Melee refactor (#10897)

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2022-09-29 15:51:59 +10:00
committed by GitHub
parent c583b7b361
commit f51248ecaa
140 changed files with 2440 additions and 1824 deletions

View File

@@ -155,7 +155,7 @@ namespace Content.Client.Administration.Systems
if (function == EngineKeyFunctions.UIClick) if (function == EngineKeyFunctions.UIClick)
_clientConsoleHost.ExecuteCommand($"vv {uid}"); _clientConsoleHost.ExecuteCommand($"vv {uid}");
else if (function == ContentKeyFunctions.OpenContextMenu) else if (function == EngineKeyFunctions.AltUse)
_verbSystem.VerbMenu.OpenVerbMenu(uid, true); _verbSystem.VerbMenu.OpenVerbMenu(uid, true);
else else
return; return;
@@ -173,7 +173,7 @@ namespace Content.Client.Administration.Systems
if (function == EngineKeyFunctions.UIClick) if (function == EngineKeyFunctions.UIClick)
_clientConsoleHost.ExecuteCommand($"vv {uid}"); _clientConsoleHost.ExecuteCommand($"vv {uid}");
else if (function == ContentKeyFunctions.OpenContextMenu) else if (function == EngineKeyFunctions.AltUse)
_verbSystem.VerbMenu.OpenVerbMenu(uid, true); _verbSystem.VerbMenu.OpenVerbMenu(uid, true);
else else
return; return;

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@@ -54,7 +54,7 @@ namespace Content.Client.Administration.UI.CustomControls
if (OverrideText != null && args.Button.Children.FirstOrDefault()?.Children?.FirstOrDefault() is Label label) if (OverrideText != null && args.Button.Children.FirstOrDefault()?.Children?.FirstOrDefault() is Label label)
label.Text = GetText(selectedPlayer); label.Text = GetText(selectedPlayer);
} }
else if (args.Event.Function == ContentKeyFunctions.OpenContextMenu) else if (args.Event.Function == EngineKeyFunctions.AltUse)
{ {
_verbSystem.VerbMenu.OpenVerbMenu(selectedPlayer.EntityUid); _verbSystem.VerbMenu.OpenVerbMenu(selectedPlayer.EntityUid);
} }

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@@ -4,8 +4,8 @@ using Content.Shared.Targeting;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Client.Player; using Robust.Client.Player;
using Robust.Shared.GameStates;
using Robust.Shared.Input.Binding; using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
namespace Content.Client.CombatMode namespace Content.Client.CombatMode
{ {
@@ -23,6 +23,16 @@ namespace Content.Client.CombatMode
SubscribeLocalEvent<CombatModeComponent, PlayerAttachedEvent>((_, component, _) => component.PlayerAttached()); SubscribeLocalEvent<CombatModeComponent, PlayerAttachedEvent>((_, component, _) => component.PlayerAttached());
SubscribeLocalEvent<CombatModeComponent, PlayerDetachedEvent>((_, component, _) => component.PlayerDetached()); SubscribeLocalEvent<CombatModeComponent, PlayerDetachedEvent>((_, component, _) => component.PlayerDetached());
SubscribeLocalEvent<SharedCombatModeComponent, ComponentHandleState>(OnHandleState);
}
private void OnHandleState(EntityUid uid, SharedCombatModeComponent component, ref ComponentHandleState args)
{
if (args.Current is not CombatModeComponentState state)
return;
component.IsInCombatMode = state.IsInCombatMode;
component.ActiveZone = state.TargetingZone;
} }
public override void Shutdown() public override void Shutdown()
@@ -33,8 +43,12 @@ namespace Content.Client.CombatMode
public bool IsInCombatMode() public bool IsInCombatMode()
{ {
return EntityManager.TryGetComponent(_playerManager.LocalPlayer?.ControlledEntity, out CombatModeComponent? combatMode) && var entity = _playerManager.LocalPlayer?.ControlledEntity;
combatMode.IsInCombatMode;
if (entity == null)
return false;
return IsInCombatMode(entity.Value);
} }
private void OnTargetingZoneChanged(TargetingZone obj) private void OnTargetingZoneChanged(TargetingZone obj)
@@ -42,8 +56,4 @@ namespace Content.Client.CombatMode
EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj)); EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
} }
} }
public static class A
{
}
} }

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@@ -1,10 +1,12 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Content.Client.CombatMode;
using Content.Client.Examine; using Content.Client.Examine;
using Content.Client.Gameplay; using Content.Client.Gameplay;
using Content.Client.Verbs; using Content.Client.Verbs;
using Content.Client.Viewport; using Content.Client.Viewport;
using Content.Shared.CCVar; using Content.Shared.CCVar;
using Content.Shared.CombatMode;
using Content.Shared.Input; using Content.Shared.Input;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Client.Graphics; using Robust.Client.Graphics;
@@ -45,6 +47,7 @@ namespace Content.Client.ContextMenu.UI
private readonly VerbSystem _verbSystem; private readonly VerbSystem _verbSystem;
private readonly ExamineSystem _examineSystem; private readonly ExamineSystem _examineSystem;
private readonly SharedCombatModeSystem _combatMode;
/// <summary> /// <summary>
/// This maps the currently displayed entities to the actual GUI elements. /// This maps the currently displayed entities to the actual GUI elements.
@@ -59,12 +62,13 @@ namespace Content.Client.ContextMenu.UI
IoCManager.InjectDependencies(this); IoCManager.InjectDependencies(this);
_verbSystem = verbSystem; _verbSystem = verbSystem;
_examineSystem = EntitySystem.Get<ExamineSystem>(); _examineSystem = _entityManager.EntitySysManager.GetEntitySystem<ExamineSystem>();
_combatMode = _entityManager.EntitySysManager.GetEntitySystem<CombatModeSystem>();
_cfg.OnValueChanged(CCVars.EntityMenuGroupingType, OnGroupingChanged, true); _cfg.OnValueChanged(CCVars.EntityMenuGroupingType, OnGroupingChanged, true);
CommandBinds.Builder CommandBinds.Builder
.Bind(ContentKeyFunctions.OpenContextMenu, new PointerInputCmdHandler(HandleOpenEntityMenu, outsidePrediction: true)) .Bind(EngineKeyFunctions.AltUse, new PointerInputCmdHandler(HandleOpenEntityMenu, outsidePrediction: true))
.Register<EntityMenuPresenter>(); .Register<EntityMenuPresenter>();
} }
@@ -109,7 +113,7 @@ namespace Content.Client.ContextMenu.UI
return; return;
// open verb menu? // open verb menu?
if (args.Function == ContentKeyFunctions.OpenContextMenu) if (args.Function == EngineKeyFunctions.AltUse)
{ {
_verbSystem.VerbMenu.OpenVerbMenu(entity.Value); _verbSystem.VerbMenu.OpenVerbMenu(entity.Value);
args.Handle(); args.Handle();
@@ -160,6 +164,9 @@ namespace Content.Client.ContextMenu.UI
if (_stateManager.CurrentState is not GameplayStateBase) if (_stateManager.CurrentState is not GameplayStateBase)
return false; return false;
if (_combatMode.IsInCombatMode(args.Session?.AttachedEntity))
return false;
var coords = args.Coordinates.ToMap(_entityManager); var coords = args.Coordinates.ToMap(_entityManager);
if (_verbSystem.TryGetEntityMenuEntities(coords, out var entities)) if (_verbSystem.TryGetEntityMenuEntities(coords, out var entities))

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@@ -50,10 +50,6 @@ public sealed class DoAfterOverlay : Overlay
} }
var worldPosition = _transform.GetWorldPosition(xform); var worldPosition = _transform.GetWorldPosition(xform);
if (!args.WorldAABB.Contains(worldPosition))
continue;
var index = 0; var index = 0;
var worldMatrix = Matrix3.CreateTranslation(worldPosition); var worldMatrix = Matrix3.CreateTranslation(worldPosition);

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@@ -1,8 +1,7 @@
namespace Content.Client.Effects; namespace Content.Client.Effects;
/// <summary>
/// Deletes the attached entity whenever any animation completes. Used for temporary client-side entities.
/// </summary>
[RegisterComponent] [RegisterComponent]
public sealed class EffectVisualsComponent : Component public sealed class EffectVisualsComponent : Component {}
{
public float Length;
public float Accumulator = 0f;
}

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@@ -27,7 +27,6 @@ namespace Content.Client.Input
common.AddFunction(ContentKeyFunctions.TakeScreenshot); common.AddFunction(ContentKeyFunctions.TakeScreenshot);
common.AddFunction(ContentKeyFunctions.TakeScreenshotNoUI); common.AddFunction(ContentKeyFunctions.TakeScreenshotNoUI);
common.AddFunction(ContentKeyFunctions.Point); common.AddFunction(ContentKeyFunctions.Point);
common.AddFunction(ContentKeyFunctions.OpenContextMenu);
// Not in engine, because engine cannot check for sanbox/admin status before starting placement. // Not in engine, because engine cannot check for sanbox/admin status before starting placement.
common.AddFunction(ContentKeyFunctions.EditorCopyObject); common.AddFunction(ContentKeyFunctions.EditorCopyObject);

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@@ -11,6 +11,7 @@ using Content.Shared.Interaction;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Client.UserInterface; using Robust.Client.UserInterface;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Input;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
@@ -70,7 +71,7 @@ namespace Content.Client.Items.Managers
_entitySystemManager.GetEntitySystem<ExamineSystem>() _entitySystemManager.GetEntitySystem<ExamineSystem>()
.DoExamine(item.Value); .DoExamine(item.Value);
} }
else if (args.Function == ContentKeyFunctions.OpenContextMenu) else if (args.Function == EngineKeyFunctions.AltUse)
{ {
_entitySystemManager.GetEntitySystem<VerbSystem>().VerbMenu.OpenVerbMenu(item.Value); _entitySystemManager.GetEntitySystem<VerbSystem>().VerbMenu.OpenVerbMenu(item.Value);
} }

View File

@@ -12,7 +12,6 @@ namespace Content.Client.Items.Systems;
public sealed class ItemSystem : SharedItemSystem public sealed class ItemSystem : SharedItemSystem
{ {
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly IResourceCache _resCache = default!; [Dependency] private readonly IResourceCache _resCache = default!;
public override void Initialize() public override void Initialize()
@@ -30,8 +29,8 @@ public sealed class ItemSystem : SharedItemSystem
public override void VisualsChanged(EntityUid uid) public override void VisualsChanged(EntityUid uid)
{ {
// if the item is in a container, it might be equipped to hands or inventory slots --> update visuals. // if the item is in a container, it might be equipped to hands or inventory slots --> update visuals.
if (_containerSystem.TryGetContainingContainer(uid, out var container)) if (Container.TryGetContainingContainer(uid, out var container))
RaiseLocalEvent(container.Owner, new VisualsChangedEvent(uid, container.ID), true); RaiseLocalEvent(container.Owner, new VisualsChangedEvent(uid, container.ID));
} }
/// <summary> /// <summary>

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@@ -105,6 +105,7 @@ namespace Content.Client.Options.UI.Tabs
AddHeader("ui-options-header-interaction-basic"); AddHeader("ui-options-header-interaction-basic");
AddButton(EngineKeyFunctions.Use); AddButton(EngineKeyFunctions.Use);
AddButton(EngineKeyFunctions.AltUse);
AddButton(ContentKeyFunctions.UseItemInHand); AddButton(ContentKeyFunctions.UseItemInHand);
AddButton(ContentKeyFunctions.AltUseItemInHand); AddButton(ContentKeyFunctions.AltUseItemInHand);
AddButton(ContentKeyFunctions.ActivateItemInWorld); AddButton(ContentKeyFunctions.ActivateItemInWorld);
@@ -134,7 +135,6 @@ namespace Content.Client.Options.UI.Tabs
AddButton(ContentKeyFunctions.CycleChatChannelForward); AddButton(ContentKeyFunctions.CycleChatChannelForward);
AddButton(ContentKeyFunctions.CycleChatChannelBackward); AddButton(ContentKeyFunctions.CycleChatChannelBackward);
AddButton(ContentKeyFunctions.OpenCharacterMenu); AddButton(ContentKeyFunctions.OpenCharacterMenu);
AddButton(ContentKeyFunctions.OpenContextMenu);
AddButton(ContentKeyFunctions.OpenCraftingMenu); AddButton(ContentKeyFunctions.OpenCraftingMenu);
AddButton(ContentKeyFunctions.OpenInventoryMenu); AddButton(ContentKeyFunctions.OpenInventoryMenu);
AddButton(ContentKeyFunctions.OpenInfo); AddButton(ContentKeyFunctions.OpenInfo);

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@@ -37,6 +37,11 @@ namespace Content.Client.Rotation
var entMan = IoCManager.Resolve<IEntityManager>(); var entMan = IoCManager.Resolve<IEntityManager>();
var sprite = entMan.GetComponent<ISpriteComponent>(component.Owner); var sprite = entMan.GetComponent<ISpriteComponent>(component.Owner);
if (sprite.Rotation.Equals(rotation))
{
return;
}
if (!entMan.TryGetComponent(sprite.Owner, out AnimationPlayerComponent? animation)) if (!entMan.TryGetComponent(sprite.Owner, out AnimationPlayerComponent? animation))
{ {
sprite.Rotation = rotation; sprite.Rotation = rotation;

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@@ -1,53 +0,0 @@
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Client.Weapons.Melee.Components
{
[RegisterComponent]
public sealed class MeleeLungeComponent : Component
{
private const float ResetTime = 0.3f;
private const float BaseOffset = 0.25f;
private Angle _angle;
private float _time;
public void SetData(Angle angle)
{
_angle = angle;
_time = 0;
}
public void Update(float frameTime)
{
_time += frameTime;
var offset = Vector2.Zero;
var deleteSelf = false;
if (_time > ResetTime)
{
deleteSelf = true;
}
else
{
offset = _angle.RotateVec((0, -BaseOffset));
offset *= (ResetTime - _time) / ResetTime;
}
var entMan = IoCManager.Resolve<IEntityManager>();
if (entMan.TryGetComponent(Owner, out ISpriteComponent? spriteComponent))
{
spriteComponent.Offset = offset;
}
if (deleteSelf)
{
entMan.RemoveComponent<MeleeLungeComponent>(Owner);
}
}
}
}

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@@ -1,79 +0,0 @@
using Content.Shared.Weapons.Melee;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Client.Weapons.Melee.Components
{
[RegisterComponent]
public sealed class MeleeWeaponArcAnimationComponent : Component
{
[Dependency] private readonly IEntityManager _entMan = default!;
private MeleeWeaponAnimationPrototype? _meleeWeaponAnimation;
private float _timer;
private SpriteComponent? _sprite;
private Angle _baseAngle;
protected override void Initialize()
{
base.Initialize();
_sprite = _entMan.GetComponent<SpriteComponent>(Owner);
}
public void SetData(MeleeWeaponAnimationPrototype prototype, Angle baseAngle, EntityUid attacker, bool followAttacker = true)
{
_meleeWeaponAnimation = prototype;
_sprite?.AddLayer(new RSI.StateId(prototype.State));
_baseAngle = baseAngle;
if(followAttacker)
_entMan.GetComponent<TransformComponent>(Owner).AttachParent(attacker);
}
internal void Update(float frameTime)
{
if (_meleeWeaponAnimation == null)
{
return;
}
_timer += frameTime;
var (r, g, b, a) =
Vector4.Clamp(_meleeWeaponAnimation.Color + _meleeWeaponAnimation.ColorDelta * _timer, Vector4.Zero, Vector4.One);
if (_sprite != null)
{
_sprite.Color = new Color(r, g, b, a);
}
var transform = _entMan.GetComponent<TransformComponent>(Owner);
switch (_meleeWeaponAnimation.ArcType)
{
case WeaponArcType.Slash:
var angle = Angle.FromDegrees(_meleeWeaponAnimation.Width)/2;
transform.WorldRotation = _baseAngle + Angle.Lerp(-angle, angle, (float) (_timer / _meleeWeaponAnimation.Length.TotalSeconds));
break;
case WeaponArcType.Poke:
transform.WorldRotation = _baseAngle;
if (_sprite != null)
{
_sprite.Offset -= (0, _meleeWeaponAnimation.Speed * frameTime);
}
break;
}
if (_meleeWeaponAnimation.Length.TotalSeconds <= _timer)
{
_entMan.DeleteEntity(Owner);
}
}
}
}

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@@ -0,0 +1,18 @@
namespace Content.Client.Weapons.Melee.Components;
/// <summary>
/// Used for melee attack animations. Typically just has a fadeout.
/// </summary>
[RegisterComponent]
public sealed class WeaponArcVisualsComponent : Component
{
[ViewVariables, DataField("animation")]
public WeaponArcAnimation Animation = WeaponArcAnimation.None;
}
public enum WeaponArcAnimation : byte
{
None,
Thrust,
Slash,
}

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@@ -0,0 +1,75 @@
using Content.Shared.CombatMode;
using Content.Shared.Weapons.Melee;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Map;
namespace Content.Client.Weapons.Melee;
/// <summary>
/// Debug overlay showing the arc and range of a melee weapon.
/// </summary>
public sealed class MeleeArcOverlay : Overlay
{
private readonly IEntityManager _entManager;
private readonly IEyeManager _eyeManager;
private readonly IInputManager _inputManager;
private readonly IPlayerManager _playerManager;
private readonly MeleeWeaponSystem _melee;
private readonly SharedCombatModeSystem _combatMode;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
public MeleeArcOverlay(IEntityManager entManager, IEyeManager eyeManager, IInputManager inputManager, IPlayerManager playerManager, MeleeWeaponSystem melee, SharedCombatModeSystem combatMode)
{
_entManager = entManager;
_eyeManager = eyeManager;
_inputManager = inputManager;
_playerManager = playerManager;
_melee = melee;
_combatMode = combatMode;
}
protected override void Draw(in OverlayDrawArgs args)
{
var player = _playerManager.LocalPlayer?.ControlledEntity;
if (!_entManager.TryGetComponent<TransformComponent>(player, out var xform) ||
!_combatMode.IsInCombatMode(player))
{
return;
}
var weapon = _melee.GetWeapon(player.Value);
if (weapon == null)
return;
var mousePos = _inputManager.MouseScreenPosition;
var mapPos = _eyeManager.ScreenToMap(mousePos);
if (mapPos.MapId != args.MapId)
return;
var playerPos = xform.MapPosition;
if (mapPos.MapId != playerPos.MapId)
return;
var diff = mapPos.Position - playerPos.Position;
if (diff.Equals(Vector2.Zero))
return;
diff = diff.Normalized * Math.Min(weapon.Range, diff.Length);
args.WorldHandle.DrawLine(playerPos.Position, playerPos.Position + diff, Color.Aqua);
if (weapon.Angle.Theta == 0)
return;
args.WorldHandle.DrawLine(playerPos.Position, playerPos.Position + new Angle(-weapon.Angle / 2).RotateVec(diff), Color.Orange);
args.WorldHandle.DrawLine(playerPos.Position, playerPos.Position + new Angle(weapon.Angle / 2).RotateVec(diff), Color.Orange);
}
}

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@@ -1,20 +0,0 @@
using Content.Client.Weapons.Melee.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Client.Weapons.Melee
{
[UsedImplicitly]
public sealed class MeleeLungeSystem : EntitySystem
{
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
foreach (var meleeLungeComponent in EntityManager.EntityQuery<MeleeLungeComponent>(true))
{
meleeLungeComponent.Update(frameTime);
}
}
}
}

