Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs
DrSmugleaf 74943a2770 Typo, redundant string interpolation, namespaces and imports cleanup (#2068)
* Readonly, typos and redundant string interpolations

* Namespaces

* Optimize imports

* Address reviews

* but actually

* Localize missing strings

* Remove redundant vars
2020-09-13 14:23:52 +02:00

215 lines
7.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeWeaponComponent : Component, IAttack
{
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "MeleeWeapon";
private TimeSpan _lastAttackTime;
private TimeSpan _cooldownEnd;
private string _hitSound;
private string _missSound;
public float ArcCooldownTime { get; private set; } = 1f;
public float CooldownTime { get; private set; } = 0.5f;
[ViewVariables(VVAccess.ReadWrite)]
public string ClickArc { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public string Arc { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float ArcWidth { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float Range { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public int Damage { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public DamageType DamageType { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public bool ClickAttackEffect { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Damage, "damage", 5);
serializer.DataField(this, x => x.Range, "range", 1);
serializer.DataField(this, x => x.ArcWidth, "arcwidth", 90);
serializer.DataField(this, x => x.Arc, "arc", "default");
serializer.DataField(this, x => x.ClickArc, "clickArc", "punch");
serializer.DataField(this, x => x._hitSound, "hitSound", "/Audio/Weapons/genhit1.ogg");
serializer.DataField(this, x => x._missSound, "hitSound", "/Audio/Weapons/punchmiss.ogg");
serializer.DataField(this, x => x.ArcCooldownTime, "arcCooldownTime", 1f);
serializer.DataField(this, x => x.CooldownTime, "cooldownTime", 1f);
serializer.DataField(this, x => x.DamageType, "damageType", DamageType.Blunt);
serializer.DataField(this, x => x.ClickAttackEffect, "clickAttackEffect", true);
}
protected virtual bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
{
return true;
}
bool IAttack.WideAttack(AttackEventArgs eventArgs)
{
if (!eventArgs.WideAttack) return true;
var curTime = _gameTiming.CurTime;
if(curTime < _cooldownEnd)
return true;
var location = eventArgs.User.Transform.Coordinates;
var angle = new Angle(eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager));
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
var audioSystem = EntitySystem.Get<AudioSystem>();
if (entities.Count() != 0)
{
audioSystem.PlayFromEntity( _hitSound, entities.First());
}
else
{
audioSystem.PlayFromEntity(_missSound, eventArgs.User);
}
var hitEntities = new List<IEntity>();
foreach (var entity in entities)
{
if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
continue;
if (entity.TryGetComponent(out IDamageableComponent damageComponent))
{
damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
hitEntities.Add(entity);
}
}
if(!OnHitEntities(hitEntities, eventArgs)) return false;
if (Arc != null)
{
var sys = EntitySystem.Get<MeleeWeaponSystem>();
sys.SendAnimation(Arc, angle, eventArgs.User, Owner, hitEntities);
}
_lastAttackTime = curTime;
_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(ArcCooldownTime);
if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
{
cooldown.CooldownStart = _lastAttackTime;
cooldown.CooldownEnd = _cooldownEnd;
}
return true;
}
bool IAttack.ClickAttack(AttackEventArgs eventArgs)
{
if (eventArgs.WideAttack) return false;
var curTime = _gameTiming.CurTime;
if(curTime < _cooldownEnd || !eventArgs.Target.IsValid())
return true;
var target = eventArgs.TargetEntity;
var location = eventArgs.User.Transform.Coordinates;
var angle = new Angle(eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager));
var audioSystem = EntitySystem.Get<AudioSystem>();
if (target != null)
{
audioSystem.PlayFromEntity( _hitSound, target);
}
else
{
audioSystem.PlayFromEntity(_missSound, eventArgs.User);
return false;
}
if (target.TryGetComponent(out IDamageableComponent damageComponent))
{
damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
}
var targets = new[] {target};
if (!OnHitEntities(targets, eventArgs))
return false;
if (ClickArc != null)
{
var sys = EntitySystem.Get<MeleeWeaponSystem>();
sys.SendAnimation(ClickArc, angle, eventArgs.User, Owner, targets, ClickAttackEffect);
}
_lastAttackTime = curTime;
_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(CooldownTime);
if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
{
cooldown.CooldownStart = _lastAttackTime;
cooldown.CooldownEnd = _cooldownEnd;
}
return true;
}
private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, IEntity ignore)
{
var widthRad = Angle.FromDegrees(ArcWidth);
var increments = 1 + (35 * (int) Math.Ceiling(widthRad / (2 * Math.PI)));
var increment = widthRad / increments;
var baseAngle = angle - widthRad / 2;
var resSet = new HashSet<IEntity>();
var mapId = Owner.Transform.MapID;
for (var i = 0; i < increments; i++)
{
var castAngle = new Angle(baseAngle + increment * i);
var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 23), Range, ignore).FirstOrDefault();
if (res.HitEntity != null)
{
resSet.Add(res.HitEntity);
}
}
return resSet;
}
}
}