Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -155,7 +155,7 @@ namespace Content.Client.Administration.Systems
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if (function == EngineKeyFunctions.UIClick)
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if (function == EngineKeyFunctions.UIClick)
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_clientConsoleHost.ExecuteCommand($"vv {uid}");
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_clientConsoleHost.ExecuteCommand($"vv {uid}");
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else if (function == ContentKeyFunctions.OpenContextMenu)
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else if (function == EngineKeyFunctions.AltUse)
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_verbSystem.VerbMenu.OpenVerbMenu(uid, true);
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_verbSystem.VerbMenu.OpenVerbMenu(uid, true);
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else
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else
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return;
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return;
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@@ -173,7 +173,7 @@ namespace Content.Client.Administration.Systems
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if (function == EngineKeyFunctions.UIClick)
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if (function == EngineKeyFunctions.UIClick)
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_clientConsoleHost.ExecuteCommand($"vv {uid}");
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_clientConsoleHost.ExecuteCommand($"vv {uid}");
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else if (function == ContentKeyFunctions.OpenContextMenu)
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else if (function == EngineKeyFunctions.AltUse)
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_verbSystem.VerbMenu.OpenVerbMenu(uid, true);
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_verbSystem.VerbMenu.OpenVerbMenu(uid, true);
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else
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else
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return;
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return;
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@@ -54,7 +54,7 @@ namespace Content.Client.Administration.UI.CustomControls
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if (OverrideText != null && args.Button.Children.FirstOrDefault()?.Children?.FirstOrDefault() is Label label)
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if (OverrideText != null && args.Button.Children.FirstOrDefault()?.Children?.FirstOrDefault() is Label label)
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label.Text = GetText(selectedPlayer);
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label.Text = GetText(selectedPlayer);
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}
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}
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else if (args.Event.Function == ContentKeyFunctions.OpenContextMenu)
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else if (args.Event.Function == EngineKeyFunctions.AltUse)
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{
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{
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_verbSystem.VerbMenu.OpenVerbMenu(selectedPlayer.EntityUid);
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_verbSystem.VerbMenu.OpenVerbMenu(selectedPlayer.EntityUid);
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}
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}
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@@ -4,8 +4,8 @@ using Content.Shared.Targeting;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Client.Player;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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namespace Content.Client.CombatMode
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namespace Content.Client.CombatMode
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{
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{
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@@ -23,6 +23,16 @@ namespace Content.Client.CombatMode
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SubscribeLocalEvent<CombatModeComponent, PlayerAttachedEvent>((_, component, _) => component.PlayerAttached());
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SubscribeLocalEvent<CombatModeComponent, PlayerAttachedEvent>((_, component, _) => component.PlayerAttached());
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SubscribeLocalEvent<CombatModeComponent, PlayerDetachedEvent>((_, component, _) => component.PlayerDetached());
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SubscribeLocalEvent<CombatModeComponent, PlayerDetachedEvent>((_, component, _) => component.PlayerDetached());
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SubscribeLocalEvent<SharedCombatModeComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, SharedCombatModeComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not CombatModeComponentState state)
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return;
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component.IsInCombatMode = state.IsInCombatMode;
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component.ActiveZone = state.TargetingZone;
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}
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}
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public override void Shutdown()
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public override void Shutdown()
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@@ -33,8 +43,12 @@ namespace Content.Client.CombatMode
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public bool IsInCombatMode()
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public bool IsInCombatMode()
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{
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{
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return EntityManager.TryGetComponent(_playerManager.LocalPlayer?.ControlledEntity, out CombatModeComponent? combatMode) &&
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var entity = _playerManager.LocalPlayer?.ControlledEntity;
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combatMode.IsInCombatMode;
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if (entity == null)
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return false;
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return IsInCombatMode(entity.Value);
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}
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}
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private void OnTargetingZoneChanged(TargetingZone obj)
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private void OnTargetingZoneChanged(TargetingZone obj)
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@@ -42,8 +56,4 @@ namespace Content.Client.CombatMode
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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}
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}
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}
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}
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public static class A
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{
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}
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}
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}
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@@ -1,10 +1,12 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using Content.Client.CombatMode;
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using Content.Client.Examine;
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using Content.Client.Examine;
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using Content.Client.Gameplay;
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using Content.Client.Gameplay;
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using Content.Client.Verbs;
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using Content.Client.Verbs;
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using Content.Client.Viewport;
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using Content.Client.Viewport;
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using Content.Shared.CCVar;
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using Content.Shared.CCVar;
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using Content.Shared.CombatMode;
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using Content.Shared.Input;
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using Content.Shared.Input;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics;
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@@ -45,6 +47,7 @@ namespace Content.Client.ContextMenu.UI
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private readonly VerbSystem _verbSystem;
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private readonly VerbSystem _verbSystem;
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private readonly ExamineSystem _examineSystem;
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private readonly ExamineSystem _examineSystem;
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private readonly SharedCombatModeSystem _combatMode;
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/// <summary>
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/// <summary>
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/// This maps the currently displayed entities to the actual GUI elements.
