* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state. * Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code! * Changing Stunbaton system to include the itemToggle system. * Adapted changes that have come up in the meantime. * Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle. * Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component. * Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options. * Removed unnecessary usings. * Small modification to the stun prod. * Made the integration test use the new method to turn the welders on. * Fixed a few testing issues, applied a few changes requested by Delta. * Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component. * Removed a redundant return; as per Delta. Made examining the stun baton for charge rely on the battery component instead. * Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers. Ported lighters to the new system. Added zippi (sic) lighters. * Renamed variables used to make them less generic. * Simplified the light update code. * Fixed the unit test to use the itemToggle system for welders now. * Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it. * Fixed some YML issues. * Added a client side item toggle system just to make the shared code run on local UID's too. * Fixed some more Yaml. * Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter. * Made the zippi lighter its own in-hand sprites. * Added a summary for the activated property in itemtoggle component. * Fixed a typo in the itemToggle Component. * Fixed a typo. * Added to the remarks for the ItemToggleComponent. * Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin. * Fixed a bug I introduced accidentally with the humming sound. * Removed 2 unnecessary events from the ItemToggleSystem and component. * Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled. * Cleaned up some names and functions getting called. * Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default. * Added an IsActivated function, used it in the welder and stun baton systems code. Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check. * