New indicators for combat mode (#15427)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
@@ -1,77 +1,102 @@
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using Content.Client.Hands.Systems;
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using Content.Shared.CombatMode;
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using Content.Shared.Targeting;
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using JetBrains.Annotations;
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using Content.Shared.CCVar;
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using Robust.Client.Player;
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using Robust.Client.Input;
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using Robust.Client.Graphics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Configuration;
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namespace Content.Client.CombatMode
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namespace Content.Client.CombatMode;
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public sealed class CombatModeSystem : SharedCombatModeSystem
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{
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[UsedImplicitly]
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public sealed class CombatModeSystem : SharedCombatModeSystem
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IEyeManager _eye = 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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[Dependency] private readonly IPlayerManager _playerManager = default!;
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base.Initialize();
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public event Action? LocalPlayerCombatModeUpdated;
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SubscribeLocalEvent<CombatModeComponent, ComponentHandleState>(OnHandleState);
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public override void Initialize()
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_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged, true);
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}
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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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_cfg.OnValueChanged(CCVars.CombatModeIndicatorsPointShow, OnShowCombatIndicatorsChanged);
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_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
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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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if (entity == null)
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return false;
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return IsInCombatMode(entity.Value);
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}
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public override void SetInCombatMode(EntityUid entity, bool inCombatMode, CombatModeComponent? component = null)
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{
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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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base.Initialize();
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SubscribeLocalEvent<CombatModeComponent, ComponentHandleState>(OnHandleState);
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return;
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}
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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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LocalPlayerCombatModeUpdated?.Invoke();
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}
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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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private void OnShowCombatIndicatorsChanged(bool isShow)
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{
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if (isShow)
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{
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_overlayManager.AddOverlay(new CombatModeIndicatorsOverlay(
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_inputManager,
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EntityManager,
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_eye,
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this,
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EntityManager.System<HandsSystem>()));
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}
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public override void Shutdown()
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else
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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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if (entity == null)
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return false;
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return IsInCombatMode(entity.Value);
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}
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public override void SetInCombatMode(EntityUid entity, bool inCombatMode, CombatModeComponent? component = null)
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{
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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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_overlayManager.RemoveOverlay<CombatModeIndicatorsOverlay>();
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}
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}
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}
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