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/// This maps the currently displayed entities to the actual GUI elements.
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@@ -59,12 +62,13 @@ namespace Content.Client.ContextMenu.UI
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IoCManager.InjectDependencies(this);
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IoCManager.InjectDependencies(this);
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_verbSystem = verbSystem;
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_verbSystem = verbSystem;
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_examineSystem = EntitySystem.Get<ExamineSystem>();
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_examineSystem = _entityManager.EntitySysManager.GetEntitySystem<ExamineSystem>();
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_combatMode = _entityManager.EntitySysManager.GetEntitySystem<CombatModeSystem>();
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_cfg.OnValueChanged(CCVars.EntityMenuGroupingType, OnGroupingChanged, true);
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_cfg.OnValueChanged(CCVars.EntityMenuGroupingType, OnGroupingChanged, true);
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CommandBinds.Builder
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.OpenContextMenu, new PointerInputCmdHandler(HandleOpenEntityMenu, outsidePrediction: true))
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.Bind(EngineKeyFunctions.AltUse, new PointerInputCmdHandler(HandleOpenEntityMenu, outsidePrediction: true))
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.Register<EntityMenuPresenter>();
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.Register<EntityMenuPresenter>();
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}
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}
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@@ -109,7 +113,7 @@ namespace Content.Client.ContextMenu.UI
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return;
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return;
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// open verb menu?
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// open verb menu?
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if (args.Function == ContentKeyFunctions.OpenContextMenu)
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if (args.Function == EngineKeyFunctions.AltUse)
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{
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{
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_verbSystem.VerbMenu.OpenVerbMenu(entity.Value);
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_verbSystem.VerbMenu.OpenVerbMenu(entity.Value);
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args.Handle();
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args.Handle();
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@@ -160,6 +164,9 @@ namespace Content.Client.ContextMenu.UI
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if (_stateManager.CurrentState is not GameplayStateBase)
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if (_stateManager.CurrentState is not GameplayStateBase)
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return false;
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return false;
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if (_combatMode.IsInCombatMode(args.Session?.AttachedEntity))
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return false;
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var coords = args.Coordinates.ToMap(_entityManager);
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var coords = args.Coordinates.ToMap(_entityManager);
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if (_verbSystem.TryGetEntityMenuEntities(coords, out var entities))
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if (_verbSystem.TryGetEntityMenuEntities(coords, out var entities))
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@@ -50,10 +50,6 @@ public sealed class DoAfterOverlay : Overlay
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}
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}
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var worldPosition = _transform.GetWorldPosition(xform);
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var worldPosition = _transform.GetWorldPosition(xform);
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if (!args.WorldAABB.Contains(worldPosition))
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continue;
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var index = 0;
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var index = 0;
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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var worldMatrix = Matrix3.CreateTranslation(worldPosition);
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@@ -1,8 +1,7 @@
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namespace Content.Client.Effects;
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namespace Content.Client.Effects;
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/// <summary>
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/// Deletes the attached entity whenever any animation completes. Used for temporary client-side entities.
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/// </summary>
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[RegisterComponent]
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[RegisterComponent]
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public sealed class EffectVisualsComponent : Component
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public sealed class EffectVisualsComponent : Component {}
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{
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public float Length;
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public float Accumulator = 0f;
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}
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@@ -27,7 +27,6 @@ namespace Content.Client.Input
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common.AddFunction(ContentKeyFunctions.TakeScreenshot);
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common.AddFunction(ContentKeyFunctions.TakeScreenshot);
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common.AddFunction(ContentKeyFunctions.TakeScreenshotNoUI);
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common.AddFunction(ContentKeyFunctions.TakeScreenshotNoUI);
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common.AddFunction(ContentKeyFunctions.Point);
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common.AddFunction(ContentKeyFunctions.Point);
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common.AddFunction(ContentKeyFunctions.OpenContextMenu);
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// Not in engine, because engine cannot check for sanbox/admin status before starting placement.
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// Not in engine, because engine cannot check for sanbox/admin status before starting placement.
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common.AddFunction(ContentKeyFunctions.EditorCopyObject);
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common.AddFunction(ContentKeyFunctions.EditorCopyObject);
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@@ -11,6 +11,7 @@ using Content.Shared.Interaction;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Maths;
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@@ -70,7 +71,7 @@ namespace Content.Client.Items.Managers
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_entitySystemManager.GetEntitySystem<ExamineSystem>()
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_entitySystemManager.GetEntitySystem<ExamineSystem>()
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.DoExamine(item.Value);
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.DoExamine(item.Value);
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}
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}
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else if (args.Function == ContentKeyFunctions.OpenContextMenu)
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else if (args.Function == EngineKeyFunctions.AltUse)
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{
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{
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_entitySystemManager.GetEntitySystem<VerbSystem>().VerbMenu.OpenVerbMenu(item.Value);
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_entitySystemManager.GetEntitySystem<VerbSystem>().VerbMenu.OpenVerbMenu(item.Value);
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}
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}
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@@ -12,7 +12,6 @@ namespace Content.Client.Items.Systems;
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public sealed class ItemSystem : SharedItemSystem
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public sealed class ItemSystem : SharedItemSystem
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{
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{
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly IResourceCache _resCache = default!;
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[Dependency] private readonly IResourceCache _resCache = default!;
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public override void Initialize()
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public override void Initialize()
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@@ -30,8 +29,8 @@ public sealed class ItemSystem : SharedItemSystem
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public override void VisualsChanged(EntityUid uid)
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public override void VisualsChanged(EntityUid uid)
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{
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{
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// if the item is in a container, it might be equipped to hands or inventory slots --> update visuals.
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// if the item is in a container, it might be equipped to hands or inventory slots --> update visuals.
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if (_containerSystem.TryGetContainingContainer(uid, out var container))
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if (Container.TryGetContainingContainer(uid, out var container))
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RaiseLocalEvent(container.Owner, new VisualsChangedEvent(uid, container.ID), true);
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RaiseLocalEvent(container.Owner, new VisualsChangedEvent(uid, container.ID));
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}
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}
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/// <summary>
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/// <summary>
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@@ -105,6 +105,7 @@ namespace Content.Client.Options.UI.Tabs
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AddHeader("ui-options-header-interaction-basic");
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AddHeader("ui-options-header-interaction-basic");
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AddButton(EngineKeyFunctions.Use);
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AddButton(EngineKeyFunctions.Use);
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AddButton(EngineKeyFunctions.AltUse);
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AddButton(ContentKeyFunctions.UseItemInHand);
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AddButton(ContentKeyFunctions.UseItemInHand);
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AddButton(ContentKeyFunctions.AltUseItemInHand);
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AddButton(ContentKeyFunctions.AltUseItemInHand);
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AddButton(ContentKeyFunctions.ActivateItemInWorld);
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AddButton(ContentKeyFunctions.ActivateItemInWorld);
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@@ -134,7 +135,6 @@ namespace Content.Client.Options.UI.Tabs
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AddButton(ContentKeyFunctions.CycleChatChannelForward);
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AddButton(ContentKeyFunctions.CycleChatChannelForward);
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AddButton(ContentKeyFunctions.CycleChatChannelBackward);
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AddButton(ContentKeyFunctions.CycleChatChannelBackward);
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AddButton(ContentKeyFunctions.OpenCharacterMenu);
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AddButton(ContentKeyFunctions.OpenCharacterMenu);
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AddButton(ContentKeyFunctions.OpenContextMenu);
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AddButton(ContentKeyFunctions.OpenCraftingMenu);
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AddButton(ContentKeyFunctions.OpenCraftingMenu);
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AddButton(ContentKeyFunctions.OpenInventoryMenu);
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AddButton(ContentKeyFunctions.OpenInventoryMenu);
