155 lines
5.4 KiB
C#
155 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Robust.Server.GameObjects.EntitySystems;
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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.Physics;
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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.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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private TimeSpan _lastAttackTime;
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IPhysicsManager _physicsManager;
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#pragma warning restore 649
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private int _damage;
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private float _range;
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private float _arcWidth;
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private string _arc;
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private string _hitSound;
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private float _cooldownTime;
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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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serializer.DataField(ref _cooldownTime, "cooldownTime", 1f);
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}
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public virtual bool OnHitEntities(IReadOnlyList<IEntity> entities)
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{
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return false;
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}
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void IAttack.Attack(AttackEventArgs eventArgs)
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{
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var span = curTime - _lastAttackTime;
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if(span.TotalSeconds < _cooldownTime) {
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return;
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}
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var location = eventArgs.User.Transform.GridPosition;
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var angle = new Angle(eventArgs.ClickLocation.ToMapPos(_mapManager) - location.ToMapPos(_mapManager));
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
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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, Owner, eventArgs.User);
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hitEntities.Add(entity);
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}
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}
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if(OnHitEntities(hitEntities)) return;
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var audioSystem = _entitySystemManager.GetEntitySystem<AudioSystem>();
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var emitter = hitEntities.Count == 0 ? eventArgs.User : hitEntities[0];
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audioSystem.Play(hitEntities.Count > 0 ? _hitSound : "/Audio/weapons/punchmiss.ogg", emitter);
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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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_lastAttackTime = IoCManager.Resolve<IGameTiming>().CurTime;
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownStart = _lastAttackTime;
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cooldown.CooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(_cooldownTime);
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}
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}
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private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, IEntity ignore)
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{
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var widthRad = Angle.FromDegrees(ArcWidth);
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var increments = 1 + (35 * (int) Math.Ceiling(widthRad / (2 * Math.PI)));
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var increment = widthRad / increments;
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var baseAngle = angle - widthRad / 2;
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var resSet = new HashSet<IEntity>();
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var mapId = Owner.Transform.MapID;
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 23), _range, ignore).FirstOrDefault();
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if (res.HitEntity != null)
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{
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resSet.Add(res.HitEntity);
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}
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}
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return resSet;
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}
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}
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}
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