* Rejig Actions * fix merge errors * lambda-b-gon * fix PAI, add innate actions * Revert "fix PAI, add innate actions" This reverts commit 4b501ac083e979e31ebd98d7b98077e0dbdd344b. * Just fix by making nullable. if only require: true actually did something somehow. * Make AddActions() ensure an actions component and misc comments * misc cleanup * Limit range even when not checking for obstructions * remove old guardian code * rename function and make EntityUid nullable * fix magboot bug * fix action search menu * make targeting toggle all equivalent actions * fix combat popups (enabling <-> disabling)
131 lines
4.6 KiB
C#
131 lines
4.6 KiB
C#
using System;
|
|
using Content.Shared.Actions;
|
|
using Content.Shared.Actions.ActionTypes;
|
|
using Content.Shared.Sound;
|
|
using Content.Shared.Targeting;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.CombatMode
|
|
{
|
|
[NetworkedComponent()]
|
|
public abstract class SharedCombatModeComponent : Component
|
|
{
|
|
private bool _isInCombatMode;
|
|
private TargetingZone _activeZone;
|
|
|
|
[DataField("disarmFailChance")]
|
|
public readonly float DisarmFailChance = 0.4f;
|
|
|
|
[DataField("pushChance")]
|
|
public readonly float DisarmPushChance = 0.4f;
|
|
|
|
[DataField("disarmFailSound")]
|
|
public readonly SoundSpecifier DisarmFailSound = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg");
|
|
|
|
[DataField("disarmSuccessSound")]
|
|
public readonly SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
|
|
|
|
// These are chonky default definitions for combat actions. But its a pain to add a yaml version of this for
|
|
// every entity that wants combat mode, especially given that they're currently all identical... so ummm.. yeah.
|
|
[DataField("disarmAction")]
|
|
public readonly EntityTargetAction DisarmAction = new()
|
|
{
|
|
Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/disarmOff.png")),
|
|
IconOn = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/disarm.png")),
|
|
Name = "action-name-disarm",
|
|
Description = "action-description-disarm",
|
|
Repeat = true,
|
|
UseDelay = TimeSpan.FromSeconds(1.5f),
|
|
InteractOnMiss = true,
|
|
Event = new DisarmActionEvent(),
|
|
CanTargetSelf = false,
|
|
Whitelist = new()
|
|
{
|
|
Components = new[] { "Hands", "StatusEffects" },
|
|
},
|
|
};
|
|
|
|
[DataField("combatToggleAction")]
|
|
public readonly InstantAction CombatToggleAction = new()
|
|
{
|
|
Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harmOff.png")),
|
|
IconOn = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harm.png")),
|
|
UserPopup = "action-popup-combat",
|
|
PopupToggleSuffix = "-disabling",
|
|
Name = "action-name-combat",
|
|
Description = "action-description-combat",
|
|
Event = new ToggleCombatActionEvent(),
|
|
};
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public virtual bool IsInCombatMode
|
|
{
|
|
get => _isInCombatMode;
|
|
set
|
|
{
|
|
if (_isInCombatMode == value) return;
|
|
_isInCombatMode = value;
|
|
EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
|
|
Dirty();
|
|
|
|
// Regenerate physics contacts -> Can probably just selectively check
|
|
/* Still a bit jank so left disabled for now.
|
|
if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
|
|
{
|
|
if (value)
|
|
{
|
|
physicsComponent.WakeBody();
|
|
}
|
|
|
|
physicsComponent.RegenerateContacts();
|
|
}
|
|
*/
|
|
}
|
|
}
|
|
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public virtual TargetingZone ActiveZone
|
|
{
|
|
get => _activeZone;
|
|
set
|
|
{
|
|
if (_activeZone == value) return;
|
|
_activeZone = value;
|
|
Dirty();
|
|
}
|
|
}
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
base.HandleComponentState(curState, nextState);
|
|
|
|
if (curState is not CombatModeComponentState state)
|
|
return;
|
|
|
|
IsInCombatMode = state.IsInCombatMode;
|
|
ActiveZone = state.TargetingZone;
|
|
}
|
|
|
|
|
|
public override ComponentState GetComponentState()
|
|
{
|
|
return new CombatModeComponentState(IsInCombatMode, ActiveZone);
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
protected sealed class CombatModeComponentState : ComponentState
|
|
{
|
|
public bool IsInCombatMode { get; }
|
|
public TargetingZone TargetingZone { get; }
|
|
|
|
public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
|
|
{
|
|
IsInCombatMode = isInCombatMode;
|
|
TargetingZone = targetingZone;
|
|
}
|
|
}
|
|
}
|
|
}
|