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@@ -0,0 +1,40 @@
using Content.Shared.CombatMode;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.Console;
using Robust.Shared.Map;
namespace Content.Client.Weapons.Melee;
public sealed class MeleeSpreadCommand : IConsoleCommand
{
public string Command => "showmeleespread";
public string Description => "Shows the current weapon's range and arc for debugging";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var collection = IoCManager.Instance;
if (collection == null)
return;
var overlayManager = collection.Resolve<IOverlayManager>();
if (overlayManager.RemoveOverlay<MeleeArcOverlay>())
{
return;
}
var sysManager = collection.Resolve<IEntitySystemManager>();
overlayManager.AddOverlay(new MeleeArcOverlay(
collection.Resolve<IEntityManager>(),
collection.Resolve<IEyeManager>(),
collection.Resolve<IInputManager>(),
collection.Resolve<IPlayerManager>(),
sysManager.GetEntitySystem<MeleeWeaponSystem>(),
sysManager.GetEntitySystem<SharedCombatModeSystem>()));
}
}

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@@ -2,31 +2,17 @@ using Content.Shared.Weapons;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using Robust.Client.Animations; using Robust.Client.Animations;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Utility; using Robust.Shared.Utility;
namespace Content.Client.Weapons.Melee; namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem public sealed partial class MeleeWeaponSystem
{ {
private static readonly Animation DefaultDamageAnimation = new() /// <summary>
{ /// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
Length = TimeSpan.FromSeconds(DamageAnimationLength), /// </summary>
AnimationTracks = private const float DamageAnimationLength = 0.30f;
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Color.Red, 0f),
new AnimationTrackProperty.KeyFrame(Color.White, DamageAnimationLength)
}
}
}
};
private const float DamageAnimationLength = 0.15f;
private const string DamageAnimationKey = "damage-effect"; private const string DamageAnimationKey = "damage-effect";
private void InitializeEffect() private void InitializeEffect()
@@ -47,27 +33,25 @@ public sealed partial class MeleeWeaponSystem
/// <summary> /// <summary>
/// Gets the red effect animation whenever the server confirms something is hit /// Gets the red effect animation whenever the server confirms something is hit
/// </summary> /// </summary>
public Animation? GetDamageAnimation(EntityUid uid, SpriteComponent? sprite = null) private Animation? GetDamageAnimation(EntityUid uid, Color color, SpriteComponent? sprite = null)
{ {
if (!Resolve(uid, ref sprite, false)) if (!Resolve(uid, ref sprite, false))
return null; return null;
// 90% of them are going to be this so why allocate a new class. // 90% of them are going to be this so why allocate a new class.
if (sprite.Color.Equals(Color.White))
return DefaultDamageAnimation;
return new Animation return new Animation
{ {
Length = TimeSpan.FromSeconds(DamageAnimationLength), Length = TimeSpan.FromSeconds(DamageAnimationLength),
AnimationTracks = AnimationTracks =
{ {
new AnimationTrackComponentProperty() new AnimationTrackComponentProperty
{ {
ComponentType = typeof(SpriteComponent), ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color), Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames = KeyFrames =
{ {
new AnimationTrackProperty.KeyFrame(Color.Red * sprite.Color, 0f), new AnimationTrackProperty.KeyFrame(color * sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength) new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
} }
} }
@@ -77,36 +61,44 @@ public sealed partial class MeleeWeaponSystem
private void OnDamageEffect(DamageEffectEvent ev) private void OnDamageEffect(DamageEffectEvent ev)
{ {
if (Deleted(ev.Entity)) var color = ev.Color;
return;
var player = EnsureComp<AnimationPlayerComponent>(ev.Entity); foreach (var ent in ev.Entities)
{
if (Deleted(ent))
{
continue;
}
var player = EnsureComp<AnimationPlayerComponent>(ent);
player.NetSyncEnabled = false;
// Need to stop the existing animation first to ensure the sprite color is fixed. // Need to stop the existing animation first to ensure the sprite color is fixed.
// Otherwise we might lerp to a red colour instead. // Otherwise we might lerp to a red colour instead.
if (_animation.HasRunningAnimation(ev.Entity, player, DamageAnimationKey)) if (_animation.HasRunningAnimation(ent, player, DamageAnimationKey))
{ {
_animation.Stop(ev.Entity, player, DamageAnimationKey); _animation.Stop(ent, player, DamageAnimationKey);
} }
if (!TryComp<SpriteComponent>(ev.Entity, out var sprite)) if (!TryComp<SpriteComponent>(ent, out var sprite))
{ {
return; continue;
} }
if (TryComp<DamageEffectComponent>(ev.Entity, out var effect)) if (TryComp<DamageEffectComponent>(ent, out var effect))
{ {
sprite.Color = effect.Color; sprite.Color = effect.Color;
} }
var animation = GetDamageAnimation(ev.Entity, sprite); var animation = GetDamageAnimation(ent, color, sprite);
if (animation == null) if (animation == null)
return; continue;
var comp = EnsureComp<DamageEffectComponent>(ev.Entity); var comp = EnsureComp<DamageEffectComponent>(ent);
comp.NetSyncEnabled = false; comp.NetSyncEnabled = false;
comp.Color = sprite.Color; comp.Color = sprite.Color;
_animation.Play(player, DefaultDamageAnimation, DamageAnimationKey); _animation.Play(player, animation, DamageAnimationKey);
}
} }
} }

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@@ -1,133 +1,416 @@
using System; using Content.Client.CombatMode;
using Content.Client.Gameplay;
using Content.Client.Hands;
using Content.Client.Weapons.Melee.Components; using Content.Client.Weapons.Melee.Components;
using Content.Shared.Examine;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using JetBrains.Annotations; using Content.Shared.Weapons.Melee.Events;
using Robust.Client.Animations;
using Robust.Client.GameObjects; using Robust.Client.GameObjects;
using Robust.Shared.GameObjects; using Robust.Client.Graphics;
using Robust.Shared.IoC; using Robust.Client.Input;
using Robust.Shared.Log; using Robust.Client.Player;
using Robust.Shared.Maths; using Robust.Client.ResourceManagement;
using Robust.Client.State;
using Robust.Shared.Animations;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using static Content.Shared.Weapons.Melee.MeleeWeaponSystemMessages;
namespace Content.Client.Weapons.Melee namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
{ {
public sealed partial class MeleeWeaponSystem : EntitySystem [Dependency] private readonly IEyeManager _eyeManager = default!;
{ [Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IResourceCache _cache = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!; [Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly EffectSystem _effectSystem = default!; [Dependency] private readonly InputSystem _inputSystem = default!;
private const string MeleeLungeKey = "melee-lunge";
public override void Initialize() public override void Initialize()
{ {
base.Initialize();
InitializeEffect(); InitializeEffect();
SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeaponArc); _overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _protoManager, _cache));
SubscribeNetworkEvent<PlayLungeAnimationMessage>(PlayLunge);
SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect); SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect);
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
} }
public override void FrameUpdate(float frameTime) public override void Shutdown()
{ {
base.FrameUpdate(frameTime); base.Shutdown();
_overlayManager.RemoveOverlay<MeleeWindupOverlay>();
foreach (var arcAnimationComponent in EntityManager.EntityQuery<MeleeWeaponArcAnimationComponent>(true))
{
arcAnimationComponent.Update(frameTime);
}
} }
private void PlayWeaponArc(PlayMeleeWeaponAnimationMessage msg) public override void Update(float frameTime)
{ {
if (!_prototypeManager.TryIndex(msg.ArcPrototype, out MeleeWeaponAnimationPrototype? weaponArc)) base.Update(frameTime);
if (!Timing.IsFirstTimePredicted)
return;
var entityNull = _player.LocalPlayer?.ControlledEntity;
if (entityNull == null)
return;
var entity = entityNull.Value;
var weapon = GetWeapon(entity);
if (weapon == null)
return;
if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
{ {
Logger.Error("Tried to play unknown weapon arc prototype '{0}'", msg.ArcPrototype); weapon.Attacking = false;
if (weapon.WindUpStart != null)
{
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weapon.Owner));
}
return; return;
} }
var attacker = msg.Attacker; var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
if (!EntityManager.EntityExists(msg.Attacker)) var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.AltUse);
var currentTime = Timing.CurTime;
// Heavy attack.
if (altDown == BoundKeyState.Down)
{
// We did the click to end the attack but haven't pulled the key up.
if (weapon.Attacking)
{ {
// FIXME: This should never happen.
Logger.Error($"Tried to play a weapon arc {msg.ArcPrototype}, but the attacker does not exist. attacker={msg.Attacker}, source={msg.Source}");
return; return;
} }
if (!Deleted(attacker)) // If it's an unarmed attack then do a disarm
if (weapon.Owner == entity)
{ {
var lunge = attacker.EnsureComponent<MeleeLungeComponent>(); EntityUid? target = null;
lunge.SetData(msg.Angle);
var entity = EntityManager.SpawnEntity(weaponArc.Prototype, EntityManager.GetComponent<TransformComponent>(attacker).Coordinates); var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityManager.GetComponent<TransformComponent>(entity).LocalRotation = msg.Angle; EntityCoordinates coordinates;
var weaponArcAnimation = EntityManager.GetComponent<MeleeWeaponArcAnimationComponent>(entity); if (MapManager.TryFindGridAt(mousePos, out var grid))
weaponArcAnimation.SetData(weaponArc, msg.Angle, attacker, msg.ArcFollowAttacker);
// Due to ISpriteComponent limitations, weapons that don't use an RSI won't have this effect.
if (EntityManager.EntityExists(msg.Source) &&
msg.TextureEffect &&
EntityManager.TryGetComponent(msg.Source, out ISpriteComponent? sourceSprite) &&
sourceSprite.BaseRSI?.Path is { } path)
{ {
var curTime = _gameTiming.CurTime; coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
var effect = new EffectSystemMessage
{
EffectSprite = path.ToString(),
RsiState = sourceSprite.LayerGetState(0).Name,
Coordinates = EntityManager.GetComponent<TransformComponent>(attacker).Coordinates,
Color = Vector4.Multiply(new Vector4(255, 255, 255, 125), 1.0f),
ColorDelta = Vector4.Multiply(new Vector4(0, 0, 0, -10), 1.0f),
Velocity = msg.Angle.ToWorldVec(),
Acceleration = msg.Angle.ToWorldVec() * 5f,
Born = curTime,
DeathTime = curTime.Add(TimeSpan.FromMilliseconds(300f)),
};
_effectSystem.CreateEffect(effect);
}
}
foreach (var hit in msg.Hits)
{
if (!EntityManager.EntityExists(hit))
{
continue;
}
if (!EntityManager.TryGetComponent(hit, out ISpriteComponent? sprite))
{
continue;
}
var originalColor = sprite.Color;
var newColor = Color.Red * originalColor;
sprite.Color = newColor;
hit.SpawnTimer(100, () =>
{
// Only reset back to the original color if something else didn't change the color in the mean time.
if (sprite.Color == newColor)
{
sprite.Color = originalColor;
}
});
}
}
private void PlayLunge(PlayLungeAnimationMessage msg)
{
if (EntityManager.EntityExists(msg.Source))
{
msg.Source.EnsureComponent<MeleeLungeComponent>().SetData(msg.Angle);
} }
else else
{ {
// FIXME: This should never happen. coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
Logger.Error($"Tried to play a lunge animation, but the entity \"{msg.Source}\" does not exist."); }
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetEntityUnderPosition(mousePos);
}
EntityManager.RaisePredictiveEvent(new DisarmAttackEvent(target, coordinates));
return;
}
// Otherwise do heavy attack if it's a weapon.
// Start a windup
if (weapon.WindUpStart == null)
{
EntityManager.RaisePredictiveEvent(new StartHeavyAttackEvent(weapon.Owner));
weapon.WindUpStart = currentTime;
}
// Try to do a heavy attack.
if (useDown == BoundKeyState.Down)
{
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityCoordinates coordinates;
// Bro why would I want a ternary here
// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
if (MapManager.TryFindGridAt(mousePos, out var grid))
{
coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
}
EntityManager.RaisePredictiveEvent(new HeavyAttackEvent(weapon.Owner, coordinates));
}
return;
}
if (weapon.WindUpStart != null)
{
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weapon.Owner));
}
// Light attack
if (useDown == BoundKeyState.Down)
{
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
{
return;
}
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityCoordinates coordinates;
// Bro why would I want a ternary here
// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
if (MapManager.TryFindGridAt(mousePos, out var grid))
{
coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
}
EntityUid? target = null;
// TODO: UI Refactor update I assume
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetEntityUnderPosition(mousePos);
}
EntityManager.RaisePredictiveEvent(new LightAttackEvent(target, weapon.Owner, coordinates));
return;
}
if (weapon.Attacking)
{
EntityManager.RaisePredictiveEvent(new StopAttackEvent(weapon.Owner));
} }
} }
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component)
{
if (!base.DoDisarm(user, ev, component))
return false;
if (!HasComp<CombatModeComponent>(user))
return false;
// If target doesn't have hands then we can't disarm so will let the player know it's pointless.
if (!HasComp<HandsComponent>(ev.Target!.Value))
{
if (Timing.IsFirstTimePredicted)
PopupSystem.PopupEntity(Loc.GetString("disarm-action-disarmable", ("targetName", ev.Target.Value)), ev.Target.Value, Filter.Local());
return false;
}
return true;
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (!Timing.IsFirstTimePredicted || uid == null)
return;
PopupSystem.PopupEntity(message, uid.Value, Filter.Local());
}
private void OnMeleeLunge(MeleeLungeEvent ev)
{
DoLunge(ev.Entity, ev.Angle, ev.LocalPos, ev.Animation);
}
/// <summary>
/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
/// </summary>
public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
{
if (!Timing.IsFirstTimePredicted)
return;
var lunge = GetLungeAnimation(localPos);
// Stop any existing lunges on the user.
_animation.Stop(user, MeleeLungeKey);
_animation.Play(user, lunge, MeleeLungeKey);
// Clientside entity to spawn
if (animation != null)
{
var animationUid = Spawn(animation, new EntityCoordinates(user, Vector2.Zero));
if (localPos != Vector2.Zero && TryComp<SpriteComponent>(animationUid, out var sprite))
{
sprite[0].AutoAnimated = false;
if (TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
{
sprite.NoRotation = true;
sprite.Rotation = localPos.ToWorldAngle();
var distance = Math.Clamp(localPos.Length / 2f, 0.2f, 1f);
switch (arcComponent.Animation)
{
case WeaponArcAnimation.Slash:
_animation.Play(animationUid, GetSlashAnimation(sprite, angle), "melee-slash");
break;
case WeaponArcAnimation.Thrust:
_animation.Play(animationUid, GetThrustAnimation(sprite, distance), "melee-thrust");
break;
case WeaponArcAnimation.None:
sprite.Offset = localPos.Normalized * distance;
_animation.Play(animationUid, GetStaticAnimation(sprite), "melee-fade");
break;
}
}
}
}
}
private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc)
{
var slashStart = 0.03f;
var slashEnd = 0.065f;
var length = slashEnd + 0.05f;
var startRotation = sprite.Rotation - arc / 2;
var endRotation = sprite.Rotation + arc / 2;
sprite.NoRotation = true;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Rotation),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startRotation, 0f),
new AnimationTrackProperty.KeyFrame(startRotation, slashStart),
new AnimationTrackProperty.KeyFrame(endRotation, slashEnd)
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), 0f),
new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), slashStart),
new AnimationTrackProperty.KeyFrame(endRotation.RotateVec(new Vector2(0f, -1f)), slashEnd)
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, slashEnd),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length),
}
}
}
};
}
private Animation GetThrustAnimation(SpriteComponent sprite, float distance)
{
var length = 0.15f;
var thrustEnd = 0.05f;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance / 5f)), 0f),
new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), thrustEnd),
new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), length),
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, thrustEnd),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length),
}
}
}
};
}
/// <summary>
/// Get the fadeout for static weapon arcs.
/// </summary>
private Animation GetStaticAnimation(SpriteComponent sprite)
{
var length = 0.15f;
return new()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length)
}
}
}
};
}
/// <summary>
/// Get the sprite offset animation to use for mob lunges.
/// </summary>
private Animation GetLungeAnimation(Vector2 direction)
{
var length = 0.1f;
return new Animation
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(direction.Normalized * 0.15f, 0f),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, length)
}
}
}
};
} }
} }

View File

@@ -0,0 +1,135 @@
using Content.Client.DoAfter;
using Content.Client.Resources;
using Content.Shared.Weapons.Melee;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.ResourceManagement;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Weapons.Melee;
public sealed class MeleeWindupOverlay : Overlay
{
private readonly IEntityManager _entManager;
private readonly IGameTiming _timing;
private readonly SharedTransformSystem _transform;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
private readonly Texture _texture;
private readonly ShaderInstance _shader;
public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPrototypeManager protoManager, IResourceCache cache)
{
_entManager = entManager;
_timing = timing;
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
_texture = cache.GetTexture("/Textures/Interface/Misc/progress_bar.rsi/icon.png");
_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
var tickTime = (float) _timing.TickPeriod.TotalSeconds;
var tickFraction = _timing.TickFraction / (float) ushort.MaxValue * tickTime;
// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
const float scale = 1f;
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);
handle.UseShader(_shader);
var currentTime = _timing.CurTime;
foreach (var comp in _entManager.EntityQuery<MeleeWeaponComponent>(true))
{
if (comp.WindUpStart == null ||
comp.Attacking)
{
continue;
}
if (!xformQuery.TryGetComponent(comp.Owner, out var xform) ||
xform.MapID != args.MapId)
{
continue;
}
var worldPosition = _transform.GetWorldPosition(xform);
var worldMatrix = Matrix3.CreateTranslation(worldPosition);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
var offset = -_texture.Height / scale;
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
float yOffset;
if (spriteQuery.TryGetComponent(comp.Owner, out var sprite))
{
yOffset = -sprite.Bounds.Height / 2f - 0.05f;
}
else
{
yOffset = -0.5f;
}
// Position above the entity (we've already applied the matrix transform to the entity itself)
// Offset by the texture size for every do_after we have.
var position = new Vector2(-_texture.Width / 2f / EyeManager.PixelsPerMeter,
yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
// Draw the underlying bar texture
handle.DrawTexture(_texture, position);
// Draw the items overlapping the texture
const float startX = 2f;
const float endX = 22f;
// Area marking where to release
var ReleaseWidth = 2f * SharedMeleeWeaponSystem.GracePeriod / (float) comp.WindupTime.TotalSeconds * EyeManager.PixelsPerMeter;
var releaseMiddle = (endX - startX) / 2f + startX;
var releaseBox = new Box2(new Vector2(releaseMiddle - ReleaseWidth / 2f, 3f) / EyeManager.PixelsPerMeter,
new Vector2(releaseMiddle + ReleaseWidth / 2f, 4f) / EyeManager.PixelsPerMeter);
releaseBox = releaseBox.Translated(position);
handle.DrawRect(releaseBox, Color.LimeGreen);
// Wraps around back to 0
var totalDuration = comp.WindupTime.TotalSeconds * 2;
var elapsed = (currentTime - comp.WindUpStart.Value).TotalSeconds % (2 * totalDuration);
var value = elapsed / totalDuration;
if (value > 1)
{
value = 2 - value;
}
var fraction = (float) value;
var xPos = (endX - startX) * fraction + startX;
// In pixels
const float Width = 2f;
// If we hit the end we won't draw half the box so we need to subtract the end pos from it
var endPos = xPos + Width / 2f;
var box = new Box2(new Vector2(Math.Max(startX, endPos - Width), 3f) / EyeManager.PixelsPerMeter,
new Vector2(Math.Min(endX, endPos), 4f) / EyeManager.PixelsPerMeter);
box = box.Translated(position);
handle.DrawRect(box, Color.White);
}
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}
}

