ -18,6 +17,7 @@ using Content.Server.Popups;
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using Content.Server.Speech.Components;
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using Content.Server.Temperature.Components;
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using Content.Server.Traitor;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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@@ -53,6 +53,7 @@ namespace Content.Server.Zombies
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly AutoEmoteSystem _autoEmote = default!;
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[Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!;
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly IChatManager _chatMan = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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@@ -116,7 +117,7 @@ namespace Content.Server.Zombies
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//in an attempt to make an entity not attack. This is the easiest way to do it.
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RemComp<CombatModeComponent>(target);
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var combat = AddComp<CombatModeComponent>(target);
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combat.IsInCombatMode = true;
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_combat.SetInCombatMode(target, true, combat);
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//This is the actual damage of the zombie. We assign the visual appearance
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//and range here because of stuff we'll find out later
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@@ -1,17 +1,20 @@
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Targeting;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Utility;
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namespace Content.Shared.CombatMode
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{
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[NetworkedComponent()]
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public abstract class SharedCombatModeComponent : Component
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/// <summary>
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/// Stores whether an entity is in "combat mode"
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/// This is used to differentiate between regular item interactions or
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/// using *everything* as a weapon.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedCombatModeSystem))]
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public sealed class CombatModeComponent : Component
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{
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#region Disarm
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@@ -40,7 +43,7 @@ namespace Content.Shared.CombatMode
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public InstantAction? CombatToggleAction;
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool IsInCombatMode
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public bool IsInCombatMode
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{
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get => _isInCombatMode;
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set
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@@ -55,7 +58,7 @@ namespace Content.Shared.CombatMode
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual TargetingZone ActiveZone
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public TargetingZone ActiveZone
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{
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get => _activeZone;
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set
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@@ -6,6 +6,7 @@ namespace Content.Shared.CombatMode.Pacification
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public sealed class PacificationSystem : EntitySystem
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{
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[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
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[Dependency] private readonly SharedCombatModeSystem _combatSystem = default!;
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public override void Initialize()
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{
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@@ -22,13 +23,13 @@ namespace Content.Shared.CombatMode.Pacification
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private void OnStartup(EntityUid uid, PacifiedComponent component, ComponentStartup args)
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{
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if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode))
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if (!TryComp<CombatModeComponent>(uid, out var combatMode))
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return;
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if (combatMode.CanDisarm != null)
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combatMode.CanDisarm = false;
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_combatSystem.SetCanDisarm(uid, false, combatMode);
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combatMode.IsInCombatMode = false;
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_combatSystem.SetInCombatMode(uid, false, combatMode);
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if (combatMode.CombatToggleAction != null)
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{
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@@ -38,11 +39,11 @@ namespace Content.Shared.CombatMode.Pacification
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private void OnShutdown(EntityUid uid, PacifiedComponent component, ComponentShutdown args)
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{
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if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode))
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if (!TryComp<CombatModeComponent>(uid, out var combatMode))
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return;
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if (combatMode.CanDisarm != null)
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combatMode.CanDisarm = true;
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_combatSystem.SetCanDisarm(uid, true, combatMode);
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if (combatMode.CombatToggleAction != null)
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_actionsSystem.SetEnabled(combatMode.CombatToggleAction, true);
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@@ -15,12 +15,12 @@ namespace Content.Shared.CombatMode
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{
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base.Initialize();
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SubscribeLocalEvent<SharedCombatModeComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<SharedCombatModeComponent, ComponentShutdown>(OnShutdown);
|
||||
SubscribeLocalEvent<SharedCombatModeComponent, ToggleCombatActionEvent>(OnActionPerform);
