TriggerOnMeleeHit and more (#39826)

Co-authored-by: iaada <iaada@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
āda
2025-08-31 13:54:15 -05:00
committed by GitHub
parent 0ba5d036a2
commit 5d25cae33d
4 changed files with 111 additions and 0 deletions

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using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
/// <summary>
/// Triggers when this entity is swung as a melee weapon and hits at least one target.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnMeleeHitComponent : BaseTriggerOnXComponent
{
/// <summary>
/// If true, this trigger will activate individually for each entity hit.
/// If false, this trigger will always activate only once.
/// </summary>
[DataField, AutoNetworkedField]
public bool TriggerEveryHit;
/// <summary>
/// If true, the "user" of the trigger is the entity hit by the melee.
/// If false, user is the entity which attacked with the melee weapon.
/// </summary>
/// <remarks>If TriggerEveryHit is false, the user is randomly chosen from hit entities.</remarks>
[DataField, AutoNetworkedField]
public bool TargetIsUser;
}

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using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
/// <summary>
/// Triggers when this entity is swung as a melee weapon and hits nothing.
/// The user is the entity swinging the weapon.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnMeleeMissComponent : BaseTriggerOnXComponent;

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using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Triggers;
/// <summary>
/// Triggers when this entity is swung as a melee weapon, regardless of whether it hits something.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class TriggerOnMeleeSwingComponent : BaseTriggerOnXComponent
{
/// <summary>
/// If true, the "user" of the trigger is the entity hit by the melee. User is null if nothing is hit.
/// If false, user is the entity which attacked with the melee weapon.
/// </summary>
/// <remarks>If true and multiple targets are hit, the user is randomly chosen from hit entities.</remarks>
[DataField, AutoNetworkedField]
public bool TargetIsUser;
}

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using Content.Shared.Trigger.Components.Triggers;
using Content.Shared.Weapons.Melee.Events;
namespace Content.Shared.Trigger.Systems;
/// <summary>
/// Trigger system for melee related triggers.
/// </summary>
public sealed class MeleeTriggerSystem : EntitySystem
{
[Dependency] private readonly TriggerSystem _trigger = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TriggerOnMeleeMissComponent, MeleeHitEvent>(OnMissTrigger);
SubscribeLocalEvent<TriggerOnMeleeSwingComponent, MeleeHitEvent>(OnSwingTrigger);
SubscribeLocalEvent<TriggerOnMeleeHitComponent, MeleeHitEvent>(OnHitTrigger);
}
private void OnMissTrigger(Entity<TriggerOnMeleeMissComponent> ent, ref MeleeHitEvent args)
{
if (args.HitEntities.Count == 0)
_trigger.Trigger(ent.Owner, args.User, ent.Comp.KeyOut);
}
private void OnSwingTrigger(Entity<TriggerOnMeleeSwingComponent> ent, ref MeleeHitEvent args)
{
EntityUid? target;
if (args.HitEntities.Count == 0)
target = ent.Comp.TargetIsUser ? null : args.User;
else
target = ent.Comp.TargetIsUser ? args.HitEntities[0] : args.User;
_trigger.Trigger(ent.Owner, target, ent.Comp.KeyOut);
}
private void OnHitTrigger(Entity<TriggerOnMeleeHitComponent> ent, ref MeleeHitEvent args)
{
if (args.HitEntities.Count == 0)
return;
if (!ent.Comp.TriggerEveryHit)
{
var target = ent.Comp.TargetIsUser ? args.HitEntities[0] : args.User;
_trigger.Trigger(ent.Owner, target, ent.Comp.KeyOut);
return;
}
// if TriggerEveryHit
foreach (var target in args.HitEntities)
{
_trigger.Trigger(ent.Owner, ent.Comp.TargetIsUser ? target : args.User, ent.Comp.KeyOut);
}
}
}