View File

@@ -5,7 +5,7 @@ namespace Content.Client.Weapons.Ranged;
public sealed class ShowSpreadCommand : IConsoleCommand public sealed class ShowSpreadCommand : IConsoleCommand
{ {
public string Command => "showspread"; public string Command => "showgunspread";
public string Description => $"Shows gun spread overlay for debugging"; public string Description => $"Shows gun spread overlay for debugging";
public string Help => $"{Command}"; public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args) public void Execute(IConsoleShell shell, string argStr, string[] args)

View File

@@ -13,11 +13,11 @@ public sealed class GunSpreadOverlay : Overlay
public override OverlaySpace Space => OverlaySpace.WorldSpace; public override OverlaySpace Space => OverlaySpace.WorldSpace;
private IEntityManager _entManager; private IEntityManager _entManager;
private IEyeManager _eye; private readonly IEyeManager _eye;
private IGameTiming _timing; private readonly IGameTiming _timing;
private IInputManager _input; private readonly IInputManager _input;
private IPlayerManager _player; private readonly IPlayerManager _player;
private GunSystem _guns; private readonly GunSystem _guns;
public GunSpreadOverlay(IEntityManager entManager, IEyeManager eyeManager, IGameTiming timing, IInputManager input, IPlayerManager player, GunSystem system) public GunSpreadOverlay(IEntityManager entManager, IEyeManager eyeManager, IGameTiming timing, IInputManager input, IPlayerManager player, GunSystem system)
{ {

View File

@@ -6,11 +6,9 @@ using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems; using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Item; using Content.Shared.Item;
using Content.Shared.Weapons.Melee;
using NUnit.Framework; using NUnit.Framework;
using Robust.Shared.Containers; using Robust.Shared.Containers;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Reflection; using Robust.Shared.Reflection;
@@ -78,18 +76,14 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem));
Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem));
var attack = false;
var interactUsing = false; var interactUsing = false;
var interactHand = false; var interactHand = false;
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
testInteractionSystem.AttackEvent = (_, _, ev) => { Assert.That(ev.Target, Is.EqualTo(target)); attack = true; };
testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; }; testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; };
testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; }; testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; };
interactionSystem.DoAttack(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, false, target);
interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target); interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target);
Assert.That(attack);
Assert.That(interactUsing, Is.False); Assert.That(interactUsing, Is.False);
Assert.That(interactHand); Assert.That(interactHand);
@@ -144,18 +138,14 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem));
Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem));
var attack = false;
var interactUsing = false; var interactUsing = false;
var interactHand = false; var interactHand = false;
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
testInteractionSystem.AttackEvent = (_, _, ev) => { Assert.That(ev.Target, Is.EqualTo(target)); attack = true; };
testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; }; testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; };
testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; }; testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; };
interactionSystem.DoAttack(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, false, target);
interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target); interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target);
Assert.That(attack, Is.False);
Assert.That(interactUsing, Is.False); Assert.That(interactUsing, Is.False);
Assert.That(interactHand, Is.False); Assert.That(interactHand, Is.False);
@@ -208,18 +198,14 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem));
Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem));
var attack = false;
var interactUsing = false; var interactUsing = false;
var interactHand = false; var interactHand = false;
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
testInteractionSystem.AttackEvent = (_, _, ev) => { Assert.That(ev.Target, Is.EqualTo(target)); attack = true; };
testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; }; testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; };
testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; }; testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; };
interactionSystem.DoAttack(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, false, target);
interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target); interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target);
Assert.That(attack);
Assert.That(interactUsing, Is.False); Assert.That(interactUsing, Is.False);
Assert.That(interactHand); Assert.That(interactHand);
@@ -273,18 +259,14 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<InteractionSystem>(out var interactionSystem));
Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem)); Assert.That(entitySystemManager.TryGetEntitySystem<TestInteractionSystem>(out var testInteractionSystem));
var attack = false;
var interactUsing = false; var interactUsing = false;
var interactHand = false; var interactHand = false;
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
testInteractionSystem.AttackEvent = (_, _, ev) => { Assert.That(ev.Target, Is.EqualTo(target)); attack = true; };
testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; }; testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactUsing = true; };
testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; }; testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(target)); interactHand = true; };
interactionSystem.DoAttack(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, false, target);
interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target); interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target);
Assert.That(attack, Is.False);
Assert.That(interactUsing, Is.False); Assert.That(interactUsing, Is.False);
Assert.That(interactHand, Is.False); Assert.That(interactHand, Is.False);
@@ -344,7 +326,6 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
await server.WaitIdleAsync(); await server.WaitIdleAsync();
var attack = false;
var interactUsing = false; var interactUsing = false;
var interactHand = false; var interactHand = false;
await server.WaitAssertion(() => await server.WaitAssertion(() =>
@@ -352,19 +333,14 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
Assert.That(container.Insert(user)); Assert.That(container.Insert(user));
Assert.That(sEntities.GetComponent<TransformComponent>(user).Parent.Owner, Is.EqualTo(containerEntity)); Assert.That(sEntities.GetComponent<TransformComponent>(user).Parent.Owner, Is.EqualTo(containerEntity));
testInteractionSystem.AttackEvent = (_, _, ev) => { Assert.That(ev.Target, Is.EqualTo(containerEntity)); attack = true; };
testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(containerEntity)); interactUsing = true; }; testInteractionSystem.InteractUsingEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(containerEntity)); interactUsing = true; };
testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(containerEntity)); interactHand = true; }; testInteractionSystem.InteractHandEvent = (ev) => { Assert.That(ev.Target, Is.EqualTo(containerEntity)); interactHand = true; };
interactionSystem.DoAttack(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, false, target);
interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target); interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(target).Coordinates, target);
Assert.That(attack, Is.False);
Assert.That(interactUsing, Is.False); Assert.That(interactUsing, Is.False);
Assert.That(interactHand, Is.False); Assert.That(interactHand, Is.False);
interactionSystem.DoAttack(user, sEntities.GetComponent<TransformComponent>(containerEntity).Coordinates, false, containerEntity);
interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(containerEntity).Coordinates, containerEntity); interactionSystem.UserInteraction(user, sEntities.GetComponent<TransformComponent>(containerEntity).Coordinates, containerEntity);
Assert.That(attack);
Assert.That(interactUsing, Is.False); Assert.That(interactUsing, Is.False);
Assert.That(interactHand); Assert.That(interactHand);
@@ -383,14 +359,12 @@ namespace Content.IntegrationTests.Tests.Interaction.Click
[Reflect(false)] [Reflect(false)]
public sealed class TestInteractionSystem : EntitySystem public sealed class TestInteractionSystem : EntitySystem
{ {
public ComponentEventHandler<HandsComponent, ClickAttackEvent>? AttackEvent;
public EntityEventHandler<InteractUsingEvent>? InteractUsingEvent; public EntityEventHandler<InteractUsingEvent>? InteractUsingEvent;
public EntityEventHandler<InteractHandEvent>? InteractHandEvent; public EntityEventHandler<InteractHandEvent>? InteractHandEvent;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<HandsComponent, ClickAttackEvent>((u, c, e) => AttackEvent?.Invoke(u, c, e));
SubscribeLocalEvent<InteractUsingEvent>((e) => InteractUsingEvent?.Invoke(e)); SubscribeLocalEvent<InteractUsingEvent>((e) => InteractUsingEvent?.Invoke(e));
SubscribeLocalEvent<InteractHandEvent>((e) => InteractHandEvent?.Invoke(e)); SubscribeLocalEvent<InteractHandEvent>((e) => InteractHandEvent?.Invoke(e));
} }

View File

@@ -1,13 +1,6 @@
using Content.Server.Weapon.Melee;
using Content.Server.Stunnable;
using Content.Shared.Inventory.Events;
using Content.Server.Weapon.Melee.Components;
using Content.Server.Clothing.Components;
using Content.Server.Damage.Components;
using Content.Server.Damage.Events; using Content.Server.Damage.Events;
using Robust.Shared.Audio; using Content.Server.Weapons.Melee.Events;
using Robust.Shared.Player; using Content.Shared.Weapons.Melee;
using Robust.Shared.Random;
using Robust.Shared.Containers; using Robust.Shared.Containers;
namespace Content.Server.Abilities.Boxer namespace Content.Server.Abilities.Boxer
@@ -24,25 +17,22 @@ namespace Content.Server.Abilities.Boxer
SubscribeLocalEvent<BoxingGlovesComponent, StaminaMeleeHitEvent>(OnStamHit); SubscribeLocalEvent<BoxingGlovesComponent, StaminaMeleeHitEvent>(OnStamHit);
} }
private void OnInit(EntityUid uid, BoxerComponent boxer, ComponentInit args) private void OnInit(EntityUid uid, BoxerComponent component, ComponentInit args)
{ {
if (TryComp<MeleeWeaponComponent>(uid, out var meleeComp)) if (TryComp<MeleeWeaponComponent>(uid, out var meleeComp))
meleeComp.Range *= boxer.RangeBonus; meleeComp.Range *= component.RangeBonus;
} }
private void GetDamageModifiers(EntityUid uid, BoxerComponent component, ItemMeleeDamageEvent args) private void GetDamageModifiers(EntityUid uid, BoxerComponent component, ItemMeleeDamageEvent args)
{ {
if (component.UnarmedModifiers == default!)
{
Logger.Warning("BoxerComponent on " + uid + " couldn't get damage modifiers. Know that adding components with damage modifiers through VV or similar is unsupported.");
return;
}
args.ModifiersList.Add(component.UnarmedModifiers); args.ModifiersList.Add(component.UnarmedModifiers);
} }
private void OnStamHit(EntityUid uid, BoxingGlovesComponent component, StaminaMeleeHitEvent args) private void OnStamHit(EntityUid uid, BoxingGlovesComponent component, StaminaMeleeHitEvent args)
{ {
_containerSystem.TryGetContainingContainer(uid, out var equipee); if (!_containerSystem.TryGetContainingContainer(uid, out var equipee))
if (TryComp<BoxerComponent>(equipee?.Owner, out var boxer)) return;
if (TryComp<BoxerComponent>(equipee.Owner, out var boxer))
args.Multiplier *= boxer.BoxingGlovesModifier; args.Multiplier *= boxer.BoxingGlovesModifier;
} }
} }

View File

@@ -3,7 +3,7 @@ using Content.Server.Atmos.Components;
using Content.Server.Stunnable; using Content.Server.Stunnable;
using Content.Server.Temperature.Components; using Content.Server.Temperature.Components;
using Content.Server.Temperature.Systems; using Content.Server.Temperature.Systems;
using Content.Server.Weapon.Melee; using Content.Server.Weapons.Melee.Events;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
using Content.Shared.Alert; using Content.Shared.Alert;
using Content.Shared.Atmos; using Content.Shared.Atmos;

View File

@@ -1,7 +1,6 @@
using Content.Server.Chemistry.Components.SolutionManager; using Content.Server.Chemistry.Components.SolutionManager;
using Content.Server.Chemistry.EntitySystems; using Content.Server.Chemistry.EntitySystems;
using Content.Server.Interaction.Components; using Content.Server.Interaction.Components;
using Content.Server.Weapon.Melee;
using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent; using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint; using Content.Shared.FixedPoint;
@@ -12,6 +11,7 @@ using Robust.Shared.Audio;
using Robust.Shared.Player; using Robust.Shared.Player;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using Content.Server.Interaction; using Content.Server.Interaction;
using Content.Server.Weapons.Melee;
namespace Content.Server.Chemistry.Components namespace Content.Server.Chemistry.Components
{ {
@@ -78,7 +78,8 @@ namespace Content.Server.Chemistry.Components
target.Value.PopupMessage(Loc.GetString("hypospray-component-feel-prick-message")); target.Value.PopupMessage(Loc.GetString("hypospray-component-feel-prick-message"));
var meleeSys = EntitySystem.Get<MeleeWeaponSystem>(); var meleeSys = EntitySystem.Get<MeleeWeaponSystem>();
var angle = Angle.FromWorldVec(_entMan.GetComponent<TransformComponent>(target.Value).WorldPosition - _entMan.GetComponent<TransformComponent>(user).WorldPosition); var angle = Angle.FromWorldVec(_entMan.GetComponent<TransformComponent>(target.Value).WorldPosition - _entMan.GetComponent<TransformComponent>(user).WorldPosition);
meleeSys.SendLunge(angle, user); // TODO: This should just be using melee attacks...
// meleeSys.SendLunge(angle, user);
} }
SoundSystem.Play(_injectSound.GetSound(), Filter.Pvs(user), user); SoundSystem.Play(_injectSound.GetSound(), Filter.Pvs(user), user);

View File

@@ -1,7 +1,10 @@
using System.Linq;
using Content.Server.Chemistry.Components; using Content.Server.Chemistry.Components;
using Content.Server.Weapons.Melee.Events;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
namespace Content.Server.Chemistry.EntitySystems namespace Content.Server.Chemistry.EntitySystems
{ {
@@ -10,7 +13,7 @@ namespace Content.Server.Chemistry.EntitySystems
private void InitializeHypospray() private void InitializeHypospray()
{ {
SubscribeLocalEvent<HyposprayComponent, AfterInteractEvent>(OnAfterInteract); SubscribeLocalEvent<HyposprayComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<HyposprayComponent, ClickAttackEvent>(OnClickAttack); SubscribeLocalEvent<HyposprayComponent, MeleeHitEvent>(OnAttack);
SubscribeLocalEvent<HyposprayComponent, SolutionChangedEvent>(OnSolutionChange); SubscribeLocalEvent<HyposprayComponent, SolutionChangedEvent>(OnSolutionChange);
SubscribeLocalEvent<HyposprayComponent, UseInHandEvent>(OnUseInHand); SubscribeLocalEvent<HyposprayComponent, UseInHandEvent>(OnUseInHand);
} }
@@ -39,12 +42,12 @@ namespace Content.Server.Chemistry.EntitySystems
comp.TryDoInject(target, user); comp.TryDoInject(target, user);
} }
public void OnClickAttack(EntityUid uid, HyposprayComponent comp, ClickAttackEvent args) public void OnAttack(EntityUid uid, HyposprayComponent comp, MeleeHitEvent args)
{ {
if (args.Target == null) if (!args.HitEntities.Any())
return; return;
comp.TryDoInject(args.Target.Value, args.User); comp.TryDoInject(args.HitEntities.First(), args.User);
} }
} }
} }

View File

@@ -1,132 +1,22 @@
using Content.Server.Actions.Events;
using Content.Server.Administration.Components;
using Content.Server.Administration.Logs;
using Content.Server.CombatMode.Disarm;
using Content.Server.Hands.Components;
using Content.Server.Popups;
using Content.Server.Contests;
using Content.Server.Weapon.Melee;
using Content.Shared.ActionBlocker;
using Content.Shared.Audio;
using Content.Shared.CombatMode; using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.IdentityManagement;
using Content.Shared.Stunnable;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.Audio; using Robust.Shared.GameStates;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Physics;
namespace Content.Server.CombatMode namespace Content.Server.CombatMode
{ {
[UsedImplicitly] [UsedImplicitly]
public sealed class CombatModeSystem : SharedCombatModeSystem public sealed class CombatModeSystem : SharedCombatModeSystem
{ {
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly MeleeWeaponSystem _meleeWeaponSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ContestsSystem _contests = default!;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<SharedCombatModeComponent, DisarmActionEvent>(OnEntityActionPerform); SubscribeLocalEvent<SharedCombatModeComponent, ComponentGetState>(OnGetState);
} }
private void OnEntityActionPerform(EntityUid uid, SharedCombatModeComponent component, DisarmActionEvent args) private void OnGetState(EntityUid uid, SharedCombatModeComponent component, ref ComponentGetState args)
{ {
if (args.Handled) args.State = new CombatModeComponentState(component.IsInCombatMode, component.ActiveZone);
return;
if (!_actionBlockerSystem.CanAttack(args.Performer))
return;
if (TryComp<HandsComponent>(args.Performer, out var hands)
&& hands.ActiveHand != null
&& !hands.ActiveHand.IsEmpty)
{
_popupSystem.PopupEntity(Loc.GetString("disarm-action-free-hand"), args.Performer, Filter.Entities(args.Performer));
return;
}
EntityUid? inTargetHand = null;
if (TryComp<HandsComponent>(args.Target, out HandsComponent? targetHandsComponent)
&& targetHandsComponent.ActiveHand != null
&& !targetHandsComponent.ActiveHand.IsEmpty)
{
inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
}
var attemptEvent = new DisarmAttemptEvent(args.Target, args.Performer,inTargetHand);
if (inTargetHand != null)
{
RaiseLocalEvent(inTargetHand.Value, attemptEvent, true);
}
RaiseLocalEvent(args.Target, attemptEvent, true);
if (attemptEvent.Cancelled)
return;
var diff = Transform(args.Target).MapPosition.Position - Transform(args.Performer).MapPosition.Position;
var angle = Angle.FromWorldVec(diff);
var filterAll = Filter.Pvs(args.Performer);
var filterOther = filterAll.RemoveWhereAttachedEntity(e => e == args.Performer);
args.Handled = true;
var chance = CalculateDisarmChance(args.Performer, args.Target, inTargetHand, component);
if (_random.Prob(chance))
{
SoundSystem.Play(component.DisarmFailSound.GetSound(), Filter.Pvs(args.Performer), args.Performer, AudioHelpers.WithVariation(0.025f));
var msgOther = Loc.GetString(
"disarm-action-popup-message-other-clients",
("performerName", Identity.Entity(args.Performer, EntityManager)),
("targetName", Identity.Entity(args.Target, EntityManager)));
var msgUser = Loc.GetString("disarm-action-popup-message-cursor", ("targetName", Identity.Entity(args.Target, EntityManager)));
_popupSystem.PopupEntity(msgOther, args.Performer, filterOther);
_popupSystem.PopupEntity(msgUser, args.Performer, Filter.Entities(args.Performer));
_meleeWeaponSystem.SendLunge(angle, args.Performer);
return;
}
_meleeWeaponSystem.SendAnimation("disarm", angle, args.Performer, args.Performer, new[] { args.Target });
SoundSystem.Play(component.DisarmSuccessSound.GetSound(), filterAll, args.Performer, AudioHelpers.WithVariation(0.025f));
_adminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(args.Performer):user} used disarm on {ToPrettyString(args.Target):target}");
var eventArgs = new DisarmedEvent() { Target = args.Target, Source = args.Performer, PushProbability = (1 - chance) };
RaiseLocalEvent(args.Target, eventArgs, true);
}
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
{
if (HasComp<DisarmProneComponent>(disarmer))
return 1.0f;
if (HasComp<DisarmProneComponent>(disarmed))
return 0.0f;
var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed);
float chance = (disarmerComp.BaseDisarmFailChance + contestResults);
if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
{
chance += malus.Malus;
}
return Math.Clamp(chance, 0f, 1f);
} }
} }
} }