|
||||
SubscribeLocalEvent<CombatModeComponent, ComponentStartup>(OnStartup);
|
||||
SubscribeLocalEvent<CombatModeComponent, ComponentShutdown>(OnShutdown);
|
||||
SubscribeLocalEvent<CombatModeComponent, ToggleCombatActionEvent>(OnActionPerform);
|
||||
}
|
||||
|
||||
private void OnStartup(EntityUid uid, SharedCombatModeComponent component, ComponentStartup args)
|
||||
private void OnStartup(EntityUid uid, CombatModeComponent component, ComponentStartup args)
|
||||
{
|
||||
if (component.CombatToggleAction == null
|
||||
&& _protoMan.TryIndex(component.CombatToggleActionId, out InstantActionPrototype? toggleProto))
|
||||
@@ -32,26 +32,52 @@ namespace Content.Shared.CombatMode
|
||||
_actionsSystem.AddAction(uid, component.CombatToggleAction, null);
|
||||
}
|
||||
|
||||
private void OnShutdown(EntityUid uid, SharedCombatModeComponent component, ComponentShutdown args)
|
||||
private void OnShutdown(EntityUid uid, CombatModeComponent component, ComponentShutdown args)
|
||||
{
|
||||
if (component.CombatToggleAction != null)
|
||||
_actionsSystem.RemoveAction(uid, component.CombatToggleAction);
|
||||
}
|
||||
|
||||
public bool IsInCombatMode(EntityUid? entity, SharedCombatModeComponent? component = null)
|
||||
{
|
||||
return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
|
||||
}
|
||||
|
||||
private void OnActionPerform(EntityUid uid, SharedCombatModeComponent component, ToggleCombatActionEvent args)
|
||||
private void OnActionPerform(EntityUid uid, CombatModeComponent component, ToggleCombatActionEvent args)
|
||||
{
|
||||
if (args.Handled)
|
||||
return;
|
||||
|
||||
component.IsInCombatMode = !component.IsInCombatMode;
|
||||
SetInCombatMode(uid, !component.IsInCombatMode, component);
|
||||
args.Handled = true;
|
||||
}
|
||||
|
||||
public void SetCanDisarm(EntityUid entity, bool canDisarm, CombatModeComponent? component = null)
|
||||
{
|
||||
if (!Resolve(entity, ref component))
|
||||
return;
|
||||
|
||||
component.CanDisarm = canDisarm;
|
||||
}
|
||||
|
||||
public bool IsInCombatMode(EntityUid? entity, CombatModeComponent? component = null)
|
||||
{
|
||||
return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
|
||||
}
|
||||
|
||||
public virtual void SetInCombatMode(EntityUid entity, bool inCombatMode,
|
||||
CombatModeComponent? component = null)
|
||||
{
|
||||
if (!Resolve(entity, ref component))
|
||||
return;
|
||||
|
||||
component.IsInCombatMode = inCombatMode;
|
||||
}
|
||||
|
||||
public virtual void SetActiveZone(EntityUid entity, TargetingZone zone,
|
||||
CombatModeComponent? component = null)
|
||||
{
|
||||
if (!Resolve(entity, ref component))
|
||||
return;
|
||||
|
||||
component.ActiveZone = zone;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class CombatModeComponentState : ComponentState
|
||||
{
|
||||
|
||||
@@ -250,7 +250,7 @@ namespace Content.Shared.Interaction
|
||||
if (target != null && Deleted(target.Value))
|
||||
return;
|
||||
|
||||
if (!altInteract && TryComp(user, out SharedCombatModeComponent? combatMode) && combatMode.IsInCombatMode)
|
||||
if (!altInteract && TryComp(user, out CombatModeComponent? combatMode) && combatMode.IsInCombatMode)
|
||||
{
|
||||
// Eat the input
|
||||
return;
|
||||
|
||||
@@ -73,10 +73,6 @@
|
||||
description: Nice to have, but you can't build a civilization on a foundation of honey alone.
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: MovementSpeedModifier
|
||||
baseWalkSpeed : 7
|
||||
baseSprintSpeed : 7
|
||||
@@ -134,10 +130,6 @@
|
||||
description: How nice a bee. Oh no, it looks angry and wants my pizza.
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: MeleeWeapon
|
||||
hidden: true
|
||||
angle: 0
|
||||
@@ -652,7 +644,6 @@
|
||||
description: A large marsupial herbivore. It has powerful hind legs and... boxing gloves?
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: Sprite
|
||||
drawdepth: Mobs
|
||||
layers:
|
||||
@@ -690,7 +681,6 @@
|
||||
description: New church of neo-darwinists actually believe that EVERY animal evolved from a monkey. Tastes like pork, and killing them is both fun and relaxing.
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: NameIdentifier
|
||||
group: Monkey
|
||||
- type: SentienceTarget
|
||||
@@ -858,10 +848,6 @@
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-combat
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: Bloodstream
|
||||
bloodMaxVolume: 50
|
||||
- type: DiseaseCarrier #The other class lab animal and disease vector
|
||||
@@ -1329,10 +1315,6 @@
|
||||
- id: FoodMeatSpider
|
||||
amount: 2
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: MobThresholds
|
||||
thresholds:
|
||||
0: Alive
|
||||
@@ -2028,10 +2010,6 @@
|
||||
types:
|
||||
Blunt: 0.1
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: MeleeWeapon
|
||||
hidden: true
|
||||
soundHit:
|
||||
|
||||
@@ -56,10 +56,6 @@
|
||||
bloodMaxVolume: 300
|
||||
bloodReagent: Cryoxadone
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: Temperature
|
||||
heatDamageThreshold: 500
|
||||
coldDamageThreshold: 0
|
||||
|
||||
@@ -20,10 +20,6 @@
|
||||
- map: [ "enum.DamageStateVisualLayers.Base" ]
|
||||
state: base
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: Physics
|
||||
- type: Fixtures
|
||||
fixtures:
|
||||
|
||||
@@ -39,10 +39,6 @@
|
||||
- type: Bloodstream
|
||||
bloodMaxVolume: 100
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: MeleeWeapon
|
||||
hidden: true
|
||||
soundHit:
|
||||
|
||||
@@ -57,10 +57,6 @@
|
||||
- type: Bloodstream
|
||||
bloodMaxVolume: 50
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: MeleeWeapon
|
||||
hidden: true
|
||||
soundHit:
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
- type: DiseaseProtection
|
||||
protection: 1
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: InputMover
|
||||
- type: MobMover
|
||||
- type: HTN
|
||||
|
||||
@@ -18,10 +18,6 @@
|
||||
- Dragon
|
||||
- type: Speech
|
||||
- type: CombatMode
|
||||
disarmAction:
|
||||
enabled: false
|
||||
autoPopulate: false
|
||||
name: action-name-disarm
|
||||
- type: MobMover
|
||||
- type: InputMover
|
||||
- type: MovementSpeedModifier
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
id: MobDwarf
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: InteractionPopup
|
||||
successChance: 1
|
||||
interactSuccessString: hugging-success-generic
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
id: MobHuman
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: InteractionPopup
|
||||
successChance: 1
|
||||
interactSuccessString: hugging-success-generic
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
id: MobReptilian
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: InteractionPopup
|
||||
successChance: 1
|
||||
interactSuccessString: hugging-success-generic
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
id: MobSlimePerson
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: InteractionPopup
|
||||
successChance: 1
|
||||
interactSuccessString: hugging-success-generic
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
id: MobVox
|
||||
components:
|
||||
- type: CombatMode
|
||||
disarm: null
|
||||
- type: InteractionPopup
|
||||
successChance: 1
|
||||
interactSuccessString: hugging-success-generic
|
||||
|
||||
Reference in New Issue
Block a user