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AddButton(ContentKeyFunctions.OpenInfo);
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AddButton(ContentKeyFunctions.OpenInfo);
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@@ -37,6 +37,11 @@ namespace Content.Client.Rotation
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var entMan = IoCManager.Resolve<IEntityManager>();
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var entMan = IoCManager.Resolve<IEntityManager>();
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var sprite = entMan.GetComponent<ISpriteComponent>(component.Owner);
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var sprite = entMan.GetComponent<ISpriteComponent>(component.Owner);
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if (sprite.Rotation.Equals(rotation))
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{
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return;
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}
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if (!entMan.TryGetComponent(sprite.Owner, out AnimationPlayerComponent? animation))
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if (!entMan.TryGetComponent(sprite.Owner, out AnimationPlayerComponent? animation))
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{
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{
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sprite.Rotation = rotation;
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sprite.Rotation = rotation;
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@@ -1,53 +0,0 @@
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.Weapons.Melee.Components
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{
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[RegisterComponent]
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public sealed class MeleeLungeComponent : Component
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{
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private const float ResetTime = 0.3f;
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private const float BaseOffset = 0.25f;
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private Angle _angle;
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private float _time;
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public void SetData(Angle angle)
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{
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_angle = angle;
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_time = 0;
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}
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public void Update(float frameTime)
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{
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_time += frameTime;
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var offset = Vector2.Zero;
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var deleteSelf = false;
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if (_time > ResetTime)
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{
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deleteSelf = true;
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}
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else
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{
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offset = _angle.RotateVec((0, -BaseOffset));
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offset *= (ResetTime - _time) / ResetTime;
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}
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var entMan = IoCManager.Resolve<IEntityManager>();
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if (entMan.TryGetComponent(Owner, out ISpriteComponent? spriteComponent))
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{
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spriteComponent.Offset = offset;
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}
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if (deleteSelf)
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{
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entMan.RemoveComponent<MeleeLungeComponent>(Owner);
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}
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}
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}
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}
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@@ -1,79 +0,0 @@
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using Content.Shared.Weapons.Melee;
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using Robust.Client.GameObjects;
|
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using Robust.Client.Graphics;
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using Robust.Shared.GameObjects;
|
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Client.Weapons.Melee.Components
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{
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[RegisterComponent]
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public sealed class MeleeWeaponArcAnimationComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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private MeleeWeaponAnimationPrototype? _meleeWeaponAnimation;
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private float _timer;
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private SpriteComponent? _sprite;
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private Angle _baseAngle;
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protected override void Initialize()
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{
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base.Initialize();
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_sprite = _entMan.GetComponent<SpriteComponent>(Owner);
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}
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public void SetData(MeleeWeaponAnimationPrototype prototype, Angle baseAngle, EntityUid attacker, bool followAttacker = true)
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{
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_meleeWeaponAnimation = prototype;
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_sprite?.AddLayer(new RSI.StateId(prototype.State));
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_baseAngle = baseAngle;
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if(followAttacker)
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_entMan.GetComponent<TransformComponent>(Owner).AttachParent(attacker);
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}
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internal void Update(float frameTime)
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|
||||||
{
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|
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if (_meleeWeaponAnimation == null)
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|
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{
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return;
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|
||||||
}
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|
||||||
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|
||||||
_timer += frameTime;
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|
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var (r, g, b, a) =
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||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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,
|
||||||
|
}
|
||||||
75
Content.Client/Weapons/Melee/MeleeArcOverlay.cs
Normal file
75
Content.Client/Weapons/Melee/MeleeArcOverlay.cs
Normal file
@@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
40
Content.Client/Weapons/Melee/MeleeSpreadCommand.cs
Normal file
40
Content.Client/Weapons/Melee/MeleeSpreadCommand.cs
Normal file
@@ -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>()));
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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)
|
||||||
|
|
||||||
// Need to stop the existing animation first to ensure the sprite color is fixed.