View File

@@ -14,7 +14,7 @@ namespace Content.Server.Contests
/// >1 = Advantage to roller /// >1 = Advantage to roller
/// <1 = Advantage to target /// <1 = Advantage to target
/// Roller should be the entity with an advantage from being bigger/healthier/more skilled, etc. /// Roller should be the entity with an advantage from being bigger/healthier/more skilled, etc.
/// <summary> /// </summary>
public sealed class ContestsSystem : EntitySystem public sealed class ContestsSystem : EntitySystem
{ {
[Dependency] private readonly SharedMobStateSystem _mobStateSystem = default!; [Dependency] private readonly SharedMobStateSystem _mobStateSystem = default!;
@@ -27,13 +27,10 @@ namespace Content.Server.Contests
if (!Resolve(roller, ref rollerPhysics, false) || !Resolve(target, ref targetPhysics, false)) if (!Resolve(roller, ref rollerPhysics, false) || !Resolve(target, ref targetPhysics, false))
return 1f; return 1f;
if (rollerPhysics == null || targetPhysics == null)
return 1f;
if (targetPhysics.FixturesMass == 0) if (targetPhysics.FixturesMass == 0)
return 1f; return 1f;
return (rollerPhysics.FixturesMass / targetPhysics.FixturesMass); return rollerPhysics.FixturesMass / targetPhysics.FixturesMass;
} }
/// <summary> /// <summary>
@@ -47,18 +44,15 @@ namespace Content.Server.Contests
if (!Resolve(roller, ref rollerDamage, false) || !Resolve(target, ref targetDamage, false)) if (!Resolve(roller, ref rollerDamage, false) || !Resolve(target, ref targetDamage, false))
return 1f; return 1f;
if (rollerDamage == null || targetDamage == null)
return 1f;
// First, we'll see what health they go into crit at. // First, we'll see what health they go into crit at.
float rollerThreshold = 100f; float rollerThreshold = 100f;
float targetThreshold = 100f; float targetThreshold = 100f;
if (TryComp<MobStateComponent>(roller, out var rollerState) && rollerState != null && if (TryComp<MobStateComponent>(roller, out var rollerState) &&
_mobStateSystem.TryGetEarliestIncapacitatedState(rollerState, 10000, out _, out var rollerCritThreshold)) _mobStateSystem.TryGetEarliestIncapacitatedState(rollerState, 10000, out _, out var rollerCritThreshold))
rollerThreshold = (float) rollerCritThreshold; rollerThreshold = (float) rollerCritThreshold;
if (TryComp<MobStateComponent>(target, out var targetState) && targetState != null && if (TryComp<MobStateComponent>(target, out var targetState) &&
_mobStateSystem.TryGetEarliestIncapacitatedState(targetState, 10000, out _, out var targetCritThreshold)) _mobStateSystem.TryGetEarliestIncapacitatedState(targetState, 10000, out _, out var targetCritThreshold))
targetThreshold = (float) targetCritThreshold; targetThreshold = (float) targetCritThreshold;
@@ -97,8 +91,9 @@ namespace Content.Server.Contests
var massMultiplier = massWeight / weightTotal; var massMultiplier = massWeight / weightTotal;
var stamMultiplier = stamWeight / weightTotal; var stamMultiplier = stamWeight / weightTotal;
return ((DamageContest(roller, target) * damageMultiplier) + (MassContest(roller, target) * massMultiplier) return DamageContest(roller, target) * damageMultiplier +
+ (StaminaContest(roller, target) * stamMultiplier)); MassContest(roller, target) * massMultiplier +
StaminaContest(roller, target) * stamMultiplier;
} }
/// <summary> /// <summary>
@@ -109,6 +104,7 @@ namespace Content.Server.Contests
{ {
return score switch return score switch
{ {
// TODO: Should just be a curve
<= 0 => 1f, <= 0 => 1f,
<= 0.25f => 0.9f, <= 0.25f => 0.9f,
<= 0.5f => 0.75f, <= 0.5f => 0.75f,

View File

@@ -7,10 +7,4 @@ public sealed class StaminaDamageOnHitComponent : Component
{ {
[ViewVariables(VVAccess.ReadWrite), DataField("damage")] [ViewVariables(VVAccess.ReadWrite), DataField("damage")]
public float Damage = 30f; public float Damage = 30f;
/// <summary>
/// Play a sound when this knocks down an entity.
/// </summary>
[DataField("knockdownSound")]
public SoundSpecifier? KnockdownSound;
} }

View File

@@ -1,9 +1,9 @@
using Content.Server.Damage.Components; using Content.Server.Damage.Components;
using Content.Server.Damage.Events; using Content.Server.Damage.Events;
using Content.Server.Popups; using Content.Server.Popups;
using Content.Server.Weapon.Melee;
using Content.Server.Administration.Logs; using Content.Server.Administration.Logs;
using Content.Server.CombatMode; using Content.Server.CombatMode;
using Content.Server.Weapons.Melee.Events;
using Content.Shared.Alert; using Content.Shared.Alert;
using Content.Shared.Rounding; using Content.Shared.Rounding;
using Content.Shared.Stunnable; using Content.Shared.Stunnable;
@@ -123,7 +123,7 @@ public sealed class StaminaSystem : EntitySystem
foreach (var comp in toHit) foreach (var comp in toHit)
{ {
var oldDamage = comp.StaminaDamage; var oldDamage = comp.StaminaDamage;
TakeStaminaDamage(comp.Owner, damage / toHit.Count, comp, component.KnockdownSound); TakeStaminaDamage(comp.Owner, damage / toHit.Count, comp);
if (comp.StaminaDamage.Equals(oldDamage)) if (comp.StaminaDamage.Equals(oldDamage))
{ {
_popup.PopupEntity(Loc.GetString("stamina-resist"), comp.Owner, Filter.Entities(args.User)); _popup.PopupEntity(Loc.GetString("stamina-resist"), comp.Owner, Filter.Entities(args.User));
@@ -150,7 +150,7 @@ public sealed class StaminaSystem : EntitySystem
_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity); _alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
} }
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, SoundSpecifier? knockdownSound = null) public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null)
{ {
if (!Resolve(uid, ref component, false) || component.Critical) return; if (!Resolve(uid, ref component, false) || component.Critical) return;
@@ -181,8 +181,6 @@ public sealed class StaminaSystem : EntitySystem
{ {
if (component.StaminaDamage >= component.CritThreshold) if (component.StaminaDamage >= component.CritThreshold)
{ {
if (knockdownSound != null)
SoundSystem.Play(knockdownSound.GetSound(), Filter.Pvs(uid, entityManager: EntityManager), uid, knockdownSound.Params);
EnterStamCrit(uid, component); EnterStamCrit(uid, component);
} }
} }

View File

@@ -21,6 +21,7 @@ using Content.Shared.StatusEffect;
using Content.Shared.Stunnable; using Content.Shared.Stunnable;
using Content.Shared.Tag; using Content.Shared.Tag;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Physics.Dynamics; using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events; using Robust.Shared.Physics.Events;

View File

@@ -7,7 +7,6 @@ namespace Content.Server.Entry
"ConstructionGhost", "ConstructionGhost",
"IconSmooth", "IconSmooth",
"InteractionOutline", "InteractionOutline",
"MeleeWeaponArcAnimation",
"AnimationsTest", "AnimationsTest",
"ItemStatus", "ItemStatus",
"Marker", "Marker",

View File

@@ -1,7 +1,7 @@
using Content.Server.Flash.Components; using Content.Server.Flash.Components;
using Content.Server.Light.EntitySystems; using Content.Server.Light.EntitySystems;
using Content.Server.Stunnable; using Content.Server.Stunnable;
using Content.Server.Weapon.Melee; using Content.Server.Weapons.Melee.Events;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.Flash; using Content.Shared.Flash;
using Content.Shared.IdentityManagement; using Content.Shared.IdentityManagement;

View File

@@ -1,18 +1,14 @@
using Content.Server.Administration.Logs; using Content.Server.Administration.Logs;
using Content.Server.Hands.Components;
using Content.Server.Pulling; using Content.Server.Pulling;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
using Content.Shared.Database;
using Content.Shared.DragDrop; using Content.Shared.DragDrop;
using Content.Shared.Input; using Content.Shared.Input;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Pulling.Components; using Content.Shared.Pulling.Components;
using Content.Shared.Weapons.Melee; using Content.Shared.Storage;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Containers; using Robust.Shared.Containers;
@@ -20,7 +16,6 @@ using Robust.Shared.Input.Binding;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Random; using Robust.Shared.Random;
using static Content.Shared.Storage.SharedStorageComponent;
namespace Content.Server.Interaction namespace Content.Server.Interaction
{ {
@@ -34,9 +29,8 @@ namespace Content.Server.Interaction
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!; [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly PullingSystem _pullSystem = default!; [Dependency] private readonly PullingSystem _pullSystem = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!; [Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
public override void Initialize() public override void Initialize()
{ {
@@ -61,7 +55,7 @@ namespace Content.Server.Interaction
if (Deleted(target)) if (Deleted(target))
return false; return false;
if (!target.TryGetContainer(out var container)) if (!_container.TryGetContainingContainer(target, out var container))
return false; return false;
if (!TryComp(container.Owner, out ServerStorageComponent? storage)) if (!TryComp(container.Owner, out ServerStorageComponent? storage))
@@ -74,7 +68,7 @@ namespace Content.Server.Interaction
return false; return false;
// we don't check if the user can access the storage entity itself. This should be handed by the UI system. // we don't check if the user can access the storage entity itself. This should be handed by the UI system.
return _uiSystem.SessionHasOpenUi(container.Owner, StorageUiKey.Key, actor.PlayerSession); return _uiSystem.SessionHasOpenUi(container.Owner, SharedStorageComponent.StorageUiKey.Key, actor.PlayerSession);
} }
#region Drag drop #region Drag drop
@@ -132,21 +126,6 @@ namespace Content.Server.Interaction
} }
#endregion #endregion
/// <summary>
/// Entity will try and use their active hand at the target location.
/// Don't use for players
/// </summary>
/// <param name="entity"></param>
/// <param name="coords"></param>
/// <param name="uid"></param>
internal void AiUseInteraction(EntityUid entity, EntityCoordinates coords, EntityUid uid)
{
if (HasComp<ActorComponent>(entity))
throw new InvalidOperationException();
UserInteraction(entity, coords, uid);
}
private bool HandleTryPullObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid) private bool HandleTryPullObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
{ {
if (!ValidateClientInput(session, coords, uid, out var userEntity)) if (!ValidateClientInput(session, coords, uid, out var userEntity))
@@ -169,103 +148,5 @@ namespace Content.Server.Interaction
return _pullSystem.TogglePull(userEntity.Value, pull); return _pullSystem.TogglePull(userEntity.Value, pull);
} }
public override void DoAttack(EntityUid user, EntityCoordinates coordinates, bool wideAttack, EntityUid? target = null)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
if (!ValidateInteractAndFace(user, coordinates))
return;
// Check general interaction blocking.
if (!_actionBlockerSystem.CanInteract(user, target))
return;
// Check combat-specific action blocking.
if (!_actionBlockerSystem.CanAttack(user, target))
return;
if (!wideAttack)
{
// Check if interacted entity is in the same container, the direct child, or direct parent of the user.
if (target != null && !Deleted(target.Value) && !ContainerSystem.IsInSameOrParentContainer(user, target.Value) && !CanAccessViaStorage(user, target.Value))
{
Logger.WarningS("system.interaction",
$"User entity {ToPrettyString(user):user} clicked on object {ToPrettyString(target.Value):target} that isn't the parent, child, or in the same container");
return;
}
// TODO: Replace with body attack range when we get something like arm length or telekinesis or something.
var unobstructed = (target == null)
? InRangeUnobstructed(user, coordinates)
: InRangeUnobstructed(user, target.Value);
if (!unobstructed)
return;
}
else if (ContainerSystem.IsEntityInContainer(user))
{
// No wide attacking while in containers (holos, lockers, etc).
// Can't think of a valid case where you would want this.
return;
}
// Verify user has a hand, and find what object they are currently holding in their active hand
if (TryComp(user, out HandsComponent? hands))
{
var item = hands.ActiveHandEntity;
if (!Deleted(item))
{
var meleeVee = new MeleeAttackAttemptEvent();
RaiseLocalEvent(item.Value, ref meleeVee, true);
if (meleeVee.Cancelled) return;
if (wideAttack)
{
var ev = new WideAttackEvent(item.Value, user, coordinates);
RaiseLocalEvent(item.Value, ev, false);
if (ev.Handled)
return;
}
else
{
var ev = new ClickAttackEvent(item.Value, user, coordinates, target);
RaiseLocalEvent(item.Value, ev, false);
if (ev.Handled)
return;
}
}
else if (!wideAttack && target != null && HasComp<ItemComponent>(target.Value))
{
// We pick up items if our hand is empty, even if we're in combat mode.
InteractHand(user, target.Value);
return;
}
}
// TODO: Make this saner?
// Attempt to do unarmed combat. We don't check for handled just because at this point it doesn't matter.
var used = user;
if (_inventory.TryGetSlotEntity(user, "gloves", out var gloves) && HasComp<MeleeWeaponComponent>(gloves))
used = (EntityUid) gloves;
if (wideAttack)
{
var ev = new WideAttackEvent(used, user, coordinates);
RaiseLocalEvent(used, ev, false);
if (ev.Handled)
_adminLogger.Add(LogType.AttackUnarmedWide, LogImpact.Low, $"{ToPrettyString(user):user} wide attacked at {coordinates}");
}
else
{
var ev = new ClickAttackEvent(used, user, coordinates, target);
RaiseLocalEvent(used, ev, false);
}
}
} }
} }

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@@ -7,7 +7,7 @@ using Content.Server.Doors.Components;
using Content.Server.Magic.Events; using Content.Server.Magic.Events;
using Content.Server.Popups; using Content.Server.Popups;
using Content.Server.Spawners.Components; using Content.Server.Spawners.Components;
using Content.Server.Weapon.Ranged.Systems; using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Actions; using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes; using Content.Shared.Actions.ActionTypes;
using Content.Shared.Body.Components; using Content.Shared.Body.Components;

View File

@@ -1,8 +1,8 @@
using Content.Server.CombatMode; using Content.Server.CombatMode;
using Content.Server.NPC.Components; using Content.Server.NPC.Components;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.MobState; using Content.Shared.MobState;
using Content.Shared.MobState.Components; using Content.Shared.MobState.Components;
using Content.Shared.Weapons.Melee;
namespace Content.Server.NPC.Systems; namespace Content.Server.NPC.Systems;
@@ -64,7 +64,7 @@ public sealed partial class NPCCombatSystem
return; return;
} }
if (weapon.CooldownEnd > _timing.CurTime) if (weapon.NextAttack > _timing.CurTime)
{ {
return; return;
} }
@@ -84,6 +84,6 @@ public sealed partial class NPCCombatSystem
return; return;
} }
_interaction.DoAttack(component.Owner, targetXform.Coordinates, false, component.Target); _melee.AttemptLightAttack(component.Owner, weapon, component.Target);
} }
} }

View File

@@ -1,7 +1,8 @@
using Content.Server.Interaction; using Content.Server.Interaction;
using Content.Server.Weapon.Ranged.Systems; using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.CombatMode; using Content.Shared.CombatMode;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Timing; using Robust.Shared.Timing;
@@ -17,6 +18,7 @@ public sealed partial class NPCCombatSystem : EntitySystem
[Dependency] private readonly GunSystem _gun = default!; [Dependency] private readonly GunSystem _gun = default!;
[Dependency] private readonly InteractionSystem _interaction = default!; [Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedMeleeWeaponSystem _melee = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize() public override void Initialize()

View File

@@ -1,19 +1,17 @@
using Content.Server.Administration.Logs; using Content.Server.Administration.Logs;
using Content.Server.Projectiles.Components; using Content.Server.Projectiles.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Camera; using Content.Shared.Camera;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.Database; using Content.Shared.Database;
using Content.Shared.FixedPoint; using Content.Shared.FixedPoint;
using Content.Shared.Projectiles; using Content.Shared.Projectiles;
using Content.Shared.Vehicle.Components;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Physics.Events; using Robust.Shared.Physics.Events;
using GunSystem = Content.Server.Weapon.Ranged.Systems.GunSystem;
namespace Content.Server.Projectiles namespace Content.Server.Projectiles
{ {
@@ -52,7 +50,7 @@ namespace Content.Server.Projectiles
{ {
if (modifiedDamage.Total > FixedPoint2.Zero) if (modifiedDamage.Total > FixedPoint2.Zero)
{ {
RaiseNetworkEvent(new DamageEffectEvent(otherEntity), Filter.Pvs(otherEntity, entityManager: EntityManager)); RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {otherEntity}), Filter.Pvs(otherEntity, entityManager: EntityManager));
} }
_adminLogger.Add(LogType.BulletHit, _adminLogger.Add(LogType.BulletHit,

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@@ -28,6 +28,7 @@ using Content.Server.Popups;
using Content.Shared.Destructible; using Content.Shared.Destructible;
using static Content.Shared.Storage.SharedStorageComponent; using static Content.Shared.Storage.SharedStorageComponent;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
using Content.Shared.CombatMode;
using Content.Shared.Movement.Events; using Content.Shared.Movement.Events;
namespace Content.Server.Storage.EntitySystems namespace Content.Server.Storage.EntitySystems
@@ -48,6 +49,7 @@ namespace Content.Server.Storage.EntitySystems
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!; [Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!; [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedTransformSystem _transform = default!;
/// <inheritdoc /> /// <inheritdoc />
@@ -263,6 +265,9 @@ namespace Content.Server.Storage.EntitySystems
/// <returns></returns> /// <returns></returns>
private void OnActivate(EntityUid uid, ServerStorageComponent storageComp, ActivateInWorldEvent args) private void OnActivate(EntityUid uid, ServerStorageComponent storageComp, ActivateInWorldEvent args)
{ {
if (args.Handled || _combatMode.IsInCombatMode(args.User))
return;
if (TryComp(uid, out LockComponent? lockComponent) && lockComponent.Locked) if (TryComp(uid, out LockComponent? lockComponent) && lockComponent.Locked)
return; return;

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@@ -5,7 +5,7 @@ using Content.Server.Power.Components;
using Content.Server.Power.Events; using Content.Server.Power.Events;
using Content.Server.Speech.EntitySystems; using Content.Server.Speech.EntitySystems;
using Content.Server.Stunnable.Components; using Content.Server.Stunnable.Components;
using Content.Server.Weapon.Melee; using Content.Server.Weapons.Melee.Events;
using Content.Shared.Audio; using Content.Shared.Audio;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;

View File

@@ -3,7 +3,7 @@ using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Components.SolutionManager; using Content.Server.Chemistry.Components.SolutionManager;
using Content.Server.Chemistry.EntitySystems; using Content.Server.Chemistry.EntitySystems;
using Content.Server.Tools.Components; using Content.Server.Tools.Components;
using Content.Server.Weapon.Melee; using Content.Server.Weapons.Melee.Events;
using Content.Shared.Audio; using Content.Shared.Audio;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.FixedPoint; using Content.Shared.FixedPoint;

