Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -5,17 +5,21 @@ 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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{
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private bool _isInCombatMode;
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private TargetingZone _activeZone;
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#region Disarm
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[DataField("disarmFailChance")]
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public readonly float BaseDisarmFailChance = 0.75f;
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/// <summary>
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/// Whether we are able to disarm. This requires our active hand to be free.
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/// False if it's toggled off for whatever reason, null if it's not possible.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("disarm")]
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public bool? CanDisarm;
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[DataField("disarmFailSound")]
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public readonly SoundSpecifier DisarmFailSound = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg");
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@@ -23,14 +27,13 @@ namespace Content.Shared.CombatMode
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[DataField("disarmSuccessSound")]
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public readonly SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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[DataField("disarmActionId", customTypeSerializer:typeof(PrototypeIdSerializer<EntityTargetActionPrototype>))]
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public readonly string DisarmActionId = "Disarm";
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[DataField("disarmFailChance")]
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public readonly float BaseDisarmFailChance = 0.75f;
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[DataField("canDisarm")]
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public bool CanDisarm;
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#endregion
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[DataField("disarmAction")] // must be a data-field to properly save cooldown when saving game state.
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public EntityTargetAction? DisarmAction;
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private bool _isInCombatMode;
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private TargetingZone _activeZone;
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[DataField("combatToggleActionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
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public readonly string CombatToggleActionId = "CombatModeToggle";
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@@ -49,19 +52,6 @@ namespace Content.Shared.CombatMode
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if (CombatToggleAction != null)
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EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
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Dirty();
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// Regenerate physics contacts -> Can probably just selectively check
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/* Still a bit jank so left disabled for now.
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if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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if (value)
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{
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physicsComponent.WakeBody();
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}
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physicsComponent.RegenerateContacts();
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}
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*/
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}
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}
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@@ -76,35 +66,5 @@ namespace Content.Shared.CombatMode
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Dirty();
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not CombatModeComponentState state)
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return;
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IsInCombatMode = state.IsInCombatMode;
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ActiveZone = state.TargetingZone;
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}
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public override ComponentState GetComponentState()
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{
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return new CombatModeComponentState(IsInCombatMode, ActiveZone);
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}
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[Serializable, NetSerializable]
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protected sealed class CombatModeComponentState : ComponentState
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{
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public bool IsInCombatMode { get; }
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public TargetingZone TargetingZone { get; }
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public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
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{
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IsInCombatMode = isInCombatMode;
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TargetingZone = targetingZone;
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}
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}
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}
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}
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