* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
94 lines
3.7 KiB
C#
94 lines
3.7 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Utility;
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using Content.Shared.Actions;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Content.Shared.Utility;
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using JetBrains.Annotations;
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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.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Actions
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{
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[UsedImplicitly]
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[DataDefinition]
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public class DisarmAction : ITargetEntityAction
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{
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[DataField("failProb")] private float _failProb = 0.4f;
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[DataField("pushProb")] private float _pushProb = 0.4f;
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[DataField("cooldown")] private float _cooldown = 1.5f;
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public void DoTargetEntityAction(TargetEntityActionEventArgs args)
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{
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var disarmedActs = args.Target.GetAllComponents<IDisarmedAct>().ToArray();
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if (!args.Performer.InRangeUnobstructed(args.Target)) return;
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if (disarmedActs.Length == 0)
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{
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if (args.Performer.TryGetComponent(out IActorComponent? actor))
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{
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// Fall back to a normal interaction with the entity
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var player = actor.playerSession;
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var coordinates = args.Target.Transform.Coordinates;
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var target = args.Target.Uid;
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EntitySystem.Get<InteractionSystem>().HandleClientUseItemInHand(player, coordinates, target);
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return;
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}
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return;
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}
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if (!args.Performer.TryGetComponent<SharedActionsComponent>(out var actions)) return;
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if (args.Target == args.Performer || !args.Performer.CanAttack()) return;
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var random = IoCManager.Resolve<IRobustRandom>();
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var audio = EntitySystem.Get<AudioSystem>();
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var system = EntitySystem.Get<MeleeWeaponSystem>();
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var diff = args.Target.Transform.MapPosition.Position - args.Performer.Transform.MapPosition.Position;
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var angle = Angle.FromWorldVec(diff);
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actions.Cooldown(ActionType.Disarm, Cooldowns.SecondsFromNow(_cooldown));
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if (random.Prob(_failProb))
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{
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audio.PlayFromEntity("/Audio/Weapons/punchmiss.ogg", args.Performer,
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AudioHelpers.WithVariation(0.025f));
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args.Performer.PopupMessageOtherClients(Loc.GetString("{0} fails to disarm {1}!", args.Performer.Name, args.Target.Name));
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args.Performer.PopupMessageCursor(Loc.GetString("You fail to disarm {0}!", args.Target.Name));
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system.SendLunge(angle, args.Performer);
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return;
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}
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system.SendAnimation("disarm", angle, args.Performer, args.Performer, new []{ args.Target });
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var eventArgs = new DisarmedActEventArgs() {Target = args.Target, Source = args.Performer, PushProbability = _pushProb};
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// Sort by priority.
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Array.Sort(disarmedActs, (a, b) => a.Priority.CompareTo(b.Priority));
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foreach (var disarmedAct in disarmedActs)
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{
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if (disarmedAct.Disarmed(eventArgs))
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return;
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}
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audio.PlayFromEntity("/Audio/Effects/thudswoosh.ogg", args.Performer,
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AudioHelpers.WithVariation(0.025f));
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}
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}
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}
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