View File

@@ -1,3 +1,4 @@
using System.Globalization;
using Content.Server.Administration; using Content.Server.Administration;
using Content.Server.Cargo.Systems; using Content.Server.Cargo.Systems;
using Content.Server.EUI; using Content.Server.EUI;
@@ -5,6 +6,7 @@ using Content.Shared.Administration;
using Content.Shared.Materials; using Content.Shared.Materials;
using Content.Shared.Research.Prototypes; using Content.Shared.Research.Prototypes;
using Content.Shared.UserInterface; using Content.Shared.UserInterface;
using Content.Shared.Weapons.Melee;
using Robust.Server.Player; using Robust.Server.Player;
using Robust.Shared.Console; using Robust.Shared.Console;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
@@ -16,7 +18,7 @@ public sealed class StatValuesCommand : IConsoleCommand
{ {
public string Command => "showvalues"; public string Command => "showvalues";
public string Description => "Dumps all stats for a particular category into a table."; public string Description => "Dumps all stats for a particular category into a table.";
public string Help => $"{Command} <cargosell / lathsell>"; public string Help => $"{Command} <cargosell / lathsell / melee>";
public void Execute(IConsoleShell shell, string argStr, string[] args) public void Execute(IConsoleShell shell, string argStr, string[] args)
{ {
if (shell.Player is not IPlayerSession pSession) if (shell.Player is not IPlayerSession pSession)
@@ -41,6 +43,9 @@ public sealed class StatValuesCommand : IConsoleCommand
case "lathesell": case "lathesell":
message = GetLatheMessage(); message = GetLatheMessage();
break; break;
case "melee":
message = GetMelee();
break;
default: default:
shell.WriteError($"{args[0]} is not a valid stat!"); shell.WriteError($"{args[0]} is not a valid stat!");
return; return;
@@ -100,6 +105,51 @@ public sealed class StatValuesCommand : IConsoleCommand
return state; return state;
} }
private StatValuesEuiMessage GetMelee()
{
var compFactory = IoCManager.Resolve<IComponentFactory>();
var protoManager = IoCManager.Resolve<IPrototypeManager>();
var values = new List<string[]>();
foreach (var proto in protoManager.EnumeratePrototypes<EntityPrototype>())
{
if (proto.Abstract ||
!proto.Components.TryGetValue(compFactory.GetComponentName(typeof(MeleeWeaponComponent)),
out var meleeComp))
{
continue;
}
var comp = (MeleeWeaponComponent) meleeComp.Component;
// TODO: Wielded damage
// TODO: Esword damage
values.Add(new[]
{
proto.ID,
(comp.Damage.Total * comp.AttackRate).ToString(),
comp.AttackRate.ToString(CultureInfo.CurrentCulture),
comp.Damage.Total.ToString(),
comp.Range.ToString(CultureInfo.CurrentCulture),
});
}
var state = new StatValuesEuiMessage()
{
Title = "Cargo sell prices",
Headers = new List<string>()
{
"ID",
"Price",
},
Values = values,
};
return state;
}
private StatValuesEuiMessage GetLatheMessage() private StatValuesEuiMessage GetLatheMessage()
{ {
var values = new List<string[]>(); var values = new List<string[]>();

View File

@@ -1,65 +0,0 @@
using Content.Shared.Damage;
using Robust.Shared.Audio;
using Content.Shared.FixedPoint;
namespace Content.Server.Weapon.Melee.Components
{
[RegisterComponent]
public sealed class MeleeWeaponComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField("hitSound")]
public SoundSpecifier? HitSound;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("noDamageSound")]
public SoundSpecifier NoDamageSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/tap.ogg");
[ViewVariables(VVAccess.ReadWrite)]
[DataField("missSound")]
public SoundSpecifier MissSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg");
[ViewVariables]
[DataField("arcCooldownTime")]
public float ArcCooldownTime { get; } = 1f;
[ViewVariables]
[DataField("cooldownTime")]
public float CooldownTime { get; } = 1f;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickArc")]
public string ClickArc { get; set; } = "punch";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("arc")]
public string? Arc { get; set; } = "default";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("arcwidth")]
public float ArcWidth { get; set; } = 90;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("range")]
public float Range { get; set; } = 1;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clickAttackEffect")]
public bool ClickAttackEffect { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("hidden")]
public bool HideFromExamine { get; set; } = false;
public TimeSpan LastAttackTime;
public TimeSpan CooldownEnd;
[DataField("damage", required:true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[DataField("bluntStaminaDamageFactor")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 BluntStaminaDamageFactor { get; set; } = 0.5f;
}
}

View File

@@ -1,520 +0,0 @@
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Cooldown;
using Content.Server.Damage.Components;
using Content.Server.Damage.Systems;
using Content.Server.Examine;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.Damage;
using Content.Shared.Audio;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.FixedPoint;
using Content.Shared.Hands;
using Content.Shared.Physics;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Weapon.Melee
{
public sealed class MeleeWeaponSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly StaminaSystem _staminaSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionsSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
public const float DamagePitchVariation = 0.15f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnHandSelected);
SubscribeLocalEvent<MeleeWeaponComponent, ClickAttackEvent>(OnClickAttack);
SubscribeLocalEvent<MeleeWeaponComponent, WideAttackEvent>(OnWideAttack);
SubscribeLocalEvent<MeleeWeaponComponent, GetVerbsEvent<ExamineVerb>>(OnMeleeExaminableVerb);
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
}
private void OnMeleeExaminableVerb(EntityUid uid, MeleeWeaponComponent component, GetVerbsEvent<ExamineVerb> args)
{
if (!args.CanInteract || !args.CanAccess || component.HideFromExamine)
return;
var getDamage = new ItemMeleeDamageEvent(component.Damage);
RaiseLocalEvent(uid, getDamage, false);
var damageSpec = GetDamage(component);
if (damageSpec == null)
damageSpec = new DamageSpecifier();
damageSpec += getDamage.BonusDamage;
if (damageSpec.Total == FixedPoint2.Zero)
return;
var verb = new ExamineVerb()
{
Act = () =>
{
var markup = _damageable.GetDamageExamine(damageSpec, Loc.GetString("damage-melee"));
_examine.SendExamineTooltip(args.User, uid, markup, false, false);
},
Text = Loc.GetString("damage-examinable-verb-text"),
Message = Loc.GetString("damage-examinable-verb-message"),
Category = VerbCategory.Examine,
IconTexture = "/Textures/Interface/VerbIcons/smite.svg.192dpi.png"
};
args.Verbs.Add(verb);
}
private DamageSpecifier? GetDamage(MeleeWeaponComponent component)
{
return component.Damage.Total > FixedPoint2.Zero ? component.Damage : null;
}
private void OnHandSelected(EntityUid uid, MeleeWeaponComponent comp, HandSelectedEvent args)
{
var curTime = _gameTiming.CurTime;
var cool = TimeSpan.FromSeconds(comp.CooldownTime * 0.5f);
if (curTime < comp.CooldownEnd)
{
if (comp.CooldownEnd - curTime < cool)
{
comp.LastAttackTime = curTime;
comp.CooldownEnd += cool;
}
else
return;
}
else
{
comp.LastAttackTime = curTime;
comp.CooldownEnd = curTime + cool;
}
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
private void OnClickAttack(EntityUid owner, MeleeWeaponComponent comp, ClickAttackEvent args)
{
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd ||
args.Target == null ||
args.Target == owner ||
args.User == args.Target)
return;
var location = Transform(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
if (args.Target is {Valid: true} target)
{
// Raising a melee hit event which may handle combat for us
var hitEvent = new MeleeHitEvent(new List<EntityUid>() { target }, args.User, comp.Damage);
RaiseLocalEvent(owner, hitEvent, false);
if (!hitEvent.Handled)
{
var targets = new[] { target };
SendAnimation(comp.ClickArc, angle, args.User, owner, targets, comp.ClickAttackEffect, false);
// Raising a GetMeleeDamage event which gets our damage
var getDamageEvent = new ItemMeleeDamageEvent(comp.Damage);
RaiseLocalEvent(owner, getDamageEvent, false);
RaiseLocalEvent(target, new AttackedEvent(args.Used, args.User, args.ClickLocation), true);
var modifiersList = getDamageEvent.ModifiersList;
modifiersList.AddRange(hitEvent.ModifiersList);
var modifiedDamage = DamageSpecifier.ApplyModifierSets(comp.Damage + hitEvent.BonusDamage + getDamageEvent.BonusDamage, modifiersList);
var damageResult = _damageable.TryChangeDamage(target, modifiedDamage);
if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
{
FixedPoint2 bluntDamage;
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
if (damageResult.DamageDict.TryGetValue("Blunt", out bluntDamage))
{
_staminaSystem.TakeStaminaDamage(target, (bluntDamage * comp.BluntStaminaDamageFactor).Float());
}
if (args.Used == args.User)
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(args.Target.Value):target} using their hands and dealt {damageResult.Total:damage} damage");
else
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(args.Target.Value):target} using {ToPrettyString(args.Used):used} and dealt {damageResult.Total:damage} damage");
PlayHitSound(target, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, comp.HitSound);
}
else
{
SoundSystem.Play((hitEvent.HitSoundOverride != null)
? hitEvent.HitSoundOverride.GetSound()
: comp.NoDamageSound.GetSound(), Filter.Pvs(owner, entityManager: EntityManager), owner);
}
}
}
else
{
SoundSystem.Play(comp.MissSound.GetSound(), Filter.Pvs(owner, entityManager: EntityManager), owner);
}
comp.LastAttackTime = curTime;
SetAttackCooldown(owner, comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime), comp);
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd));
}
/// <summary>
/// Set the melee weapon cooldown's end to the specified value. Will use the maximum of the existing cooldown or the new one.
/// </summary>
public void SetAttackCooldown(EntityUid uid, TimeSpan endTime, MeleeWeaponComponent? component = null)
{
// Some other system may want to artificially inflate melee weapon CD.
if (!Resolve(uid, ref component) || component.CooldownEnd > endTime) return;
component.CooldownEnd = endTime;
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(component.LastAttackTime, component.CooldownEnd));
}
private void OnWideAttack(EntityUid owner, MeleeWeaponComponent comp, WideAttackEvent args)
{
if (string.IsNullOrEmpty(comp.Arc)) return;
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd)
{
return;
}
var location = EntityManager.GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(EntityManager.GetComponent<TransformComponent>(args.User).WorldPosition, angle, comp.ArcWidth, comp.Range, EntityManager.GetComponent<TransformComponent>(owner).MapID, args.User);
var hitEntities = new List<EntityUid>();
foreach (var entity in entities)
{
if (entity.IsInContainer() || entity == args.User)
continue;
if (EntityManager.HasComponent<DamageableComponent>(entity))
{
hitEntities.Add(entity);
}
}
// Raising a melee hit event which may handle combat for us
var hitEvent = new MeleeHitEvent(hitEntities, args.User, comp.Damage);
RaiseLocalEvent(owner, hitEvent, false);
SendAnimation(comp.Arc, angle, args.User, owner, hitEntities);
if (!hitEvent.Handled)
{
var getDamageEvent = new ItemMeleeDamageEvent(comp.Damage);
RaiseLocalEvent(owner, getDamageEvent, false);
var modifiersList = getDamageEvent.ModifiersList;
modifiersList.AddRange(hitEvent.ModifiersList);
var modifiedDamage = DamageSpecifier.ApplyModifierSets(comp.Damage + hitEvent.BonusDamage + getDamageEvent.BonusDamage, modifiersList);
var appliedDamage = new DamageSpecifier();
foreach (var entity in hitEntities)
{
RaiseLocalEvent(entity, new AttackedEvent(args.Used, args.User, args.ClickLocation), true);
var damageResult = _damageable.TryChangeDamage(entity, modifiedDamage);
if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
{
appliedDamage += damageResult;
if (args.Used == args.User)
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(entity):target} using their hands and dealt {damageResult.Total:damage} damage");
else
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(entity):target} using {ToPrettyString(args.Used):used} and dealt {damageResult.Total:damage} damage");
}
}
if (entities.Count != 0)
{
if (appliedDamage.Total > FixedPoint2.Zero)
{
var target = entities.First();
PlayHitSound(target, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, comp.HitSound);
}
else
{
SoundSystem.Play((hitEvent.HitSoundOverride != null)
? hitEvent.HitSoundOverride.GetSound()
: comp.NoDamageSound.GetSound(), Filter.Pvs(owner, entityManager: EntityManager), owner);
}
}
else
{
SoundSystem.Play(comp.MissSound.GetSound(), Filter.Pvs(owner, entityManager: EntityManager), owner);
}
}
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.ArcCooldownTime);
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd));
}
public static string? GetHighestDamageSound(DamageSpecifier modifiedDamage, IPrototypeManager protoManager)
{
var groups = modifiedDamage.GetDamagePerGroup(protoManager);
// Use group if it's exclusive, otherwise fall back to type.
if (groups.Count == 1)
{
return groups.Keys.First();
}
var highestDamage = FixedPoint2.Zero;
string? highestDamageType = null;
foreach (var (type, damage) in modifiedDamage.DamageDict)
{
if (damage <= highestDamage) continue;
highestDamageType = type;
}
return highestDamageType;
}
private void PlayHitSound(EntityUid target, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
{
var playedSound = false;
// Play sound based off of highest damage type.
if (TryComp<MeleeSoundComponent>(target, out var damageSoundComp))
{
if (type == null && damageSoundComp.NoDamageSound != null)
{
SoundSystem.Play(damageSoundComp.NoDamageSound.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
SoundSystem.Play(damageSoundType.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
SoundSystem.Play(damageSoundGroup.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Use weapon sounds if the thing being hit doesn't specify its own sounds.
if (!playedSound)
{
if (hitSoundOverride != null)
{
SoundSystem.Play(hitSoundOverride.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (hitSound != null)
{
SoundSystem.Play(hitSound.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target);
playedSound = true;
}
}
// Fallback to generic sounds.
if (!playedSound)
{
switch (type)
{
// Unfortunately heat returns caustic group so can't just use the damagegroup in that instance.
case "Burn":
case "Heat":
case "Cold":
SoundSystem.Play("/Audio/Items/welder.ogg", Filter.Pvs(target, entityManager: EntityManager), target);
break;
// No damage, fallback to tappies
case null:
SoundSystem.Play("/Audio/Weapons/tap.ogg", Filter.Pvs(target, entityManager: EntityManager), target);
break;
case "Brute":
SoundSystem.Play("/Audio/Weapons/smash.ogg", Filter.Pvs(target, entityManager: EntityManager), target);
break;
}
}
}
private HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, float arcWidth, float range, MapId mapId, EntityUid ignore)
{
var widthRad = Angle.FromDegrees(arcWidth);
var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI));
var increment = widthRad / increments;
var baseAngle = angle - widthRad / 2;
var resSet = new HashSet<EntityUid>();
for (var i = 0; i < increments; i++)
{
var castAngle = new Angle(baseAngle + increment * i);
var res = Get<SharedPhysicsSystem>().IntersectRay(mapId,
new CollisionRay(position, castAngle.ToWorldVec(),
(int) (CollisionGroup.MobMask | CollisionGroup.Opaque)), range, ignore).ToList();
if (res.Count != 0)
{
resSet.Add(res[0].HitEntity);
}
}
return resSet;
}
private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
{
if (!_solutionsSystem.TryGetInjectableSolution(owner, out var solutionContainer))
return;
var hitBloodstreams = new List<BloodstreamComponent>();
foreach (var entity in args.HitEntities)
{
if (Deleted(entity))
continue;
if (EntityManager.TryGetComponent<BloodstreamComponent?>(entity, out var bloodstream))
hitBloodstreams.Add(bloodstream);
}
if (hitBloodstreams.Count < 1)
return;
var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
var removedVol = removedSolution.TotalVolume;
var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count);
foreach (var bloodstream in hitBloodstreams)
{
var individualInjection = solutionToInject.SplitSolution(volPerBloodstream);
_bloodstreamSystem.TryAddToChemicals((bloodstream).Owner, individualInjection, bloodstream);
}
}
public void SendAnimation(string arc, Angle angle, EntityUid attacker, EntityUid source, IEnumerable<EntityUid> hits, bool textureEffect = false, bool arcFollowAttacker = true)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker, source,
hits.Select(e => e).ToList(), textureEffect, arcFollowAttacker), Filter.Pvs(source, 1f));
}
public void SendLunge(Angle angle, EntityUid source)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayLungeAnimationMessage(angle, source), Filter.Pvs(source, 1f));
}
}
public sealed class ItemMeleeDamageEvent : HandledEntityEventArgs
{
/// <summary>
/// The base amount of damage dealt by the melee hit.
/// </summary>
public readonly DamageSpecifier BaseDamage = new();
/// <summary>
/// Modifier sets to apply to the damage when it's all said and done.
/// This should be modified by adding a new entry to the list.
/// </summary>
public List<DamageModifierSet> ModifiersList = new();
/// <summary>
/// Damage to add to the default melee weapon damage. Applied before modifiers.
/// </summary>
/// <remarks>
/// This might be required as damage modifier sets cannot add a new damage type to a DamageSpecifier.
/// </remarks>
public DamageSpecifier BonusDamage = new();
public ItemMeleeDamageEvent(DamageSpecifier baseDamage)
{
BaseDamage = baseDamage;
}
}
/// <summary>
/// Raised directed on the melee weapon entity used to attack something in combat mode,
/// whether through a click attack or wide attack.
/// </summary>
public sealed class MeleeHitEvent : HandledEntityEventArgs
{
/// <summary>
/// The base amount of damage dealt by the melee hit.
/// </summary>
public readonly DamageSpecifier BaseDamage = new();
/// <summary>
/// Modifier sets to apply to the hit event when it's all said and done.
/// This should be modified by adding a new entry to the list.
/// </summary>
public List<DamageModifierSet> ModifiersList = new();
/// <summary>
/// Damage to add to the default melee weapon damage. Applied before modifiers.
/// </summary>
/// <remarks>
/// This might be required as damage modifier sets cannot add a new damage type to a DamageSpecifier.
/// </remarks>
public DamageSpecifier BonusDamage = new();
/// <summary>
/// A list containing every hit entity. Can be zero.
/// </summary>
public IEnumerable<EntityUid> HitEntities { get; }
/// <summary>
/// Used to define a new hit sound in case you want to override the default GenericHit.
/// Also gets a pitch modifier added to it.
/// </summary>
public SoundSpecifier? HitSoundOverride {get; set;}
/// <summary>
/// The user who attacked with the melee weapon.
/// </summary>
public EntityUid User { get; }
public MeleeHitEvent(List<EntityUid> hitEntities, EntityUid user, DamageSpecifier baseDamage)
{
HitEntities = hitEntities;
User = user;
BaseDamage = baseDamage;
}
}
}

View File

@@ -2,7 +2,7 @@ using Content.Shared.Damage.Prototypes;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Weapon.Melee.Components; namespace Content.Server.Weapons.Melee.Components;
/// <summary> /// <summary>
/// Plays the specified sound upon receiving damage of the specified type. /// Plays the specified sound upon receiving damage of the specified type.

