* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
252 lines
8.4 KiB
C#
252 lines
8.4 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.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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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, IHandSelected
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{
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "MeleeWeapon";
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private TimeSpan _lastAttackTime;
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private TimeSpan _cooldownEnd;
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[DataField("hitSound")]
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private string _hitSound = "/Audio/Weapons/genhit1.ogg";
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[DataField("missSound")]
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private string _missSound = "/Audio/Weapons/punchmiss.ogg";
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[DataField("arcCooldownTime")]
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public float ArcCooldownTime { get; private set; } = 1f;
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[DataField("cooldownTime")]
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public float CooldownTime { get; private set; } = 1f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clickArc")]
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public string ClickArc { get; set; } = "punch";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("arc")]
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public string Arc { get; set; } = "default";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("arcwidth")] public float ArcWidth { get; set; } = 90;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("range")]
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public float Range { get; set; } = 1;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("damage")]
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public int Damage { get; set; } = 5;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("damageType")]
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public DamageType DamageType { get; set; } = DamageType.Blunt;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("clickAttackEffect")] public bool ClickAttackEffect { get; set; } = true;
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protected virtual bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
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{
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return true;
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}
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bool IAttack.WideAttack(AttackEventArgs eventArgs)
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{
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if (!eventArgs.WideAttack) return true;
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var curTime = _gameTiming.CurTime;
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if (curTime < _cooldownEnd)
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return true;
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var location = eventArgs.User.Transform.Coordinates;
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var diff = eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager);
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var angle = Angle.FromWorldVec(diff);
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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 audioSystem = EntitySystem.Get<AudioSystem>();
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if (entities.Count != 0)
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{
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audioSystem.PlayFromEntity(_hitSound, entities.First());
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}
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else
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{
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audioSystem.PlayFromEntity(_missSound, eventArgs.User);
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}
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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 IDamageableComponent damageComponent))
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{
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damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
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hitEntities.Add(entity);
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}
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}
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SendMessage(new MeleeHitMessage(hitEntities));
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if (!OnHitEntities(hitEntities, eventArgs)) return false;
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if (Arc != null)
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{
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var sys = EntitySystem.Get<MeleeWeaponSystem>();
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sys.SendAnimation(Arc, angle, eventArgs.User, Owner, hitEntities);
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}
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_lastAttackTime = curTime;
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_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(ArcCooldownTime);
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RefreshItemCooldown();
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return true;
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}
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bool IAttack.ClickAttack(AttackEventArgs eventArgs)
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{
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if (eventArgs.WideAttack) return false;
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var curTime = _gameTiming.CurTime;
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if (curTime < _cooldownEnd || !eventArgs.Target.IsValid())
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return true;
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var target = eventArgs.TargetEntity;
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var location = eventArgs.User.Transform.Coordinates;
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var diff = eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager);
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var angle = Angle.FromWorldVec(diff);
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var audioSystem = EntitySystem.Get<AudioSystem>();
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if (target != null)
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{
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audioSystem.PlayFromEntity(_hitSound, target);
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}
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else
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{
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audioSystem.PlayFromEntity(_missSound, eventArgs.User);
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return false;
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}
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if (target.TryGetComponent(out IDamageableComponent damageComponent))
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{
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damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
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}
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SendMessage(new MeleeHitMessage(new List<IEntity> { target }));
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var targets = new[] { target };
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if (!OnHitEntities(targets, eventArgs))
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return false;
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if (ClickArc != null)
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{
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var sys = EntitySystem.Get<MeleeWeaponSystem>();
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sys.SendAnimation(ClickArc, angle, eventArgs.User, Owner, targets, ClickAttackEffect, false);
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}
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_lastAttackTime = curTime;
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_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(CooldownTime);
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RefreshItemCooldown();
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return true;
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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 = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(mapId,
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new CollisionRay(position, castAngle.ToVec(),
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(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), Range, ignore).ToList();
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if (res.Count != 0)
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{
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resSet.Add(res[0].HitEntity);
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}
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}
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return resSet;
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}
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void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
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{
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var curTime = _gameTiming.CurTime;
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var cool = TimeSpan.FromSeconds(CooldownTime * 0.5f);
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if (curTime < _cooldownEnd)
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{
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if (_cooldownEnd - curTime < cool)
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{
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_lastAttackTime = curTime;
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_cooldownEnd += cool;
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}
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else
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return;
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}
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else
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{
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_lastAttackTime = curTime;
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_cooldownEnd = curTime + cool;
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}
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RefreshItemCooldown();
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}
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private void RefreshItemCooldown()
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{
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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 = _cooldownEnd;
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}
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}
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}
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public class MeleeHitMessage : ComponentMessage
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{
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public readonly List<IEntity> HitEntities;
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public MeleeHitMessage(List<IEntity> hitEntities)
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{
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HitEntities = hitEntities;
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}
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}
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}
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