372 lines
11 KiB
C#
372 lines
11 KiB
C#
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Clothing.Components;
|
|
using Content.Shared.CombatMode;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.Interaction.Events;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Inventory.Events;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Weapons.Melee.Events;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Players;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.Weapons.Melee;
|
|
|
|
public abstract class SharedMeleeWeaponSystem : EntitySystem
|
|
{
|
|
[Dependency] protected readonly IGameTiming Timing = default!;
|
|
[Dependency] protected readonly IMapManager MapManager = default!;
|
|
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
|
|
[Dependency] protected readonly SharedAudioSystem Audio = default!;
|
|
[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
|
|
[Dependency] protected readonly InventorySystem Inventory = default!;
|
|
[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
|
|
|
|
protected ISawmill Sawmill = default!;
|
|
|
|
/// <summary>
|
|
/// If an attack is released within this buffer it's assumed to be full damage.
|
|
/// </summary>
|
|
public const float GracePeriod = 0.05f;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
Sawmill = Logger.GetSawmill("melee");
|
|
|
|
SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
|
|
SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
|
|
SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
|
|
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
|
|
|
|
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
|
|
SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
|
|
SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
|
|
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
|
|
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
|
|
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
|
|
}
|
|
|
|
private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
|
|
{
|
|
if (component.AttackRate.Equals(0f))
|
|
return;
|
|
|
|
// If someone swaps to this weapon then reset its cd.
|
|
var curTime = Timing.CurTime;
|
|
var minimum = curTime + TimeSpan.FromSeconds(1 / component.AttackRate);
|
|
|
|
if (minimum < component.NextAttack)
|
|
return;
|
|
|
|
component.NextAttack = minimum;
|
|
Dirty(component);
|
|
}
|
|
|
|
private void OnMeleeDropped(EntityUid uid, MeleeWeaponComponent component, HandDeselectedEvent args)
|
|
{
|
|
if (component.WindUpStart == null)
|
|
return;
|
|
|
|
component.WindUpStart = null;
|
|
Dirty(component);
|
|
}
|
|
|
|
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
var user = args.SenderSession.AttachedEntity;
|
|
|
|
if (user == null)
|
|
return;
|
|
|
|
var weapon = GetWeapon(user.Value);
|
|
|
|
if (weapon?.Owner != msg.Weapon)
|
|
return;
|
|
|
|
if (!weapon.Attacking)
|
|
return;
|
|
|
|
weapon.Attacking = false;
|
|
Dirty(weapon);
|
|
}
|
|
|
|
private void OnStartHeavyAttack(StartHeavyAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
var user = args.SenderSession.AttachedEntity;
|
|
|
|
if (user == null)
|
|
return;
|
|
|
|
var weapon = GetWeapon(user.Value);
|
|
|
|
if (weapon?.Owner != msg.Weapon)
|
|
return;
|
|
|
|
DebugTools.Assert(weapon.WindUpStart == null);
|
|
weapon.WindUpStart = Timing.CurTime;
|
|
Dirty(weapon);
|
|
}
|
|
|
|
protected abstract void Popup(string message, EntityUid? uid, EntityUid? user);
|
|
|
|
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
var user = args.SenderSession.AttachedEntity;
|
|
|
|
if (user == null)
|
|
return;
|
|
|
|
var weapon = GetWeapon(user.Value);
|
|
|
|
if (weapon?.Owner != msg.Weapon)
|
|
return;
|
|
|
|
AttemptAttack(args.SenderSession.AttachedEntity!.Value, weapon, msg, args.SenderSession);
|
|
}
|
|
|
|
private void OnStopHeavyAttack(StopHeavyAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity == null ||
|
|
!TryComp<MeleeWeaponComponent>(msg.Weapon, out var weapon))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
|
|
|
|
if (userWeapon != weapon)
|
|
return;
|
|
|
|
if (weapon.WindUpStart.Equals(null))
|
|
{
|
|
return;
|
|
}
|
|
|
|
weapon.WindUpStart = null;
|
|
Dirty(weapon);
|
|
}
|
|
|
|
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity == null ||
|
|
!TryComp<MeleeWeaponComponent>(msg.Weapon, out var weapon))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
|
|
|
|
if (userWeapon != weapon)
|
|
return;
|
|
|
|
AttemptAttack(args.SenderSession.AttachedEntity.Value, weapon, msg, args.SenderSession);
|
|
}
|
|
|
|
private void OnDisarmAttack(DisarmAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
|
|
|
|
if (userWeapon == null)
|
|
return;
|
|
|
|
AttemptAttack(args.SenderSession.AttachedEntity.Value, userWeapon, msg, args.SenderSession);
|
|
}
|
|
|
|
private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
|
|
{
|
|
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack,
|
|
component.WindUpStart);
|
|
}
|
|
|
|
private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
|
|
{
|
|
if (args.Current is not MeleeWeaponComponentState state)
|
|
return;
|
|
|
|
component.Attacking = state.Attacking;
|
|
component.AttackRate = state.AttackRate;
|
|
component.NextAttack = state.NextAttack;
|
|
component.WindUpStart = state.WindUpStart;
|
|
}
|
|
|
|
public MeleeWeaponComponent? GetWeapon(EntityUid entity)
|
|
{
|
|
MeleeWeaponComponent? melee;
|
|
|
|
// Use inhands entity if we got one.