View File

@@ -1,7 +1,7 @@
using Content.Shared.Damage; using Content.Shared.Damage;
using Robust.Shared.Audio; using Robust.Shared.Audio;
namespace Content.Server.Weapon.Melee.EnergySword namespace Content.Server.Weapons.Melee.EnergySword.Components
{ {
[RegisterComponent] [RegisterComponent]
internal sealed class EnergySwordComponent : Component internal sealed class EnergySwordComponent : Component

View File

@@ -1,6 +1,7 @@
using Content.Server.CombatMode.Disarm; using Content.Server.CombatMode.Disarm;
using Content.Server.Kitchen.Components; using Content.Server.Kitchen.Components;
using Content.Server.Weapon.Melee.Components; using Content.Server.Weapons.Melee.EnergySword.Components;
using Content.Server.Weapons.Melee.Events;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;
using Content.Shared.Item; using Content.Shared.Item;
@@ -9,11 +10,12 @@ using Content.Shared.Light.Component;
using Content.Shared.Temperature; using Content.Shared.Temperature;
using Content.Shared.Toggleable; using Content.Shared.Toggleable;
using Content.Shared.Tools.Components; using Content.Shared.Tools.Components;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Random; using Robust.Shared.Random;
namespace Content.Server.Weapon.Melee.EnergySword namespace Content.Server.Weapons.Melee.EnergySword
{ {
public sealed class EnergySwordSystem : EntitySystem public sealed class EnergySwordSystem : EntitySystem
{ {

View File

@@ -0,0 +1,30 @@
using Content.Shared.Damage;
namespace Content.Server.Weapons.Melee.Events;
public sealed class ItemMeleeDamageEvent : HandledEntityEventArgs
{
/// <summary>
/// The base amount of damage dealt by the melee hit.
/// </summary>
public readonly DamageSpecifier BaseDamage = new();
/// <summary>
/// Modifier sets to apply to the damage when it's all said and done.
/// This should be modified by adding a new entry to the list.
/// </summary>
public List<DamageModifierSet> ModifiersList = new();
/// <summary>
/// Damage to add to the default melee weapon damage. Applied before modifiers.
/// </summary>
/// <remarks>
/// This might be required as damage modifier sets cannot add a new damage type to a DamageSpecifier.
/// </remarks>
public DamageSpecifier BonusDamage = new();
public ItemMeleeDamageEvent(DamageSpecifier baseDamage)
{
BaseDamage = baseDamage;
}
}

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@@ -0,0 +1,53 @@
using Content.Shared.Damage;
using Robust.Shared.Audio;
namespace Content.Server.Weapons.Melee.Events;
/// <summary>
/// Raised directed on the melee weapon entity used to attack something in combat mode,
/// whether through a click attack or wide attack.
/// </summary>
public sealed class MeleeHitEvent : HandledEntityEventArgs
{
/// <summary>
/// The base amount of damage dealt by the melee hit.
/// </summary>
public readonly DamageSpecifier BaseDamage = new();
/// <summary>
/// Modifier sets to apply to the hit event when it's all said and done.
/// This should be modified by adding a new entry to the list.
/// </summary>
public List<DamageModifierSet> ModifiersList = new();
/// <summary>
/// Damage to add to the default melee weapon damage. Applied before modifiers.
/// </summary>
/// <remarks>
/// This might be required as damage modifier sets cannot add a new damage type to a DamageSpecifier.
/// </remarks>
public DamageSpecifier BonusDamage = new();
/// <summary>
/// A list containing every hit entity. Can be zero.
/// </summary>
public IEnumerable<EntityUid> HitEntities { get; }
/// <summary>
/// Used to define a new hit sound in case you want to override the default GenericHit.
/// Also gets a pitch modifier added to it.
/// </summary>
public SoundSpecifier? HitSoundOverride {get; set;}
/// <summary>
/// The user who attacked with the melee weapon.
/// </summary>
public EntityUid User { get; }
public MeleeHitEvent(List<EntityUid> hitEntities, EntityUid user, DamageSpecifier baseDamage)
{
HitEntities = hitEntities;
User = user;
BaseDamage = baseDamage;
}
}

View File

@@ -0,0 +1,536 @@
using System.Linq;
using Content.Server.Actions.Events;
using Content.Server.Administration.Components;
using Content.Server.Administration.Logs;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.CombatMode;
using Content.Server.CombatMode.Disarm;
using Content.Server.Contests;
using Content.Server.Damage.Systems;
using Content.Server.Examine;
using Content.Server.Hands.Components;
using Content.Server.Weapons.Melee.Components;
using Content.Server.Weapons.Melee.Events;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Weapons.Melee;
public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ContestsSystem _contests = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SolutionContainerSystem _solutions = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
public const float DamagePitchVariation = 0.05f;
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
SubscribeLocalEvent<MeleeWeaponComponent, GetVerbsEvent<ExamineVerb>>(OnMeleeExaminableVerb);
}
private void OnMeleeExaminableVerb(EntityUid uid, MeleeWeaponComponent component, GetVerbsEvent<ExamineVerb> args)
{
if (!args.CanInteract || !args.CanAccess || component.HideFromExamine)
return;
var getDamage = new ItemMeleeDamageEvent(component.Damage);
RaiseLocalEvent(uid, getDamage);
var damageSpec = GetDamage(component);
if (damageSpec == null)
damageSpec = new DamageSpecifier();
damageSpec += getDamage.BonusDamage;
if (damageSpec.Total == FixedPoint2.Zero)
return;
var verb = new ExamineVerb()
{
Act = () =>
{
var markup = _damageable.GetDamageExamine(damageSpec, Loc.GetString("damage-melee"));
_examine.SendExamineTooltip(args.User, uid, markup, false, false);
},
Text = Loc.GetString("damage-examinable-verb-text"),
Message = Loc.GetString("damage-examinable-verb-message"),
Category = VerbCategory.Examine,
IconTexture = "/Textures/Interface/VerbIcons/smite.svg.192dpi.png"
};
args.Verbs.Add(verb);
}
private DamageSpecifier? GetDamage(MeleeWeaponComponent component)
{
return component.Damage.Total > FixedPoint2.Zero ? component.Damage : null;
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (uid == null)
return;
PopupSystem.PopupEntity(message, uid.Value, Filter.Pvs(uid.Value, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user));
}
protected override void DoLightAttack(EntityUid user, LightAttackEvent ev, MeleeWeaponComponent component)
{
base.DoLightAttack(user, ev, component);
// Can't attack yourself
// Not in LOS.
if (user == ev.Target ||
ev.Target == null ||
Deleted(ev.Target) ||
// For consistency with wide attacks stuff needs damageable.
!HasComp<DamageableComponent>(ev.Target) ||
!TryComp<TransformComponent>(ev.Target, out var targetXform))
{
return;
}
// InRangeUnobstructed is insufficient rn as it checks the centre of the body rather than the nearest edge.
// TODO: Look at fixing it
// This is mainly to keep consistency between the wide attack raycast and the click attack raycast.
if (!_interaction.InRangeUnobstructed(user, ev.Target.Value, component.Range + 0.35f))
return;
var damage = component.Damage * GetModifier(component, true);
// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
// Raise event before doing damage so we can cancel damage if the event is handled
var hitEvent = new MeleeHitEvent(new List<EntityUid> { ev.Target.Value }, user, damage);
RaiseLocalEvent(component.Owner, hitEvent);
if (hitEvent.Handled)
return;
var targets = new List<EntityUid>(1)
{
ev.Target.Value
};
// For stuff that cares about it being attacked.
RaiseLocalEvent(ev.Target.Value, new AttackedEvent(component.Owner, user, targetXform.Coordinates));
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
var damageResult = _damageable.TryChangeDamage(ev.Target, modifiedDamage);
if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
{
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
{
_stamina.TakeStaminaDamage(ev.Target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float());
}
if (component.Owner == user)
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using their hands and dealt {damageResult.Total:damage} damage");
}
else
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using {ToPrettyString(component.Owner):used} and dealt {damageResult.Total:damage} damage");
}
PlayHitSound(ev.Target.Value, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
}
else
{
if (hitEvent.HitSoundOverride != null)
{
Audio.PlayPvs(hitEvent.HitSoundOverride, component.Owner);
}
else
{
Audio.PlayPvs(component.NoDamageSound, component.Owner);
}
}
if (damageResult?.Total > FixedPoint2.Zero)
{
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager));
}
}
protected override void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, MeleeWeaponComponent component)
{
base.DoHeavyAttack(user, ev, component);
// TODO: This is copy-paste as fuck with DoPreciseAttack
if (!TryComp<TransformComponent>(user, out var userXform))
{
return;
}
var targetMap = ev.Coordinates.ToMap(EntityManager);
if (targetMap.MapId != userXform.MapID)
{
return;
}
var userPos = userXform.WorldPosition;
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user);
if (entities.Count == 0)
return;
var targets = new List<EntityUid>();
var damageQuery = GetEntityQuery<DamageableComponent>();
foreach (var entity in entities)
{
if (entity == user ||
!damageQuery.HasComponent(entity))
continue;
targets.Add(entity);
}
var damage = component.Damage * GetModifier(component, false);
// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
// Raise event before doing damage so we can cancel damage if the event is handled
var hitEvent = new MeleeHitEvent(targets, user, damage);
RaiseLocalEvent(component.Owner, hitEvent);
if (hitEvent.Handled)
return;
// For stuff that cares about it being attacked.
foreach (var target in targets)
{
RaiseLocalEvent(target, new AttackedEvent(component.Owner, user, Transform(target).Coordinates));
}
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
var appliedDamage = new DamageSpecifier();
foreach (var entity in targets)
{
RaiseLocalEvent(entity, new AttackedEvent(component.Owner, user, ev.Coordinates));
var damageResult = _damageable.TryChangeDamage(entity, modifiedDamage);
if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
{
appliedDamage += damageResult;
if (component.Owner == user)
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using their hands and dealt {damageResult.Total:damage} damage");
}
else
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using {ToPrettyString(component.Owner):used} and dealt {damageResult.Total:damage} damage");
}
}
}
if (entities.Count != 0)
{
if (appliedDamage.Total > FixedPoint2.Zero)
{
var target = entities.First();
PlayHitSound(target, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
}
else
{
if (hitEvent.HitSoundOverride != null)
{
Audio.PlayPvs(hitEvent.HitSoundOverride, component.Owner);
}
else
{
Audio.PlayPvs(component.NoDamageSound, component.Owner);
}
}
}
if (appliedDamage.Total > FixedPoint2.Zero)
{
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), Filter.Pvs(Transform(targets[0]).Coordinates, entityMan: EntityManager));
}
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component)
{
if (!base.DoDisarm(user, ev, component))
return false;
if (!TryComp<CombatModeComponent>(user, out var combatMode))
return false;
var target = ev.Target!.Value;
if (!TryComp<HandsComponent>(ev.Target.Value, out var targetHandsComponent))
{
// Client will have already predicted this.
return false;
}
if (!_interaction.InRangeUnobstructed(user, ev.Target.Value, component.Range + 0.1f))
{
return false;
}
EntityUid? inTargetHand = null;
if (targetHandsComponent.ActiveHand is { IsEmpty: false })
{
inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
}
var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand);
if (inTargetHand != null)
{
RaiseLocalEvent(inTargetHand.Value, attemptEvent);
}
RaiseLocalEvent(target, attemptEvent);
if (attemptEvent.Cancelled)
return false;
var chance = CalculateDisarmChance(user, target, inTargetHand, combatMode);
if (_random.Prob(chance))
{
// Don't play a sound as the swing is already predicted.
// Also don't play popups because most disarms will miss.
return false;
}
var filterOther = Filter.Pvs(user, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user);
var msgOther = Loc.GetString(
"disarm-action-popup-message-other-clients",
("performerName", Identity.Entity(user, EntityManager)),
("targetName", Identity.Entity(target, EntityManager)));
var msgUser = Loc.GetString("disarm-action-popup-message-cursor", ("targetName", Identity.Entity(target, EntityManager)));
PopupSystem.PopupEntity(msgOther, user, filterOther);
PopupSystem.PopupEntity(msgUser, target, Filter.Entities(user));
Audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
_adminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
var eventArgs = new DisarmedEvent { Target = target, Source = user, PushProbability = 1 - chance };
RaiseLocalEvent(target, eventArgs);
RaiseNetworkEvent(new DamageEffectEvent(Color.Aqua, new List<EntityUid>() {target}));
return true;
}
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
{
if (HasComp<DisarmProneComponent>(disarmer))
return 1.0f;
if (HasComp<DisarmProneComponent>(disarmed))
return 0.0f;
var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed);
float chance = (disarmerComp.BaseDisarmFailChance + contestResults);
if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
{
chance += malus.Malus;
}
return Math.Clamp(chance, 0f, 1f);
}
private HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
{
// TODO: This is pretty sucky.
var widthRad = arcWidth;
var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI));
var increment = widthRad / increments;
var baseAngle = angle - widthRad / 2;
var resSet = new HashSet<EntityUid>();
for (var i = 0; i < increments; i++)
{
var castAngle = new Angle(baseAngle + increment * i);
var res = _physics.IntersectRay(mapId,
new CollisionRay(position, castAngle.ToWorldVec(),
AttackMask), range, ignore, false).ToList();
if (res.Count != 0)
{
resSet.Add(res[0].HitEntity);
}
}
return resSet;
}
public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
{
RaiseNetworkEvent(new MeleeLungeEvent(user, angle, localPos, animation), Filter.Pvs(user, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user));
}
private void PlayHitSound(EntityUid target, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
{
var playedSound = false;
// Play sound based off of highest damage type.
if (TryComp<MeleeSoundComponent>(target, out var damageSoundComp))
{
if (type == null && damageSoundComp.NoDamageSound != null)
{
Audio.PlayPvs(damageSoundComp.NoDamageSound, target, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
Audio.PlayPvs(damageSoundType, target, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
Audio.PlayPvs(damageSoundGroup, target, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Use weapon sounds if the thing being hit doesn't specify its own sounds.
if (!playedSound)
{
if (hitSoundOverride != null)
{
Audio.PlayPvs(hitSoundOverride, target, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (hitSound != null)
{
Audio.PlayPvs(hitSound, target, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Fallback to generic sounds.
if (!playedSound)
{
switch (type)
{
// Unfortunately heat returns caustic group so can't just use the damagegroup in that instance.
case "Burn":
case "Heat":
case "Cold":
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/welder.ogg"), target, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
// No damage, fallback to tappies
case null:
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/tap.ogg"), target, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
case "Brute":
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/smash.ogg"), target, AudioParams.Default.WithVariation(DamagePitchVariation));
break;
}
}
}
public static string? GetHighestDamageSound(DamageSpecifier modifiedDamage, IPrototypeManager protoManager)
{
var groups = modifiedDamage.GetDamagePerGroup(protoManager);
// Use group if it's exclusive, otherwise fall back to type.
if (groups.Count == 1)
{
return groups.Keys.First();
}
var highestDamage = FixedPoint2.Zero;
string? highestDamageType = null;
foreach (var (type, damage) in modifiedDamage.DamageDict)
{
if (damage <= highestDamage)
continue;
highestDamageType = type;
}
return highestDamageType;
}
private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
{
if (!_solutions.TryGetInjectableSolution(owner, out var solutionContainer))
return;
var hitBloodstreams = new List<BloodstreamComponent>();
var bloodQuery = GetEntityQuery<BloodstreamComponent>();
foreach (var entity in args.HitEntities)
{
if (Deleted(entity))
continue;
if (bloodQuery.TryGetComponent(entity, out var bloodstream))
hitBloodstreams.Add(bloodstream);
}
if (!hitBloodstreams.Any())
return;
var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
var removedVol = removedSolution.TotalVolume;
var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count);
foreach (var bloodstream in hitBloodstreams)
{
var individualInjection = solutionToInject.SplitSolution(volPerBloodstream);
_bloodstream.TryAddToChemicals((bloodstream).Owner, individualInjection, bloodstream);
}
}
}

View File

@@ -1,6 +1,6 @@
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
namespace Content.Server.Weapon.Ranged.Components; namespace Content.Server.Weapons.Ranged.Components;
[RegisterComponent] [RegisterComponent]
public sealed class AmmoCounterComponent : SharedAmmoCounterComponent {} public sealed class AmmoCounterComponent : SharedAmmoCounterComponent {}

View File

@@ -1,4 +1,4 @@
namespace Content.Server.Weapon.Ranged.Components namespace Content.Server.Weapons.Ranged.Components
{ {
[RegisterComponent] [RegisterComponent]
public sealed class ChemicalAmmoComponent : Component public sealed class ChemicalAmmoComponent : Component

View File

@@ -2,7 +2,7 @@ using Content.Shared.Damage.Prototypes;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
namespace Content.Server.Weapon.Ranged.Components; namespace Content.Server.Weapons.Ranged.Components;
/// <summary> /// <summary>
/// Plays the specified sound upon receiving damage of that type. /// Plays the specified sound upon receiving damage of that type.

View File

@@ -1,6 +1,6 @@
using Robust.Shared.Audio; using Robust.Shared.Audio;
namespace Content.Server.Weapon.Ranged.Components; namespace Content.Server.Weapons.Ranged.Components;
/// <summary> /// <summary>
/// Responsible for handling recharging a basic entity ammo provider over time. /// Responsible for handling recharging a basic entity ammo provider over time.

View File

@@ -1,10 +1,10 @@
using System.Linq; using System.Linq;
using Content.Server.Chemistry.EntitySystems; using Content.Server.Chemistry.EntitySystems;
using Content.Server.Weapon.Ranged.Components; using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Components;
using Content.Shared.Weapons.Ranged.Events; using Content.Shared.Weapons.Ranged.Events;
namespace Content.Server.Weapon.Ranged.Systems namespace Content.Server.Weapons.Ranged.Systems
{ {
public sealed class ChemicalAmmoSystem : EntitySystem public sealed class ChemicalAmmoSystem : EntitySystem
{ {

View File

@@ -1,5 +1,5 @@
using Content.Shared.Weapons.Ranged.Systems; using Content.Shared.Weapons.Ranged.Systems;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed class FlyBySoundSystem : SharedFlyBySoundSystem {} public sealed class FlyBySoundSystem : SharedFlyBySoundSystem {}

View File

@@ -1,7 +1,7 @@
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Map; using Robust.Shared.Map;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem public sealed partial class GunSystem
{ {

View File

@@ -7,7 +7,7 @@ using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem public sealed partial class GunSystem
{ {

View File

@@ -6,7 +6,7 @@ using Content.Shared.Verbs;
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem public sealed partial class GunSystem
{ {

View File

@@ -1,6 +1,6 @@
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem public sealed partial class GunSystem
{ {

View File

@@ -6,15 +6,12 @@ using Content.Server.Interaction;
using Content.Server.Interaction.Components; using Content.Server.Interaction.Components;
using Content.Server.Projectiles.Components; using Content.Server.Projectiles.Components;
using Content.Server.Stunnable; using Content.Server.Stunnable;
using Content.Server.Weapon.Melee; using Content.Server.Weapons.Melee;
using Content.Server.Weapon.Ranged.Components; using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Audio;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.Database; using Content.Shared.Database;
using Content.Shared.FixedPoint; using Content.Shared.FixedPoint;
using Content.Shared.StatusEffect;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using Content.Shared.Vehicle.Components;
using Content.Shared.Weapons.Ranged; using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events; using Content.Shared.Weapons.Ranged.Events;
@@ -28,7 +25,7 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Utility; using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem; using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem : SharedGunSystem public sealed partial class GunSystem : SharedGunSystem
{ {
@@ -196,7 +193,7 @@ public sealed partial class GunSystem : SharedGunSystem
{ {
if (dmg.Total > FixedPoint2.Zero) if (dmg.Total > FixedPoint2.Zero)
{ {
RaiseNetworkEvent(new DamageEffectEvent(hitEntity), Filter.Pvs(hitEntity, entityManager: EntityManager)); RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {result.HitEntity}), Filter.Pvs(hitEntity, entityManager: EntityManager));
} }
PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound); PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);

View File

@@ -1,13 +1,12 @@
using Content.Server.Weapon.Ranged.Components; using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems; using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio; using Robust.Shared.Audio;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed class RechargeBasicEntityAmmoSystem : EntitySystem public sealed class RechargeBasicEntityAmmoSystem : EntitySystem
{ {

