TriggerOnMeleeHit and more (#39826)
Co-authored-by: iaada <iaada@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Triggers;
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/// <summary>
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/// Triggers when this entity is swung as a melee weapon and hits at least one target.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TriggerOnMeleeHitComponent : BaseTriggerOnXComponent
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{
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/// <summary>
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/// If true, this trigger will activate individually for each entity hit.
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/// If false, this trigger will always activate only once.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool TriggerEveryHit;
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/// <summary>
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/// If true, the "user" of the trigger is the entity hit by the melee.
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/// If false, user is the entity which attacked with the melee weapon.
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/// </summary>
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/// <remarks>If TriggerEveryHit is false, the user is randomly chosen from hit entities.</remarks>
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[DataField, AutoNetworkedField]
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public bool TargetIsUser;
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}
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Triggers;
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/// <summary>
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/// Triggers when this entity is swung as a melee weapon and hits nothing.
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/// The user is the entity swinging the weapon.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TriggerOnMeleeMissComponent : BaseTriggerOnXComponent;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Trigger.Components.Triggers;
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/// <summary>
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/// Triggers when this entity is swung as a melee weapon, regardless of whether it hits something.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class TriggerOnMeleeSwingComponent : BaseTriggerOnXComponent
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{
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/// <summary>
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/// If true, the "user" of the trigger is the entity hit by the melee. User is null if nothing is hit.
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/// If false, user is the entity which attacked with the melee weapon.
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/// </summary>
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/// <remarks>If true and multiple targets are hit, the user is randomly chosen from hit entities.</remarks>
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[DataField, AutoNetworkedField]
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public bool TargetIsUser;
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}
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58
Content.Shared/Trigger/Systems/MeleeTriggerSystem.cs
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58
Content.Shared/Trigger/Systems/MeleeTriggerSystem.cs
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using Content.Shared.Trigger.Components.Triggers;
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using Content.Shared.Weapons.Melee.Events;
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namespace Content.Shared.Trigger.Systems;
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/// <summary>
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/// Trigger system for melee related triggers.
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/// </summary>
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public sealed class MeleeTriggerSystem : EntitySystem
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{
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[Dependency] private readonly TriggerSystem _trigger = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<TriggerOnMeleeMissComponent, MeleeHitEvent>(OnMissTrigger);
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SubscribeLocalEvent<TriggerOnMeleeSwingComponent, MeleeHitEvent>(OnSwingTrigger);
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SubscribeLocalEvent<TriggerOnMeleeHitComponent, MeleeHitEvent>(OnHitTrigger);
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}
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private void OnMissTrigger(Entity<TriggerOnMeleeMissComponent> ent, ref MeleeHitEvent args)
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{
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if (args.HitEntities.Count == 0)
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_trigger.Trigger(ent.Owner, args.User, ent.Comp.KeyOut);
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}
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private void OnSwingTrigger(Entity<TriggerOnMeleeSwingComponent> ent, ref MeleeHitEvent args)
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{
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EntityUid? target;
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if (args.HitEntities.Count == 0)
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target = ent.Comp.TargetIsUser ? null : args.User;
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else
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target = ent.Comp.TargetIsUser ? args.HitEntities[0] : args.User;
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_trigger.Trigger(ent.Owner, target, ent.Comp.KeyOut);
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}
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private void OnHitTrigger(Entity<TriggerOnMeleeHitComponent> ent, ref MeleeHitEvent args)
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{
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if (args.HitEntities.Count == 0)
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return;
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if (!ent.Comp.TriggerEveryHit)
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{
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var target = ent.Comp.TargetIsUser ? args.HitEntities[0] : args.User;
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_trigger.Trigger(ent.Owner, target, ent.Comp.KeyOut);
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return;
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}
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// if TriggerEveryHit
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foreach (var target in args.HitEntities)
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{
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_trigger.Trigger(ent.Owner, ent.Comp.TargetIsUser ? target : args.User, ent.Comp.KeyOut);
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}
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}
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}
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