Files
tbd-station-14/Content.Client/Weapons/Melee/MeleeWeaponSystem.cs
Nemanja 5db615af54 Autoattacking weapons (#23765)
auto attacks
2024-01-09 00:25:07 -07:00

244 lines
8.6 KiB
C#

using System.Linq;
using Content.Client.Gameplay;
using Content.Shared.CombatMode;
using Content.Shared.Effects;
using Content.Shared.Hands.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.StatusEffect;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
private EntityQuery<TransformComponent> _xformQuery;
private const string MeleeLungeKey = "melee-lunge";
public override void Initialize()
{
base.Initialize();
_xformQuery = GetEntityQuery<TransformComponent>();
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
UpdatesOutsidePrediction = true;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Timing.IsFirstTimePredicted)
return;
var entityNull = _player.LocalPlayer?.ControlledEntity;
if (entityNull == null)
return;
var entity = entityNull.Value;
if (!TryGetWeapon(entity, out var weaponUid, out var weapon))
return;
if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
{
weapon.Attacking = false;
return;
}
var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
if (weapon.AutoAttack || useDown != BoundKeyState.Down && altDown != BoundKeyState.Down)
{
if (weapon.Attacking)
{
RaisePredictiveEvent(new StopAttackEvent(GetNetEntity(weaponUid)));
}
}
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
{
return;
}
// TODO using targeted actions while combat mode is enabled should NOT trigger attacks.
// TODO: Need to make alt-fire melee its own component I guess?
// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
// it's kinda tricky.
// I think as long as we make secondaries their own component it's probably fine
// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
if (TryComp<GunComponent>(weaponUid, out var gun) && gun.UseKey)
{
return;
}
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
if (mousePos.MapId == MapId.Nullspace)
{
return;
}
EntityCoordinates coordinates;
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
// Heavy attack.
if (altDown == BoundKeyState.Down)
{
// If it's an unarmed attack then do a disarm
if (weapon.AltDisarm && weaponUid == entity)
{
EntityUid? target = null;
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetClickedEntity(mousePos);
}
EntityManager.RaisePredictiveEvent(new DisarmAttackEvent(GetNetEntity(target), GetNetCoordinates(coordinates)));
return;
}
ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
return;
}
// Light attack
if (useDown == BoundKeyState.Down)
{
var attackerPos = Transform(entity).MapPosition;
if (mousePos.MapId != attackerPos.MapId ||
(attackerPos.Position - mousePos.Position).Length() > weapon.Range)
{
return;
}
EntityUid? target = null;
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetClickedEntity(mousePos);
}
// Don't light-attack if interaction will be handling this instead
if (Interaction.CombatModeCanHandInteract(entity, target))
return;
RaisePredictiveEvent(new LightAttackEvent(GetNetEntity(target), GetNetEntity(weaponUid), GetNetCoordinates(coordinates)));
}
}
protected override bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session)
{
var xform = Transform(target);
var targetCoordinates = xform.Coordinates;
var targetLocalAngle = xform.LocalRotation;
return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
}
protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
{
// Server never sends the event to us for predictiveeevent.
_color.RaiseEffect(Color.Red, targets, Filter.Local());
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{
if (!base.DoDisarm(user, ev, meleeUid, component, session))
return false;
if (!TryComp<CombatModeComponent>(user, out var combatMode) ||
combatMode.CanDisarm != true)
{
return false;
}
var target = GetEntity(ev.Target);
// They need to either have hands...
if (!HasComp<HandsComponent>(target!.Value))
{
// or just be able to be shoved over.
if (TryComp<StatusEffectsComponent>(target, out var status) && status.AllowedEffects.Contains("KnockedDown"))
return true;
if (Timing.IsFirstTimePredicted && HasComp<MobStateComponent>(target.Value))
PopupSystem.PopupEntity(Loc.GetString("disarm-action-disarmable", ("targetName", target.Value)), target.Value);
return false;
}
return true;
}
/// <summary>
/// Raises a heavy attack event with the relevant attacked entities.
/// This is to avoid lag effecting the client's perspective too much.
/// </summary>
private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component)
{
// Only run on first prediction to avoid the potential raycast entities changing.
if (!_xformQuery.TryGetComponent(user, out var userXform) ||
!Timing.IsFirstTimePredicted)
{
return;
}
var targetMap = coordinates.ToMap(EntityManager, TransformSystem);
if (targetMap.MapId != userXform.MapID)
return;
var userPos = TransformSystem.GetWorldPosition(userXform);
var direction = targetMap.Position - userPos;
var distance = MathF.Min(component.Range, direction.Length());
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
// Server will validate it with InRangeUnobstructed.
var entities = GetNetEntityList(ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user).ToList());
RaisePredictiveEvent(new HeavyAttackEvent(GetNetEntity(meleeUid), entities.GetRange(0, Math.Min(MaxTargets, entities.Count)), GetNetCoordinates(coordinates)));
}
private void OnMeleeLunge(MeleeLungeEvent ev)
{
var ent = GetEntity(ev.Entity);
var entWeapon = GetEntity(ev.Weapon);
// Entity might not have been sent by PVS.
if (Exists(ent) && Exists(entWeapon))
DoLunge(ent, entWeapon, ev.Angle, ev.LocalPos, ev.Animation);
}
}