View File

@@ -1,4 +1,3 @@
using System.Linq;
using Content.Server.Ghost.Components; using Content.Server.Ghost.Components;
using Content.Shared.Administration; using Content.Shared.Administration;
using Content.Shared.Weapons.Ranged.Systems; using Content.Shared.Weapons.Ranged.Systems;
@@ -14,7 +13,7 @@ using Robust.Shared.Players;
using Robust.Shared.Timing; using Robust.Shared.Timing;
using Robust.Shared.Utility; using Robust.Shared.Utility;
namespace Content.Server.Weapon.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed class TetherGunSystem : SharedTetherGunSystem public sealed class TetherGunSystem : SharedTetherGunSystem
{ {

View File

@@ -1,10 +1,10 @@
using Content.Server.Administration; using Content.Server.Administration;
using Content.Server.Weapon.Ranged.Systems; using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Administration; using Content.Shared.Administration;
using Content.Shared.Weapons.Ranged.Systems; using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Console; using Robust.Shared.Console;
namespace Content.Server.Weapons.Ranged.Commands; namespace Content.Server.Weapons;
[AdminCommand(AdminFlags.Fun)] [AdminCommand(AdminFlags.Fun)]
public sealed class TetherGunCommand : IConsoleCommand public sealed class TetherGunCommand : IConsoleCommand

View File

@@ -1,7 +1,6 @@
using Content.Server.DoAfter; using Content.Server.DoAfter;
using Content.Server.Hands.Components; using Content.Server.Hands.Components;
using Content.Server.Hands.Systems; using Content.Server.Hands.Systems;
using Content.Server.Weapon.Melee;
using Content.Server.Wieldable.Components; using Content.Server.Wieldable.Components;
using Content.Shared.Hands; using Content.Shared.Hands;
using Content.Shared.Hands.Components; using Content.Shared.Hands.Components;
@@ -12,6 +11,7 @@ using Content.Shared.Popups;
using Content.Shared.Verbs; using Content.Shared.Verbs;
using Robust.Shared.Player; using Robust.Shared.Player;
using Content.Server.Actions.Events; using Content.Server.Actions.Events;
using Content.Server.Weapons.Melee.Events;
namespace Content.Server.Wieldable namespace Content.Server.Wieldable

View File

@@ -3,6 +3,7 @@ using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Temperature; using Content.Shared.Temperature;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems; namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;

View File

@@ -2,6 +2,7 @@ using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Physics.Pull; using Content.Shared.Physics.Pull;
using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems; namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;

View File

@@ -3,7 +3,6 @@ using Robust.Shared.Random;
using Content.Server.Body.Systems; using Content.Server.Body.Systems;
using Content.Server.Disease.Components; using Content.Server.Disease.Components;
using Content.Server.Drone.Components; using Content.Server.Drone.Components;
using Content.Server.Weapon.Melee;
using Content.Shared.Chemistry.Components; using Content.Shared.Chemistry.Components;
using Content.Shared.MobState.Components; using Content.Shared.MobState.Components;
using Content.Server.Disease; using Content.Server.Disease;
@@ -13,6 +12,8 @@ using Content.Server.Inventory;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Content.Server.Speech; using Content.Server.Speech;
using Content.Server.Chat.Systems; using Content.Server.Chat.Systems;
using Content.Server.Weapons.Melee.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Damage; using Content.Shared.Damage;
using Content.Shared.Zombies; using Content.Shared.Zombies;

View File

@@ -16,7 +16,6 @@ using Content.Server.Ghost.Roles.Components;
using Content.Server.Hands.Components; using Content.Server.Hands.Components;
using Content.Server.Mind.Commands; using Content.Server.Mind.Commands;
using Content.Server.Temperature.Components; using Content.Server.Temperature.Components;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.Movement.Components; using Content.Shared.Movement.Components;
using Content.Shared.MobState; using Content.Shared.MobState;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
@@ -29,6 +28,7 @@ using Content.Server.Humanoid;
using Content.Server.IdentityManagement; using Content.Server.IdentityManagement;
using Content.Shared.Humanoid; using Content.Shared.Humanoid;
using Content.Shared.Movement.Systems; using Content.Shared.Movement.Systems;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio; using Robust.Shared.Audio;
namespace Content.Server.Zombies namespace Content.Server.Zombies
@@ -119,8 +119,7 @@ namespace Content.Server.Zombies
//This is the actual damage of the zombie. We assign the visual appearance //This is the actual damage of the zombie. We assign the visual appearance
//and range here because of stuff we'll find out later //and range here because of stuff we'll find out later
var melee = EnsureComp<MeleeWeaponComponent>(target); var melee = EnsureComp<MeleeWeaponComponent>(target);
melee.Arc = zombiecomp.AttackArc; melee.Animation = zombiecomp.AttackAnimation;
melee.ClickArc = zombiecomp.AttackArc;
melee.Range = 0.75f; melee.Range = 0.75f;
//We have specific stuff for humanoid zombies because they matter more //We have specific stuff for humanoid zombies because they matter more

View File

@@ -15,16 +15,5 @@ namespace Content.Shared.CombatMode
public TargetingZone TargetZone { get; } public TargetingZone TargetZone { get; }
} }
[Serializable, NetSerializable]
public sealed class SetCombatModeActiveMessage : EntityEventArgs
{
public SetCombatModeActiveMessage(bool active)
{
Active = active;
}
public bool Active { get; }
}
} }
} }

View File

@@ -0,0 +1,7 @@
using Content.Shared.Actions;
namespace Content.Shared.CombatMode;
public sealed class TogglePrecisionModeEvent : InstantActionEvent
{
}

View File

@@ -1,4 +1,3 @@
using Content.Shared.CombatMode;
using Content.Shared.Actions; using Content.Shared.Actions;
namespace Content.Shared.CombatMode.Pacification namespace Content.Shared.CombatMode.Pacification
@@ -18,11 +17,9 @@ namespace Content.Shared.CombatMode.Pacification
if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode)) if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode))
return; return;
if (combatMode.DisarmAction != null) if (combatMode.CanDisarm != null)
{ combatMode.CanDisarm = false;
_actionsSystem.SetToggled(combatMode.DisarmAction, false);
_actionsSystem.SetEnabled(combatMode.DisarmAction, false);
}
if (combatMode.CombatToggleAction != null) if (combatMode.CombatToggleAction != null)
{ {
combatMode.IsInCombatMode = false; combatMode.IsInCombatMode = false;
@@ -35,8 +32,8 @@ namespace Content.Shared.CombatMode.Pacification
if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode)) if (!TryComp<SharedCombatModeComponent>(uid, out var combatMode))
return; return;
if (combatMode.DisarmAction != null) if (combatMode.CanDisarm != null)
_actionsSystem.SetEnabled(combatMode.DisarmAction, true); combatMode.CanDisarm = true;
if (combatMode.CombatToggleAction != null) if (combatMode.CombatToggleAction != null)
_actionsSystem.SetEnabled(combatMode.CombatToggleAction, true); _actionsSystem.SetEnabled(combatMode.CombatToggleAction, true);
} }

View File

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

View File

@@ -1,21 +1,20 @@
using Content.Shared.Actions; using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes; using Content.Shared.Actions.ActionTypes;
using Content.Shared.Targeting;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.CombatMode namespace Content.Shared.CombatMode
{ {
public abstract class SharedCombatModeSystem : EntitySystem public abstract class SharedCombatModeSystem : EntitySystem
{ {
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!; [Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeNetworkEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
SubscribeLocalEvent<CombatModeSystemMessages.SetCombatModeActiveMessage>(CombatModeActiveHandler);
SubscribeLocalEvent<SharedCombatModeComponent, ComponentStartup>(OnStartup); SubscribeLocalEvent<SharedCombatModeComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<SharedCombatModeComponent, ComponentShutdown>(OnShutdown); SubscribeLocalEvent<SharedCombatModeComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<SharedCombatModeComponent, ToggleCombatActionEvent>(OnActionPerform); SubscribeLocalEvent<SharedCombatModeComponent, ToggleCombatActionEvent>(OnActionPerform);
@@ -31,30 +30,17 @@ namespace Content.Shared.CombatMode
if (component.CombatToggleAction != null) if (component.CombatToggleAction != null)
_actionsSystem.AddAction(uid, component.CombatToggleAction, null); _actionsSystem.AddAction(uid, component.CombatToggleAction, null);
if (component.DisarmAction == null
&& component.CanDisarm
&& _protoMan.TryIndex(component.DisarmActionId, out EntityTargetActionPrototype? disarmProto))
{
component.DisarmAction = new(disarmProto);
}
if (component.DisarmAction != null && component.CanDisarm)
_actionsSystem.AddAction(uid, component.DisarmAction, null);
} }
private void OnShutdown(EntityUid uid, SharedCombatModeComponent component, ComponentShutdown args) private void OnShutdown(EntityUid uid, SharedCombatModeComponent component, ComponentShutdown args)
{ {
if (component.CombatToggleAction != null) if (component.CombatToggleAction != null)
_actionsSystem.RemoveAction(uid, component.CombatToggleAction); _actionsSystem.RemoveAction(uid, component.CombatToggleAction);
if (component.DisarmAction != null)
_actionsSystem.RemoveAction(uid, component.DisarmAction);
} }
public bool IsInCombatMode(EntityUid entity) public bool IsInCombatMode(EntityUid? entity, SharedCombatModeComponent? component = null)
{ {
return TryComp<SharedCombatModeComponent>(entity, out var combatMode) && combatMode.IsInCombatMode; return entity != null && Resolve(entity.Value, ref component, false) && component.IsInCombatMode;
} }
private void OnActionPerform(EntityUid uid, SharedCombatModeComponent component, ToggleCombatActionEvent args) private void OnActionPerform(EntityUid uid, SharedCombatModeComponent component, ToggleCombatActionEvent args)
@@ -66,17 +52,19 @@ namespace Content.Shared.CombatMode
args.Handled = true; args.Handled = true;
} }
private void CombatModeActiveHandler(CombatModeSystemMessages.SetCombatModeActiveMessage ev, EntitySessionEventArgs eventArgs) [Serializable, NetSerializable]
protected sealed class CombatModeComponentState : ComponentState
{ {
var entity = eventArgs.SenderSession.AttachedEntity; public bool IsInCombatMode { get; }
public TargetingZone TargetingZone { get; }
if (entity == null || !EntityManager.TryGetComponent(entity, out SharedCombatModeComponent? combatModeComponent)) public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
return; {
IsInCombatMode = isInCombatMode;
combatModeComponent.IsInCombatMode = ev.Active; TargetingZone = targetingZone;
}
} }
} }
public sealed class ToggleCombatActionEvent : InstantActionEvent { } public sealed class ToggleCombatActionEvent : InstantActionEvent { }
public sealed class DisarmActionEvent : EntityTargetActionEvent { }
} }

View File

@@ -22,7 +22,6 @@ namespace Content.Shared.Input
public static readonly BoundKeyFunction CycleChatChannelForward = "CycleChatChannelForward"; public static readonly BoundKeyFunction CycleChatChannelForward = "CycleChatChannelForward";
public static readonly BoundKeyFunction CycleChatChannelBackward = "CycleChatChannelBackward"; public static readonly BoundKeyFunction CycleChatChannelBackward = "CycleChatChannelBackward";
public static readonly BoundKeyFunction OpenCharacterMenu = "OpenCharacterMenu"; public static readonly BoundKeyFunction OpenCharacterMenu = "OpenCharacterMenu";
public static readonly BoundKeyFunction OpenContextMenu = "OpenContextMenu";
public static readonly BoundKeyFunction OpenCraftingMenu = "OpenCraftingMenu"; public static readonly BoundKeyFunction OpenCraftingMenu = "OpenCraftingMenu";
public static readonly BoundKeyFunction OpenInventoryMenu = "OpenInventoryMenu"; public static readonly BoundKeyFunction OpenInventoryMenu = "OpenInventoryMenu";
public static readonly BoundKeyFunction SmartEquipBackpack = "SmartEquipBackpack"; public static readonly BoundKeyFunction SmartEquipBackpack = "SmartEquipBackpack";

View File

@@ -198,12 +198,9 @@ namespace Content.Shared.Interaction
if (target != null && Deleted(target.Value)) if (target != null && Deleted(target.Value))
return; return;
// TODO COMBAT Consider using alt-interact for advanced combat? maybe alt-interact disarms? if (TryComp(user, out SharedCombatModeComponent? combatMode) && combatMode.IsInCombatMode)
if (!altInteract && TryComp(user, out SharedCombatModeComponent? combatMode) && combatMode.IsInCombatMode)
{ {
// Wide attack if there isn't a target or the target is out of range, click attack otherwise. // Eat the input
var shouldWideAttack = target == null || !InRangeUnobstructed(user, target.Value);
DoAttack(user, coordinates, shouldWideAttack, target);
return; return;
} }
@@ -300,12 +297,6 @@ namespace Content.Shared.Interaction
checkAccess: false); checkAccess: false);
} }
public virtual void DoAttack(EntityUid user, EntityCoordinates coordinates, bool wideAttack,
EntityUid? targetUid = null)
{
// TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
}
public void InteractUsingRanged(EntityUid user, EntityUid used, EntityUid? target, public void InteractUsingRanged(EntityUid user, EntityUid used, EntityUid? target,
EntityCoordinates clickLocation, bool inRangeUnobstructed) EntityCoordinates clickLocation, bool inRangeUnobstructed)
{ {

View File

@@ -1,3 +1,4 @@
using Content.Shared.CombatMode;
using Content.Shared.Hands.EntitySystems; using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Inventory.Events; using Content.Shared.Inventory.Events;
@@ -10,7 +11,8 @@ namespace Content.Shared.Item;
public abstract class SharedItemSystem : EntitySystem public abstract class SharedItemSystem : EntitySystem
{ {
[Dependency] private readonly SharedHandsSystem _handsSystem = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedContainerSystem _container = default!; [Dependency] private readonly SharedCombatModeSystem _combatMode = default!;
[Dependency] protected readonly SharedContainerSystem Container = default!;
public override void Initialize() public override void Initialize()
{ {
@@ -69,7 +71,7 @@ public abstract class SharedItemSystem : EntitySystem
private void OnHandInteract(EntityUid uid, ItemComponent component, InteractHandEvent args) private void OnHandInteract(EntityUid uid, ItemComponent component, InteractHandEvent args)
{ {
if (args.Handled) if (args.Handled || _combatMode.IsInCombatMode(args.User))
return; return;
args.Handled = _handsSystem.TryPickup(args.User, uid, animateUser: false); args.Handled = _handsSystem.TryPickup(args.User, uid, animateUser: false);
@@ -121,8 +123,8 @@ public abstract class SharedItemSystem : EntitySystem
// if the item already in a container (that is not the same as the user's), then change the text. // if the item already in a container (that is not the same as the user's), then change the text.
// this occurs when the item is in their inventory or in an open backpack // this occurs when the item is in their inventory or in an open backpack
_container.TryGetContainingContainer(args.User, out var userContainer); Container.TryGetContainingContainer(args.User, out var userContainer);
if (_container.TryGetContainingContainer(args.Target, out var container) && container != userContainer) if (Container.TryGetContainingContainer(args.Target, out var container) && container != userContainer)
verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory"); verb.Text = Loc.GetString("pick-up-verb-get-data-text-inventory");
else else
verb.Text = Loc.GetString("pick-up-verb-get-data-text"); verb.Text = Loc.GetString("pick-up-verb-get-data-text");

View File

@@ -29,7 +29,6 @@ public sealed class ThrowingSystem : EntitySystem
/// <param name="uid">The entity being thrown.</param> /// <param name="uid">The entity being thrown.</param>
/// <param name="direction">A vector pointing from the entity to its destination.</param> /// <param name="direction">A vector pointing from the entity to its destination.</param>
/// <param name="strength">How much the direction vector should be multiplied for velocity.</param> /// <param name="strength">How much the direction vector should be multiplied for velocity.</param>
/// <param name="user"></param>
/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param> /// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
public void TryThrow( public void TryThrow(
EntityUid uid, EntityUid uid,

View File

@@ -1,94 +0,0 @@
using Robust.Shared.Map;
namespace Content.Shared.Weapons.Melee
{
/// <summary>
/// Raised directed on the used entity when a target entity is click attacked by a user.
/// </summary>
public sealed class ClickAttackEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity used to attack, for broadcast purposes.
/// </summary>
public EntityUid Used { get; }
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// The original location that was clicked by the user.
/// </summary>
public EntityCoordinates ClickLocation { get; }
/// <summary>
/// The entity that was attacked.
/// </summary>
public EntityUid? Target { get; }
public ClickAttackEvent(EntityUid used, EntityUid user, EntityCoordinates clickLocation, EntityUid? target = null)
{
Used = used;
User = user;
ClickLocation = clickLocation;
Target = target;
}
}
/// <summary>
/// Raised directed on the used entity when a target entity is wide attacked by a user.
/// </summary>
public sealed class WideAttackEvent : HandledEntityEventArgs
{
/// <summary>
/// Entity used to attack, for broadcast purposes.
/// </summary>
public EntityUid Used { get; }
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// The original location that was clicked by the user.
/// </summary>
public EntityCoordinates ClickLocation { get; }
public WideAttackEvent(EntityUid used, EntityUid user, EntityCoordinates clickLocation)
{
Used = used;
User = user;
ClickLocation = clickLocation;
}
}
/// <summary>
/// Event raised on entities that have been attacked.
/// </summary>
public sealed class AttackedEvent : EntityEventArgs
{
/// <summary>
/// Entity used to attack, for broadcast purposes.
/// </summary>
public EntityUid Used { get; }
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// The original location that was clicked by the user.
/// </summary>
public EntityCoordinates ClickLocation { get; }
public AttackedEvent(EntityUid used, EntityUid user, EntityCoordinates clickLocation)
{
Used = used;
User = user;
ClickLocation = clickLocation;
}
}
}

View File

@@ -8,10 +8,16 @@ namespace Content.Shared.Weapons.Melee;
[Serializable, NetSerializable] [Serializable, NetSerializable]
public sealed class DamageEffectEvent : EntityEventArgs public sealed class DamageEffectEvent : EntityEventArgs
{ {
public EntityUid Entity; /// <summary>
/// Color to play for the damage flash.
/// </summary>
public Color Color;
public DamageEffectEvent(EntityUid entity) public List<EntityUid> Entities;
public DamageEffectEvent(Color color, List<EntityUid> entities)
{ {
Entity = entity; Color = color;
Entities = entities;
} }
} }

View File

@@ -0,0 +1,47 @@
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events
{
[Serializable, NetSerializable]
public abstract class AttackEvent : EntityEventArgs
{
/// <summary>
/// Coordinates being attacked.
/// </summary>
public readonly EntityCoordinates Coordinates;
protected AttackEvent(EntityCoordinates coordinates)
{
Coordinates = coordinates;
}
}
/// <summary>
/// Event raised on entities that have been attacked.
/// </summary>
public sealed class AttackedEvent : EntityEventArgs
{
/// <summary>
/// Entity used to attack, for broadcast purposes.
/// </summary>
public EntityUid Used { get; }
/// <summary>
/// Entity that triggered the attack.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// The original location that was clicked by the user.
/// </summary>
public EntityCoordinates ClickLocation { get; }
public AttackedEvent(EntityUid used, EntityUid user, EntityCoordinates clickLocation)
{
Used = used;
User = user;
ClickLocation = clickLocation;
}
}
}

View File

@@ -0,0 +1,15 @@
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
[Serializable, NetSerializable]
public sealed class DisarmAttackEvent : AttackEvent
{
public EntityUid? Target;
public DisarmAttackEvent(EntityUid? target, EntityCoordinates coordinates) : base(coordinates)
{
Target = target;
}
}

