116 lines
4.0 KiB
C#
116 lines
4.0 KiB
C#
using System;
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using Content.Shared.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Sound;
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using Content.Shared.Targeting;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.CombatMode
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{
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[NetworkedComponent()]
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public abstract class SharedCombatModeComponent : Component
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{
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private bool _isInCombatMode;
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private TargetingZone _activeZone;
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[DataField("disarmFailChance")]
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public readonly float DisarmFailChance = 0.4f;
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[DataField("pushChance")]
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public readonly float DisarmPushChance = 0.4f;
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[DataField("disarmFailSound")]
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public readonly SoundSpecifier DisarmFailSound = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg");
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[DataField("disarmSuccessSound")]
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public readonly SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
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// These are chonky default definitions for combat actions. But its a pain to add a yaml version of this for
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// every entity that wants combat mode, especially given that they're currently all identical... so ummm.. yeah.
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[DataField("disarmAction")]
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public readonly EntityTargetAction DisarmAction = new();
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[DataField("combatToggleAction")]
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public readonly InstantAction CombatToggleAction = new()
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{
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Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harmOff.png")),
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IconOn = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harm.png")),
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UserPopup = "action-popup-combat",
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PopupToggleSuffix = "-disabling",
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Name = "action-name-combat",
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Description = "action-description-combat",
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Event = new ToggleCombatActionEvent(),
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};
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual bool IsInCombatMode
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{
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get => _isInCombatMode;
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set
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{
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if (_isInCombatMode == value) return;
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_isInCombatMode = value;
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EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
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Dirty();
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// Regenerate physics contacts -> Can probably just selectively check
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/* Still a bit jank so left disabled for now.
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if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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if (value)
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{
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physicsComponent.WakeBody();
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}
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physicsComponent.RegenerateContacts();
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}
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*/
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public virtual TargetingZone ActiveZone
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{
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get => _activeZone;
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set
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{
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if (_activeZone == value) return;
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_activeZone = value;
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Dirty();
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not CombatModeComponentState state)
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return;
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IsInCombatMode = state.IsInCombatMode;
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ActiveZone = state.TargetingZone;
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}
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public override ComponentState GetComponentState()
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{
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return new CombatModeComponentState(IsInCombatMode, ActiveZone);
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}
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[Serializable, NetSerializable]
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protected sealed class CombatModeComponentState : ComponentState
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{
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public bool IsInCombatMode { get; }
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public TargetingZone TargetingZone { get; }
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public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
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{
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IsInCombatMode = isInCombatMode;
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TargetingZone = targetingZone;
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}
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}
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}
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}
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