Add cooldown to MeleeWeaponComponent (#426)
This commit is contained in:
committed by
Pieter-Jan Briers
parent
de148fc98f
commit
7198a7c78d
@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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@@ -8,6 +9,7 @@ using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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@@ -19,6 +21,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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public class MeleeWeaponComponent : Component, IAttack
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{
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public override string Name => "MeleeWeapon";
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private TimeSpan _lastAttackTime;
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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@@ -31,6 +34,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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private float _arcWidth = 90;
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private string _arc;
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private string _hitSound;
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private float _cooldownTime = 1f;
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[ViewVariables(VVAccess.ReadWrite)]
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public string Arc
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@@ -69,10 +73,16 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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serializer.DataField(ref _arcWidth, "arcwidth", 90);
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serializer.DataField(ref _arc, "arc", "default");
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serializer.DataField(ref _hitSound, "hitSound", "/Audio/weapons/genhit1.ogg");
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serializer.DataField(ref _cooldownTime, "cooldownTime", 1f);
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}
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void IAttack.Attack(AttackEventArgs eventArgs)
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{
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var span = curTime - _lastAttackTime;
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if(span.TotalSeconds < _cooldownTime) {
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return;
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}
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var location = eventArgs.User.Transform.GridPosition;
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var angle = new Angle(eventArgs.ClickLocation.ToWorld(_mapManager).Position -
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location.ToWorld(_mapManager).Position);
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@@ -102,6 +112,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
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var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
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sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
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}
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_lastAttackTime = IoCManager.Resolve<IGameTiming>().CurTime;
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}
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}
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}
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