View File

@@ -0,0 +1,18 @@
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
/// <summary>
/// Raised on the client when it attempts a heavy attack.
/// </summary>
[Serializable, NetSerializable]
public sealed class HeavyAttackEvent : AttackEvent
{
public readonly EntityUid Weapon;
public HeavyAttackEvent(EntityUid weapon, EntityCoordinates coordinates) : base(coordinates)
{
Weapon = weapon;
}
}

View File

@@ -0,0 +1,20 @@
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
/// <summary>
/// Raised when a light attack is made.
/// </summary>
[Serializable, NetSerializable]
public sealed class LightAttackEvent : AttackEvent
{
public readonly EntityUid? Target;
public readonly EntityUid Weapon;
public LightAttackEvent(EntityUid? target, EntityUid weapon, EntityCoordinates coordinates) : base(coordinates)
{
Target = target;
Weapon = weapon;
}
}

View File

@@ -0,0 +1,35 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
/// <summary>
/// Data for melee lunges from attacks.
/// </summary>
[Serializable, NetSerializable]
public sealed class MeleeLungeEvent : EntityEventArgs
{
public EntityUid Entity;
/// <summary>
/// Width of the attack angle.
/// </summary>
public Angle Angle;
/// <summary>
/// The relative local position to the <see cref="Entity"/>
/// </summary>
public Vector2 LocalPos;
/// <summary>
/// Entity to spawn for the animation
/// </summary>
public string? Animation;
public MeleeLungeEvent(EntityUid uid, Angle angle, Vector2 localPos, string? animation)
{
Entity = uid;
Angle = angle;
LocalPos = localPos;
Animation = animation;
}
}

View File

@@ -0,0 +1,14 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
[Serializable, NetSerializable]
public sealed class StartHeavyAttackEvent : EntityEventArgs
{
public readonly EntityUid Weapon;
public StartHeavyAttackEvent(EntityUid weapon)
{
Weapon = weapon;
}
}

View File

@@ -0,0 +1,14 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
[Serializable, NetSerializable]
public sealed class StopAttackEvent : EntityEventArgs
{
public readonly EntityUid Weapon;
public StopAttackEvent(EntityUid weapon)
{
Weapon = weapon;
}
}

View File

@@ -0,0 +1,17 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
/// <summary>
/// Raised by the client if it pre-emptively stops a heavy attack.
/// </summary>
[Serializable, NetSerializable]
public sealed class StopHeavyAttackEvent : EntityEventArgs
{
public readonly EntityUid Weapon;
public StopHeavyAttackEvent(EntityUid weapon)
{
Weapon = weapon;
}
}

View File

@@ -1,51 +0,0 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Melee
{
[Prototype("MeleeWeaponAnimation")]
public sealed class MeleeWeaponAnimationPrototype : IPrototype
{
[ViewVariables]
[IdDataFieldAttribute]
public string ID { get; } = default!;
[ViewVariables]
[DataField("state")]
public string State { get; } = string.Empty;
[ViewVariables]
[DataField("prototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
public string Prototype { get; } = "WeaponArc";
[ViewVariables]
[DataField("length")]
public TimeSpan Length { get; } = TimeSpan.FromSeconds(0.5f);
[ViewVariables]
[DataField("speed")]
public float Speed { get; } = 1;
[ViewVariables]
[DataField("color")]
public Vector4 Color { get; } = new(1,1,1,1);
[ViewVariables]
[DataField("colorDelta")]
public Vector4 ColorDelta { get; } = Vector4.Zero;
[ViewVariables]
[DataField("arcType")]
public WeaponArcType ArcType { get; } = WeaponArcType.Slash;
[ViewVariables]
[DataField("width")]
public float Width { get; } = 90;
}
public enum WeaponArcType
{
Slash,
Poke,
}
}

View File

@@ -0,0 +1,146 @@
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Melee;
/// <summary>
/// When given to a mob lets them do unarmed attacks, or when given to an item lets someone wield it to do attacks.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class MeleeWeaponComponent : Component
{
/// <summary>
/// Should the melee weapon's damage stats be examinable.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("hidden")]
public bool HideFromExamine { get; set; } = false;
/// <summary>
/// Next time this component is allowed to light attack. Heavy attacks are wound up and never have a cooldown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("nextAttack")]
public TimeSpan NextAttack;
/*
* Melee combat works based around 2 types of attacks:
* 1. Click attacks with left-click. This attacks whatever is under your mnouse
* 2. Wide attacks with right-click + left-click. This attacks whatever is in the direction of your mouse.
*/
/// <summary>
/// How many times we can attack per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("attackRate")]
public float AttackRate = 1f;
/// <summary>
/// Are we currently holding down the mouse for an attack.
/// Used so we can't just hold the mouse button and attack constantly.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool Attacking = false;
/// <summary>
/// When did we start a heavy attack.
/// </summary>
/// <returns></returns>
[ViewVariables(VVAccess.ReadWrite), DataField("windUpStart")]
public TimeSpan? WindUpStart;
/// <summary>
/// How long it takes a heavy attack to windup.
/// </summary>
[ViewVariables]
public TimeSpan WindupTime => AttackRate > 0 ? TimeSpan.FromSeconds(1 / AttackRate * HeavyWindupModifier) : TimeSpan.Zero;
/// <summary>
/// Heavy attack windup time gets multiplied by this value and the light attack cooldown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyWindupModifier")]
public float HeavyWindupModifier = 1.5f;
/// <summary>
/// Light attacks get multiplied by this over the base <see cref="Damage"/> value.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(2);
/// <summary>
/// Base damage for this weapon. Can be modified via heavy damage or other means.
/// </summary>
[DataField("damage", required:true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[DataField("bluntStaminaDamageFactor")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 BluntStaminaDamageFactor { get; set; } = 0.5f;
/// <summary>
/// Nearest edge range to hit an entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("range")]
public float Range = 1f;
/// <summary>
/// Total width of the angle for wide attacks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("angle")]
public Angle Angle = Angle.FromDegrees(60);
[ViewVariables(VVAccess.ReadWrite), DataField("animation", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string Animation = "WeaponArcSlash";
// Sounds
/// <summary>
/// This gets played whenever a melee attack is done. This is predicted by the client.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("soundSwing")]
public SoundSpecifier SwingSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg")
{
Params = AudioParams.Default.WithVolume(-3f).WithVariation(0.025f),
};
// We do not predict the below sounds in case the client thinks but the server disagrees. If this were the case
// then a player may doubt if the target actually took damage or not.
// If overwatch and apex do this then we probably should too.
[ViewVariables(VVAccess.ReadWrite)]
[DataField("soundHit")]
public SoundSpecifier? HitSound;
/// <summary>
/// Plays if no damage is done to the target entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("soundNoDamage")]
public SoundSpecifier NoDamageSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/tap.ogg");
}
[Serializable, NetSerializable]
public sealed class MeleeWeaponComponentState : ComponentState
{
// None of the other data matters for client as they're not predicted.
public float AttackRate;
public bool Attacking;
public TimeSpan NextAttack;
public TimeSpan? WindUpStart;
public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, TimeSpan? windupStart)
{
AttackRate = attackRate;
Attacking = attacking;
NextAttack = nextAttack;
WindUpStart = windupStart;
}
}

View File

@@ -1,43 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee
{
public static class MeleeWeaponSystemMessages
{
[Serializable, NetSerializable]
public sealed class PlayMeleeWeaponAnimationMessage : EntityEventArgs
{
public PlayMeleeWeaponAnimationMessage(string arcPrototype, Angle angle, EntityUid attacker, EntityUid source, List<EntityUid> hits, bool textureEffect = false, bool arcFollowAttacker = true)
{
ArcPrototype = arcPrototype;
Angle = angle;
Attacker = attacker;
Source = source;
Hits = hits;
TextureEffect = textureEffect;
ArcFollowAttacker = arcFollowAttacker;
}
public string ArcPrototype { get; }
public Angle Angle { get; }
public EntityUid Attacker { get; }
public EntityUid Source { get; }
public List<EntityUid> Hits { get; }
public bool TextureEffect { get; }
public bool ArcFollowAttacker { get; }
}
[Serializable, NetSerializable]
public sealed class PlayLungeAnimationMessage : EntityEventArgs
{
public Angle Angle { get; }
public EntityUid Source { get; }
public PlayLungeAnimationMessage(Angle angle, EntityUid source)
{
Angle = angle;
Source = source;
}
}
}
}

View File

@@ -0,0 +1,325 @@
using Content.Shared.ActionBlocker;
using Content.Shared.CombatMode;
using Content.Shared.Hands.Components;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Melee;
public abstract class SharedMeleeWeaponSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
protected ISawmill Sawmill = default!;
/// <summary>
/// If an attack is released within this buffer it's assumed to be full damage.
/// </summary>
public const float GracePeriod = 0.05f;
public override void Initialize()
{
base.Initialize();
Sawmill = Logger.GetSawmill("melee");
SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
}
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
var weapon = GetWeapon(user.Value);
if (weapon?.Owner != msg.Weapon)
return;
if (!weapon.Attacking)
return;
weapon.Attacking = false;
Dirty(weapon);
}
private void OnStartHeavyAttack(StartHeavyAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
var weapon = GetWeapon(user.Value);
if (weapon?.Owner != msg.Weapon)
return;
DebugTools.Assert(weapon.WindUpStart == null);
weapon.WindUpStart = Timing.CurTime;
Dirty(weapon);
}
protected abstract void Popup(string message, EntityUid? uid, EntityUid? user);
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
var weapon = GetWeapon(user.Value);
if (weapon?.Owner != msg.Weapon)
return;
AttemptAttack(args.SenderSession.AttachedEntity!.Value, weapon, msg);
}
private void OnStopHeavyAttack(StopHeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null ||
!TryComp<MeleeWeaponComponent>(msg.Weapon, out var weapon))
{
return;
}
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
if (userWeapon != weapon)
return;
if (weapon.WindUpStart.Equals(null))
{
return;
}
weapon.WindUpStart = null;
Dirty(weapon);
}
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null ||
!TryComp<MeleeWeaponComponent>(msg.Weapon, out var weapon))
{
return;
}
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
if (userWeapon != weapon)
return;
AttemptAttack(args.SenderSession.AttachedEntity.Value, weapon, msg);
}
private void OnDisarmAttack(DisarmAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null)
{
return;
}
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
if (userWeapon == null)
return;
AttemptAttack(args.SenderSession.AttachedEntity.Value, userWeapon, msg);
}
private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
{
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack,
component.WindUpStart);
}
private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
{
if (args.Current is not MeleeWeaponComponentState state)
return;
component.Attacking = state.Attacking;
component.AttackRate = state.AttackRate;
component.NextAttack = state.NextAttack;
component.WindUpStart = state.WindUpStart;
}
public MeleeWeaponComponent? GetWeapon(EntityUid entity)
{
MeleeWeaponComponent? melee;
// Use inhands entity if we got one.
if (EntityManager.TryGetComponent(entity, out SharedHandsComponent? hands) &&
hands.ActiveHandEntity is { } held)
{
if (EntityManager.TryGetComponent(held, out melee))
{
return melee;
}
return null;
}
if (TryComp(entity, out melee))
{
return melee;
}
return null;
}
public void AttemptLightAttack(EntityUid user, MeleeWeaponComponent weapon, EntityUid target)
{
if (!TryComp<TransformComponent>(target, out var targetXform))
return;
AttemptAttack(user, weapon, new LightAttackEvent(target, weapon.Owner, targetXform.Coordinates));
}
public void AttemptDisarmAttack(EntityUid user, MeleeWeaponComponent weapon, EntityUid target)
{
if (!TryComp<TransformComponent>(target, out var targetXform))
return;
AttemptAttack(user, weapon, new DisarmAttackEvent(target, targetXform.Coordinates));
}
/// <summary>
/// Called when a windup is finished and an attack is tried.
/// </summary>
private void AttemptAttack(EntityUid user, MeleeWeaponComponent weapon, AttackEvent attack)
{
var curTime = Timing.CurTime;
if (weapon.NextAttack > curTime)
return;
if (!Blocker.CanAttack(user))
return;
// Windup time checked elsewhere.
if (!CombatMode.IsInCombatMode(user))
return;
if (weapon.NextAttack < curTime)
weapon.NextAttack = curTime;
weapon.NextAttack += TimeSpan.FromSeconds(1f / weapon.AttackRate);
// Attack confirmed
// Play a sound to give instant feedback; same with playing the animations
Audio.PlayPredicted(weapon.SwingSound, weapon.Owner, user);
switch (attack)
{
case LightAttackEvent light:
DoLightAttack(user, light, weapon);
break;
case DisarmAttackEvent disarm:
DoDisarm(user, disarm, weapon);
break;
case HeavyAttackEvent heavy:
DoHeavyAttack(user, heavy, weapon);
break;
default:
throw new NotImplementedException();
}
DoLungeAnimation(user, weapon.Angle, attack.Coordinates.ToMap(EntityManager), weapon.Animation);
weapon.Attacking = true;
Dirty(weapon);
}
/// <summary>
/// When an attack is released get the actual modifier for damage done.
/// </summary>
public float GetModifier(MeleeWeaponComponent component, bool lightAttack)
{
if (lightAttack)
return 1f;
var windup = component.WindUpStart;
if (windup == null)
return 0f;
var releaseTime = (Timing.CurTime - windup.Value).TotalSeconds;
var windupTime = component.WindupTime.TotalSeconds;
// Wraps around back to 0
releaseTime %= (2 * windupTime);
var releaseDiff = Math.Abs(releaseTime - windupTime);
if (releaseDiff < 0)
releaseDiff = Math.Min(0, releaseDiff + GracePeriod);
else
releaseDiff = Math.Max(0, releaseDiff - GracePeriod);
var fraction = (windupTime - releaseDiff) / windupTime;
if (fraction < 0.4)
fraction = 0;
DebugTools.Assert(fraction <= 1);
return (float) fraction * component.HeavyDamageModifier.Float();
}
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, MeleeWeaponComponent component)
{
}
protected virtual void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, MeleeWeaponComponent component)
{
}
protected virtual bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component)
{
if (Deleted(ev.Target) ||
user == ev.Target)
return false;
return true;
}
private void DoLungeAnimation(EntityUid user, Angle angle, MapCoordinates coordinates, string? animation)
{
// TODO: Assert that offset eyes are still okay.
if (!TryComp<TransformComponent>(user, out var userXform))
return;
var invMatrix = userXform.InvWorldMatrix;
var localPos = invMatrix.Transform(coordinates.Position);
if (localPos.LengthSquared <= 0f)
return;
localPos = userXform.LocalRotation.RotateVec(localPos);
DoLunge(user, angle, localPos, animation);
}
public abstract void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation);
}

View File

@@ -1,6 +1,6 @@
using Content.Shared.Roles; using Content.Shared.Roles;
using Content.Shared.Weapons.Melee;
using Robust.Shared.GameStates; using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Zombies namespace Content.Shared.Zombies
@@ -52,8 +52,8 @@ namespace Content.Shared.Zombies
/// <summary> /// <summary>
/// The attack arc of the zombie /// The attack arc of the zombie
/// </summary> /// </summary>
[DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer<MeleeWeaponAnimationPrototype>))] [DataField("attackArc", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string AttackArc = "claw"; public string AttackAnimation = "WeaponArcClaw";
/// <summary> /// <summary>
/// The role prototype of the zombie antag role /// The role prototype of the zombie antag role

View File

@@ -1,6 +1,12 @@
action-name-combat = [color=red]Combat Mode[/color] action-name-combat = [color=red]Combat Mode[/color]
action-description-combat = Enter combat mode. action-description-combat = Enter combat mode
action-popup-combat = Combat mode disabled
action-popup-combat-enabled = Combat mode enabled
action-popup-combat = Combat mode disabled. action-name-precision = [color=red]Precision mode[/color]
action-popup-combat-enabled = Combat mode enabled! action-description-precision = Enter precision mode for combat, attacking what is under your cursor.
action-popup-precision = Precision mode disabled
action-popup-precision-enabled = Precision mode enabled

View File

@@ -1,7 +1,6 @@
disarm-action-free-hand = You need to use a free hand to disarm! disarm-action-disarmable = {THE($targetName)} is not disarmable!
disarm-action-popup-message-other-clients = {CAPITALIZE(THE($performerName))} disarmed {THE($targetName)}!
disarm-action-popup-message-other-clients = {CAPITALIZE(THE($performerName))} fails to disarm {THE($targetName)}! disarm-action-popup-message-cursor = Disarmed {THE($targetName)}!
disarm-action-popup-message-cursor = You fail to disarm {THE($targetName)}!
action-name-disarm = [color=red]Disarm[/color] action-name-disarm = [color=red]Disarm[/color]
action-description-disarm = Attempt to [color=red]disarm[/color] someone. action-description-disarm = Attempt to [color=red]disarm[/color] someone.

View File

@@ -91,6 +91,7 @@ ui-options-function-camera-rotate-right = Rotate right
ui-options-function-camera-reset = Reset ui-options-function-camera-reset = Reset
ui-options-function-use = Use ui-options-function-use = Use
ui-options-function-alt-use = Alt use
ui-options-function-wide-attack = Wide attack ui-options-function-wide-attack = Wide attack
ui-options-function-activate-item-in-hand = Activate item in hand ui-options-function-activate-item-in-hand = Activate item in hand
ui-options-function-alt-activate-item-in-hand = Alternative activate item in hand ui-options-function-alt-activate-item-in-hand = Alternative activate item in hand

View File

@@ -30,22 +30,6 @@
useDelay: 1 # equip noise spam. useDelay: 1 # equip noise spam.
event: !type:ToggleClothingEvent event: !type:ToggleClothingEvent
- type: entityTargetAction
id: Disarm
name: action-name-disarm
description: action-description-disarm
icon: Interface/Actions/disarmOff.png
iconOn: Interface/Actions/disarm.png
repeat: true
useDelay: 1.5
interactOnMiss: true
event: !type:DisarmActionEvent
canTargetSelf: false
whitelist:
components:
- Hands
- StatusEffects
- type: instantAction - type: instantAction
id: CombatModeToggle id: CombatModeToggle
name: action-name-combat name: action-name-combat

View File

@@ -20,9 +20,10 @@
- type: Clothing - type: Clothing
sprite: Clothing/Eyes/Glasses/gar.rsi sprite: Clothing/Eyes/Glasses/gar.rsi
- type: MeleeWeapon - type: MeleeWeapon
attackRate: 1.5
damage: damage:
types: types:
Blunt: 10 Blunt: 7
- type: entity - type: entity
parent: ClothingEyesBase parent: ClothingEyesBase

View File

@@ -11,14 +11,16 @@
- type: BoxingGloves - type: BoxingGloves
- type: StaminaDamageOnHit - type: StaminaDamageOnHit
damage: 8 #Stam damage values seem a bit higher than regular damage because of the decay, etc damage: 8 #Stam damage values seem a bit higher than regular damage because of the decay, etc
knockdownSound: /Audio/Weapons/boxingbell.ogg # This needs to be moved to boxinggloves
#knockdownSound: /Audio/Weapons/boxingbell.ogg
- type: MeleeWeapon - type: MeleeWeapon
attackRate: 1.5
damage: damage:
types: types:
Blunt: 0.6 Blunt: 0.4
hitSound: soundHit:
collection: BoxingHit collection: BoxingHit
arc: fist animation: WeaponArcFist
- type: Fiber - type: Fiber
fiberMaterial: fibers-leather fiberMaterial: fibers-leather
fiberColor: fibers-red fiberColor: fibers-red

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