|
|
||||||
// Otherwise we might lerp to a red colour instead.
|
|
||||||
if (_animation.HasRunningAnimation(ev.Entity, player, DamageAnimationKey))
|
|
||||||
{
|
{
|
||||||
_animation.Stop(ev.Entity, player, DamageAnimationKey);
|
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.
|
||||||
|
// Otherwise we might lerp to a red colour instead.
|
||||||
|
if (_animation.HasRunningAnimation(ent, player, DamageAnimationKey))
|
||||||
|
{
|
||||||
|
_animation.Stop(ent, player, DamageAnimationKey);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!TryComp<SpriteComponent>(ent, out var sprite))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (TryComp<DamageEffectComponent>(ent, out var effect))
|
||||||
|
{
|
||||||
|
sprite.Color = effect.Color;
|
||||||
|
}
|
||||||
|
|
||||||
|
var animation = GetDamageAnimation(ent, color, sprite);
|
||||||
|
|
||||||
|
if (animation == null)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
var comp = EnsureComp<DamageEffectComponent>(ent);
|
||||||
|
comp.NetSyncEnabled = false;
|
||||||
|
comp.Color = sprite.Color;
|
||||||
|
_animation.Play(player, animation, DamageAnimationKey);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!TryComp<SpriteComponent>(ev.Entity, out var sprite))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (TryComp<DamageEffectComponent>(ev.Entity, out var effect))
|
|
||||||
{
|
|
||||||
sprite.Color = effect.Color;
|
|
||||||
}
|
|
||||||
|
|
||||||
var animation = GetDamageAnimation(ev.Entity, sprite);
|
|
||||||
|
|
||||||
if (animation == null)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var comp = EnsureComp<DamageEffectComponent>(ev.Entity);
|
|
||||||
comp.NetSyncEnabled = false;
|
|
||||||
comp.Color = sprite.Color;
|
|
||||||
_animation.Play(player, DefaultDamageAnimation, DamageAnimationKey);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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 IInputManager _inputManager = 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 InputSystem _inputSystem = default!;
|
||||||
|
|
||||||
|
private const string MeleeLungeKey = "melee-lunge";
|
||||||
|
|
||||||
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
base.Initialize();
|
||||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
InitializeEffect();
|
||||||
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
|
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _protoManager, _cache));
|
||||||
[Dependency] private readonly EffectSystem _effectSystem = default!;
|
SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect);
|
||||||
|
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
|
||||||
|
}
|
||||||
|
|
||||||
public override void Initialize()
|
public override void Shutdown()
|
||||||
|
{
|
||||||
|
base.Shutdown();
|
||||||
|
_overlayManager.RemoveOverlay<MeleeWindupOverlay>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update(float frameTime)
|
||||||
|
{
|
||||||
|
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))
|
||||||
{
|
{
|
||||||
InitializeEffect();
|
weapon.Attacking = false;
|
||||||
SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeaponArc);
|
if (weapon.WindUpStart != null)
|
||||||
SubscribeNetworkEvent<PlayLungeAnimationMessage>(PlayLunge);
|
|
||||||
SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void FrameUpdate(float frameTime)
|
|
||||||
{
|
|
||||||
base.FrameUpdate(frameTime);
|
|
||||||
|
|
||||||
foreach (var arcAnimationComponent in EntityManager.EntityQuery<MeleeWeaponArcAnimationComponent>(true))
|
|
||||||
{
|
{
|
||||||
arcAnimationComponent.Update(frameTime);
|
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weapon.Owner));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PlayWeaponArc(PlayMeleeWeaponAnimationMessage msg)
|
var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
|
||||||
|
var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.AltUse);
|
||||||
|
var currentTime = Timing.CurTime;
|
||||||
|
|
||||||
|
// Heavy attack.
