using System.Numerics;
using Content.Client.Animations;
using Content.Client.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Animations;
using Robust.Shared.Map;
namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem
{
private const string FadeAnimationKey = "melee-fade";
private const string SlashAnimationKey = "melee-slash";
private const string ThrustAnimationKey = "melee-thrust";
///
/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
///
public override void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, bool predicted = true)
{
if (!Timing.IsFirstTimePredicted)
return;
var lunge = GetLungeAnimation(localPos);
// Stop any existing lunges on the user.
_animation.Stop(user, MeleeLungeKey);
_animation.Play(user, lunge, MeleeLungeKey);
if (localPos == Vector2.Zero || animation == null)
return;
if (!_xformQuery.TryGetComponent(user, out var userXform) || userXform.MapID == MapId.Nullspace)
return;
var animationUid = Spawn(animation, userXform.Coordinates);
if (!TryComp(animationUid, out var sprite)
|| !TryComp(animationUid, out var arcComponent))
{
return;
}
var spriteRotation = Angle.Zero;
if (arcComponent.Animation != WeaponArcAnimation.None
&& TryComp(weapon, out MeleeWeaponComponent? meleeWeaponComponent))
{
if (user != weapon
&& TryComp(weapon, out SpriteComponent? weaponSpriteComponent))
sprite.CopyFrom(weaponSpriteComponent);
spriteRotation = meleeWeaponComponent.WideAnimationRotation;
if (meleeWeaponComponent.SwingLeft)
angle *= -1;
}
sprite.Rotation = localPos.ToWorldAngle();
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
var xform = _xformQuery.GetComponent(animationUid);
TrackUserComponent track;
switch (arcComponent.Animation)
{
case WeaponArcAnimation.Slash:
track = EnsureComp(animationUid);
track.User = user;
_animation.Play(animationUid, GetSlashAnimation(sprite, angle, spriteRotation), SlashAnimationKey);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
break;
case WeaponArcAnimation.Thrust:
track = EnsureComp(animationUid);
track.User = user;
_animation.Play(animationUid, GetThrustAnimation(sprite, distance, spriteRotation), ThrustAnimationKey);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
break;
case WeaponArcAnimation.None:
var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform);
var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos);
var newLocalPos = Vector2.Transform(worldPos, TransformSystem.GetInvWorldMatrix(xform.ParentUid));
TransformSystem.SetLocalPositionNoLerp(animationUid, newLocalPos, xform);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
break;
}
}
private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc, Angle spriteRotation)
{
const float slashStart = 0.03f;
const float slashEnd = 0.065f;
const float length = slashEnd + 0.05f;
var startRotation = sprite.Rotation + arc / 2;
var endRotation = sprite.Rotation - arc / 2;
var startRotationOffset = startRotation.RotateVec(new Vector2(0f, -1f));
var endRotationOffset = endRotation.RotateVec(new Vector2(0f, -1f));
startRotation += spriteRotation;
endRotation += spriteRotation;
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(startRotationOffset, 0f),
new AnimationTrackProperty.KeyFrame(startRotationOffset, slashStart),
new AnimationTrackProperty.KeyFrame(endRotationOffset, slashEnd)
}
},
}
};
}
private Animation GetThrustAnimation(SpriteComponent sprite, float distance, Angle spriteRotation)
{
const float thrustEnd = 0.05f;
const float length = 0.15f;
var startOffset = sprite.Rotation.RotateVec(new Vector2(0f, -distance / 5f));
var endOffset = sprite.Rotation.RotateVec(new Vector2(0f, -distance));
sprite.Rotation += spriteRotation;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startOffset, 0f),
new AnimationTrackProperty.KeyFrame(endOffset, thrustEnd),
new AnimationTrackProperty.KeyFrame(endOffset, length),
}
},
}
};
}
private Animation GetFadeAnimation(SpriteComponent sprite, float start, float end)
{
return new Animation
{
Length = TimeSpan.FromSeconds(end),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, start),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), end)
}
}
}
};
}
///
/// Get the sprite offset animation to use for mob lunges.
///
private Animation GetLungeAnimation(Vector2 direction)
{
const float 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)
}
}
}
};
}
///
/// Updates the effect positions to follow the user
///
private void UpdateEffects()
{
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var arcComponent, out var xform))
{
if (arcComponent.User == null)
continue;
Vector2 targetPos = TransformSystem.GetWorldPosition(arcComponent.User.Value);
if (arcComponent.Offset != Vector2.Zero)
{
var entRotation = TransformSystem.GetWorldRotation(xform);
targetPos += entRotation.RotateVec(arcComponent.Offset);
}
TransformSystem.SetWorldPosition(uid, targetPos);
}
}
}