Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/MeleeWeaponSystem.cs
Vera Aguilera Puerto 12c733654c Basic gibbing (#2973)
* Adds gibbing

* Adds adminbused absurd-damage foamblade

* Sane parts

* BaseOrgan -> BaseMechanism

* Do not do random offset on shared, fix killing oneself with click attacks

* BaseMechanism -> BaseHumanOrgan -> *stuff*

* Account for prediction, again

* Add gibbing sound
2021-01-10 20:12:34 +01:00

123 lines
4.8 KiB
C#

using System;
using Content.Client.GameObjects.Components.Mobs;
using Content.Client.GameObjects.Components.Weapons.Melee;
using Content.Shared.GameObjects.Components.Weapons.Melee;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Timers;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Timers;
using static Content.Shared.GameObjects.EntitySystemMessages.MeleeWeaponSystemMessages;
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class MeleeWeaponSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override void Initialize()
{
SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeaponArc);
SubscribeNetworkEvent<PlayLungeAnimationMessage>(PlayLunge);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
foreach (var arcAnimationComponent in EntityManager.ComponentManager.EntityQuery<MeleeWeaponArcAnimationComponent>())
{
arcAnimationComponent.Update(frameTime);
}
}
private void PlayWeaponArc(PlayMeleeWeaponAnimationMessage msg)
{
if (!_prototypeManager.TryIndex(msg.ArcPrototype, out MeleeWeaponAnimationPrototype weaponArc))
{
Logger.Error("Tried to play unknown weapon arc prototype '{0}'", msg.ArcPrototype);
return;
}
var attacker = EntityManager.GetEntity(msg.Attacker);
if (!attacker.Deleted)
{
var lunge = attacker.EnsureComponent<MeleeLungeComponent>();
lunge.SetData(msg.Angle);
var entity = EntityManager.SpawnEntity(weaponArc.Prototype, attacker.Transform.Coordinates);
entity.Transform.LocalRotation = msg.Angle;
var weaponArcAnimation = entity.GetComponent<MeleeWeaponArcAnimationComponent>();
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.TryGetEntity(msg.Source, out var source) && msg.TextureEffect && source.TryGetComponent(out ISpriteComponent sourceSprite)
&& sourceSprite.BaseRSI?.Path != null)
{
var sys = Get<EffectSystem>();
var curTime = _gameTiming.CurTime;
var effect = new EffectSystemMessage
{
EffectSprite = sourceSprite.BaseRSI.Path.ToString(),
RsiState = sourceSprite.LayerGetState(0).Name,
Coordinates = attacker.Transform.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.ToVec(),
Acceleration = msg.Angle.ToVec() * 5f,
Born = curTime,
DeathTime = curTime.Add(TimeSpan.FromMilliseconds(300f)),
};
sys.CreateEffect(effect);
}
}
foreach (var uid in msg.Hits)
{
if (!EntityManager.TryGetEntity(uid, out var hitEntity) || hitEntity.Deleted)
{
continue;
}
if (!hitEntity.TryGetComponent(out ISpriteComponent sprite))
{
continue;
}
var originalColor = sprite.Color;
var newColor = Color.Red * originalColor;
sprite.Color = newColor;
hitEntity.SpawnTimer(100, () =>
{
// Only reset back to the original color if something else didn't change the color in the mean time.
if (sprite.Color == newColor)
{
sprite.Color = originalColor;
}
});
}
}
private void PlayLunge(PlayLungeAnimationMessage msg)
{
EntityManager
.GetEntity(msg.Source)
.EnsureComponent<MeleeLungeComponent>()
.SetData(msg.Angle);
}
}
}