Files
tbd-station-14/Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs

166 lines
6.0 KiB
C#

using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Melee;
/// <summary>
/// When given to a mob lets them do unarmed attacks, or when given to an item lets someone wield it to do attacks.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class MeleeWeaponComponent : Component
{
// TODO: This is becoming bloated as shit.
// This should just be its own component for alt attacks.
/// <summary>
/// Does this entity do a disarm on alt attack.
/// </summary>
[DataField("altDisarm"), ViewVariables(VVAccess.ReadWrite)]
public bool AltDisarm = true;
/// <summary>
/// Should the melee weapon's damage stats be examinable.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("hidden")]
public bool HideFromExamine;
/// <summary>
/// Next time this component is allowed to light attack. Heavy attacks are wound up and never have a cooldown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("nextAttack", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextAttack;
/// <summary>
/// Starts attack cooldown when equipped if true.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("resetOnHandSelected")]
public bool ResetOnHandSelected = true;
/*
* Melee combat works based around 2 types of attacks:
* 1. Click attacks with left-click. This attacks whatever is under your mnouse
* 2. Wide attacks with right-click + left-click. This attacks whatever is in the direction of your mouse.
*/
/// <summary>
/// How many times we can attack per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("attackRate")]
public float AttackRate = 1f;
/// <summary>
/// Are we currently holding down the mouse for an attack.
/// Used so we can't just hold the mouse button and attack constantly.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool Attacking = false;
/// <summary>
/// Base damage for this weapon. Can be modified via heavy damage or other means.
/// </summary>
[DataField("damage", required:true)]
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[DataField("bluntStaminaDamageFactor")] [ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f);
/// <summary>
/// Multiplies damage by this amount for single-target attacks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(1.25);
//TODO: Was set to 0 value as of 2023-08-06, might want to delete later if we never go back to this idea
/// <summary>
/// How much stamina it costs for a heavy attack.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyStaminaCost")]
public float HeavyStaminaCost = 0f;
// TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2
/// <summary>
/// Nearest edge range to hit an entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("range")]
public float Range = 1.5f;
/// <summary>
/// Total width of the angle for wide attacks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("angle")]
public Angle Angle = Angle.FromDegrees(60);
[ViewVariables(VVAccess.ReadWrite), DataField("animation", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string ClickAnimation = "WeaponArcPunch";
[ViewVariables(VVAccess.ReadWrite), DataField("wideAnimation", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string WideAnimation = "WeaponArcSlash";
// Sounds
/// <summary>
/// This gets played whenever a melee attack is done. This is predicted by the client.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("soundSwing")]
public SoundSpecifier SwingSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg")
{
Params = AudioParams.Default.WithVolume(-3f).WithVariation(0.025f),
};
// We do not predict the below sounds in case the client thinks but the server disagrees. If this were the case
// then a player may doubt if the target actually took damage or not.
// If overwatch and apex do this then we probably should too.
[ViewVariables(VVAccess.ReadWrite)]
[DataField("soundHit")]
public SoundSpecifier? HitSound;
/// <summary>
/// Plays if no damage is done to the target entity.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("soundNoDamage")]
public SoundSpecifier NoDamageSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/tap.ogg");
}
/// <summary>
/// Event raised on entity in GetWeapon function to allow systems to manually
/// specify what the weapon should be.
/// </summary>
public sealed class GetMeleeWeaponEvent : HandledEntityEventArgs
{
public EntityUid? Weapon;
}
[Serializable, NetSerializable]
public sealed class MeleeWeaponComponentState : ComponentState
{
// None of the other data matters for client as they're not predicted.
public float AttackRate;
public bool Attacking;
public TimeSpan NextAttack;
public string ClickAnimation;
public string WideAnimation;
public float Range;
public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, string clickAnimation, string wideAnimation, float range)
{
AttackRate = attackRate;
Attacking = attacking;
NextAttack = nextAttack;
ClickAnimation = clickAnimation;
WideAnimation = wideAnimation;
Range = range;
}
}