Files
tbd-station-14/Content.Server/Actions/DisarmAction.cs
Vera Aguilera Puerto d81a5faac4 Adds disarm action (#2950)
* Adds disarming

* Disarm acts

* yaml

* much better icon for disarm

* Apply Remie's suggestions, improve code!
2021-01-09 20:31:34 +01:00

90 lines
3.5 KiB
C#

#nullable enable
using System;
using System.Linq;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Pulling;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Utility;
using Content.Shared.Actions;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Pulling;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Server.Actions
{
[UsedImplicitly]
public class DisarmAction : ITargetEntityAction
{
private float _failProb;
private float _pushProb;
private float _cooldown;
public void ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref _failProb, "failProb", 0.4f);
serializer.DataField(ref _pushProb, "pushProb", 0.4f);
serializer.DataField(ref _cooldown, "cooldown", 1.5f);
}
public void DoTargetEntityAction(TargetEntityActionEventArgs args)
{
var disarmedActs = args.Target.GetAllComponents<IDisarmedAct>().ToArray();
if (disarmedActs.Length == 0 || !args.Performer.InRangeUnobstructed(args.Target)) return;
if (!args.Performer.TryGetComponent<SharedActionsComponent>(out var actions)) return;
if (args.Target == args.Performer || !args.Performer.CanAttack()) return;
var random = IoCManager.Resolve<IRobustRandom>();
var audio = EntitySystem.Get<AudioSystem>();
var system = EntitySystem.Get<MeleeWeaponSystem>();
var angle = new Angle(args.Target.Transform.MapPosition.Position - args.Performer.Transform.MapPosition.Position);
actions.Cooldown(ActionType.Disarm, Cooldowns.SecondsFromNow(_cooldown));
if (random.Prob(_failProb))
{
audio.PlayFromEntity("/Audio/Weapons/punchmiss.ogg", args.Performer,
AudioHelpers.WithVariation(0.025f));
args.Performer.PopupMessageOtherClients(Loc.GetString("{0} fails to disarm {1}!", args.Performer.Name, args.Target.Name));
args.Performer.PopupMessageCursor(Loc.GetString("You fail to disarm {0}!", args.Target.Name));
system.SendLunge(angle, args.Performer);
return;
}
system.SendAnimation("disarm", angle, args.Performer, args.Performer, new []{ args.Target });
var eventArgs = new DisarmedActEventArgs() {Target = args.Target, Source = args.Performer, PushProbability = _pushProb};
// Sort by priority.
Array.Sort(disarmedActs, (a, b) => a.Priority.CompareTo(b.Priority));
foreach (var disarmedAct in disarmedActs)
{
if (disarmedAct.Disarmed(eventArgs))
return;
}
audio.PlayFromEntity("/Audio/Effects/thudswoosh.ogg", args.Performer,
AudioHelpers.WithVariation(0.025f));
}
}
}