|
||||||
|
if (altDown == BoundKeyState.Down)
|
||||||
{
|
{
|
||||||
if (!_prototypeManager.TryIndex(msg.ArcPrototype, out MeleeWeaponAnimationPrototype? weaponArc))
|
// We did the click to end the attack but haven't pulled the key up.
|
||||||
|
if (weapon.Attacking)
|
||||||
{
|
{
|
||||||
Logger.Error("Tried to play unknown weapon arc prototype '{0}'", msg.ArcPrototype);
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
var attacker = msg.Attacker;
|
// If it's an unarmed attack then do a disarm
|
||||||
if (!EntityManager.EntityExists(msg.Attacker))
|
if (weapon.Owner == entity)
|
||||||
{
|
{
|
||||||
// FIXME: This should never happen.
|
EntityUid? target = null;
|
||||||
Logger.Error($"Tried to play a weapon arc {msg.ArcPrototype}, but the attacker does not exist. attacker={msg.Attacker}, source={msg.Source}");
|
|
||||||
|
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
|
||||||
|
EntityCoordinates coordinates;
|
||||||
|
|
||||||
|
if (MapManager.TryFindGridAt(mousePos, out var grid))
|
||||||
|
{
|
||||||
|
coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_stateManager.CurrentState is GameplayStateBase screen)
|
||||||
|
{
|
||||||
|
target = screen.GetEntityUnderPosition(mousePos);
|
||||||
|
}
|
||||||
|
|
||||||
|
EntityManager.RaisePredictiveEvent(new DisarmAttackEvent(target, coordinates));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!Deleted(attacker))
|
// Otherwise do heavy attack if it's a weapon.
|
||||||
|
|
||||||
|
// Start a windup
|
||||||
|
if (weapon.WindUpStart == null)
|
||||||
{
|
{
|
||||||
var lunge = attacker.EnsureComponent<MeleeLungeComponent>();
|
EntityManager.RaisePredictiveEvent(new StartHeavyAttackEvent(weapon.Owner));
|
||||||
lunge.SetData(msg.Angle);
|
weapon.WindUpStart = currentTime;
|
||||||
|
|
||||||
var entity = EntityManager.SpawnEntity(weaponArc.Prototype, EntityManager.GetComponent<TransformComponent>(attacker).Coordinates);
|
|
||||||
EntityManager.GetComponent<TransformComponent>(entity).LocalRotation = msg.Angle;
|
|
||||||
|
|
||||||
var weaponArcAnimation = EntityManager.GetComponent<MeleeWeaponArcAnimationComponent>(entity);
|
|
||||||
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;
|
|
||||||
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)
|
// Try to do a heavy attack.
|
||||||
|
if (useDown == BoundKeyState.Down)
|
||||||
{
|
{
|
||||||
if (!EntityManager.EntityExists(hit))
|
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))
|
||||||
{
|
{
|
||||||
continue;
|
coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!EntityManager.TryGetComponent(hit, out ISpriteComponent? sprite))
|
EntityManager.RaisePredictiveEvent(new HeavyAttackEvent(weapon.Owner, coordinates));
|
||||||
{
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PlayLunge(PlayLungeAnimationMessage msg)
|
if (weapon.WindUpStart != null)
|
||||||
{
|
{
|
||||||
if (EntityManager.EntityExists(msg.Source))
|
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weapon.Owner));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Light attack
|
||||||
|
if (useDown == BoundKeyState.Down)
|
||||||
|
{
|
||||||
|
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
|
||||||
{
|
{
|
||||||
msg.Source.EnsureComponent<MeleeLungeComponent>().SetData(msg.Angle);
|
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
|
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.");
|
}
|
||||||
|
|
||||||
|
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)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
135
Content.Client/Weapons/Melee/MeleeWindupOverlay.cs
Normal file
135
Content.Client/Weapons/Melee/MeleeWindupOverlay.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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)
|
||||||
|
|||||||
@@ -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)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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);
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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,
|
||||||
|
|||||||
@@ -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;
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -7,7 +7,6 @@ namespace Content.Server.Entry
|
|||||||
"ConstructionGhost",
|
"ConstructionGhost",
|
||||||
"IconSmooth",
|
"IconSmooth",
|
||||||
"InteractionOutline",
|
"InteractionOutline",
|
||||||
"MeleeWeaponArcAnimation",
|
|
||||||
"AnimationsTest",
|
"AnimationsTest",
|
||||||
"ItemStatus",
|
"ItemStatus",
|
||||||
"Marker",
|
"Marker",
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
@@ -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,
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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[]>();
|
||||||
|
|||||||
@@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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.
|
||||||
@@ -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
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
30
Content.Server/Weapons/Melee/Events/ItemMeleeDamageEvent.cs
Normal file
30
Content.Server/Weapons/Melee/Events/ItemMeleeDamageEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
53
Content.Server/Weapons/Melee/Events/MeleeHitEvent.cs
Normal file
53
Content.Server/Weapons/Melee/Events/MeleeHitEvent.cs
Normal file
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
536
Content.Server/Weapons/Melee/MeleeWeaponSystem.cs
Normal file
536
Content.Server/Weapons/Melee/MeleeWeaponSystem.cs
Normal 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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 {}
|
||||||
@@ -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
|
||||||
@@ -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.
|
||||||
@@ -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.
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
@@ -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 {}
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
@@ -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);
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
@@ -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
|
||||||
{
|
{
|
||||||
@@ -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
|
||||||
@@ -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
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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; }
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
using Content.Shared.Actions;
|
||||||
|
|
||||||
|
namespace Content.Shared.CombatMode;
|
||||||
|
|
||||||
|
public sealed class TogglePrecisionModeEvent : InstantActionEvent
|
||||||
|
{
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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 { }
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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";
|
||||||
|
|||||||
@@ -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)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -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;
|
||||||
@@ -9,8 +10,9 @@ 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");
|
||||||
|
|||||||
@@ -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,
|
||||||
|
|||||||
@@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
47
Content.Shared/Weapons/Melee/Events/AttackEvent.cs
Normal file
47
Content.Shared/Weapons/Melee/Events/AttackEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
15
Content.Shared/Weapons/Melee/Events/DisarmAttackEvent.cs
Normal file
15
Content.Shared/Weapons/Melee/Events/DisarmAttackEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
18
Content.Shared/Weapons/Melee/Events/HeavyAttackEvent.cs
Normal file
18
Content.Shared/Weapons/Melee/Events/HeavyAttackEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
20
Content.Shared/Weapons/Melee/Events/LightAttackEvent.cs
Normal file
20
Content.Shared/Weapons/Melee/Events/LightAttackEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
35
Content.Shared/Weapons/Melee/Events/MeleeLungeEvent.cs
Normal file
35
Content.Shared/Weapons/Melee/Events/MeleeLungeEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
14
Content.Shared/Weapons/Melee/Events/StartHeavyAttackEvent.cs
Normal file
14
Content.Shared/Weapons/Melee/Events/StartHeavyAttackEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
14
Content.Shared/Weapons/Melee/Events/StopAttackEvent.cs
Normal file
14
Content.Shared/Weapons/Melee/Events/StopAttackEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
17
Content.Shared/Weapons/Melee/Events/StopHeavyAttackEvent.cs
Normal file
17
Content.Shared/Weapons/Melee/Events/StopHeavyAttackEvent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
146
Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
Normal file
146
Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
325
Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
Normal file
325
Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
Normal 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);
|
||||||
|
}
|
||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user