|
|
if (EntityManager.TryGetComponent(entity, out SharedHandsComponent? hands) &&
|
|
hands.ActiveHandEntity is { } held)
|
|
{
|
|
if (EntityManager.TryGetComponent(held, out melee))
|
|
{
|
|
return melee;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
// Use hands clothing if applicable.
|
|
if (Inventory.TryGetSlotEntity(entity, "gloves", out var gloves) &&
|
|
TryComp<MeleeWeaponComponent>(gloves, out var glovesMelee))
|
|
{
|
|
return glovesMelee;
|
|
}
|
|
|
|
// Use our own melee
|
|
if (TryComp(entity, out melee))
|
|
{
|
|
return melee;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public void AttemptLightAttack(EntityUid user, MeleeWeaponComponent weapon, EntityUid target)
|
|
{
|
|
if (!TryComp<TransformComponent>(target, out var targetXform))
|
|
return;
|
|
|
|
AttemptAttack(user, weapon, new LightAttackEvent(target, weapon.Owner, targetXform.Coordinates), null);
|
|
}
|
|
|
|
public void AttemptDisarmAttack(EntityUid user, MeleeWeaponComponent weapon, EntityUid target)
|
|
{
|
|
if (!TryComp<TransformComponent>(target, out var targetXform))
|
|
return;
|
|
|
|
AttemptAttack(user, weapon, new DisarmAttackEvent(target, targetXform.Coordinates), null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a windup is finished and an attack is tried.
|
|
/// </summary>
|
|
private void AttemptAttack(EntityUid user, MeleeWeaponComponent weapon, AttackEvent attack, ICommonSession? session)
|
|
{
|
|
var curTime = Timing.CurTime;
|
|
|
|
if (weapon.NextAttack > curTime)
|
|
return;
|
|
|
|
if (!CombatMode.IsInCombatMode(user))
|
|
return;
|
|
|
|
if (!Blocker.CanAttack(user))
|
|
return;
|
|
|
|
// Windup time checked elsewhere.
|
|
|
|
if (weapon.NextAttack < curTime)
|
|
weapon.NextAttack = curTime;
|
|
|
|
weapon.NextAttack += TimeSpan.FromSeconds(1f / weapon.AttackRate);
|
|
|
|
// Attack confirmed
|
|
|
|
switch (attack)
|
|
{
|
|
case LightAttackEvent light:
|
|
DoLightAttack(user, light, weapon, session);
|
|
break;
|
|
case DisarmAttackEvent disarm:
|
|
if (!DoDisarm(user, disarm, weapon, session))
|
|
return;
|
|
|
|
break;
|
|
case HeavyAttackEvent heavy:
|
|
DoHeavyAttack(user, heavy, weapon, session);
|
|
break;
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
// Play a sound to give instant feedback; same with playing the animations
|
|
Audio.PlayPredicted(weapon.SwingSound, weapon.Owner, user);
|
|
|
|
DoLungeAnimation(user, weapon.Angle, attack.Coordinates.ToMap(EntityManager), weapon.Animation);
|
|
weapon.Attacking = true;
|
|
Dirty(weapon);
|
|
}
|
|
|
|
/// <summary>
|
|
/// When an attack is released get the actual modifier for damage done.
|
|
/// </summary>
|
|
public float GetModifier(MeleeWeaponComponent component, bool lightAttack)
|
|
{
|
|
if (lightAttack)
|
|
return 1f;
|
|
|
|
var windup = component.WindUpStart;
|
|
if (windup == null)
|
|
return 0f;
|
|
|
|
var releaseTime = (Timing.CurTime - windup.Value).TotalSeconds;
|
|
var windupTime = component.WindupTime.TotalSeconds;
|
|
|
|
// Wraps around back to 0
|
|
releaseTime %= (2 * windupTime);
|
|
|
|
var releaseDiff = Math.Abs(releaseTime - windupTime);
|
|
|
|
if (releaseDiff < 0)
|
|
releaseDiff = Math.Min(0, releaseDiff + GracePeriod);
|
|
else
|
|
releaseDiff = Math.Max(0, releaseDiff - GracePeriod);
|
|
|
|
var fraction = (windupTime - releaseDiff) / windupTime;
|
|
|
|
if (fraction < 0.4)
|
|
fraction = 0;
|
|
|
|
DebugTools.Assert(fraction <= 1);
|
|
return (float) fraction * component.HeavyDamageModifier.Float();
|
|
}
|
|
|
|
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
|
|
}
|
|
|
|
protected virtual void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
|
|
}
|
|
|
|
protected virtual bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
if (Deleted(ev.Target) ||
|
|
user == ev.Target)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
private void DoLungeAnimation(EntityUid user, Angle angle, MapCoordinates coordinates, string? animation)
|
|
{
|
|
// TODO: Assert that offset eyes are still okay.
|
|
if (!TryComp<TransformComponent>(user, out var userXform))
|
|
return;
|
|
|
|
var invMatrix = userXform.InvWorldMatrix;
|
|
var localPos = invMatrix.Transform(coordinates.Position);
|
|
|
|
if (localPos.LengthSquared <= 0f)
|
|
return;
|
|
|
|
localPos = userXform.LocalRotation.RotateVec(localPos);
|
|
DoLunge(user, angle, localPos, animation);
|
|
}
|
|
|
|
public abstract void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation);
|
|
}
|