* Combat mode UI & targeting zones. * Fix inventory hud positioning. * Crappy attack animations. * Import TG combat sounds * More work on arcs. * Implement hit sounds. * Lunging, hit effects, some more stuff.
112 lines
3.8 KiB
C#
112 lines
3.8 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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[RegisterComponent]
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public class MeleeWeaponComponent : Component, IAttack
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{
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public override string Name => "MeleeWeapon";
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IServerEntityManager _serverEntityManager;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IGameTiming _gameTiming;
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[Dependency] private readonly IPrototypeManager _prototypeManager;
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#pragma warning restore 649
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private int _damage = 1;
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private float _range = 1;
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private float _arcWidth = 90;
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private string _arc;
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private string _hitSound;
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[ViewVariables(VVAccess.ReadWrite)]
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public string Arc
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{
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get => _arc;
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set => _arc = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float ArcWidth
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{
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get => _arcWidth;
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set => _arcWidth = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float Range
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{
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get => _range;
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set => _range = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public int Damage
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{
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get => _damage;
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set => _damage = value;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _damage, "damage", 5);
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serializer.DataField(ref _range, "range", 1);
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serializer.DataField(ref _arcWidth, "arcwidth", 90);
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serializer.DataField(ref _arc, "arc", "default");
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serializer.DataField(ref _hitSound, "hitSound", "/Audio/weapons/genhit1.ogg");
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}
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void IAttack.Attack(AttackEventArgs eventArgs)
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{
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var location = eventArgs.User.Transform.GridPosition;
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var angle = new Angle(eventArgs.ClickLocation.ToWorld(_mapManager).Position -
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location.ToWorld(_mapManager).Position);
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities =
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_serverEntityManager.GetEntitiesInArc(eventArgs.User.Transform.GridPosition, Range, angle, ArcWidth);
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var hitEntities = new List<IEntity>();
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foreach (var entity in entities)
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{
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if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
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continue;
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if (entity.TryGetComponent(out DamageableComponent damageComponent))
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{
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damageComponent.TakeDamage(DamageType.Brute, Damage);
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hitEntities.Add(entity);
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}
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}
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var audioSystem = _entitySystemManager.GetEntitySystem<AudioSystem>();
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audioSystem.Play(hitEntities.Count > 0 ? _hitSound : "/Audio/weapons/punchmiss.ogg");
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if (Arc != null)
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{
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var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
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sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
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}
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}
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}
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}
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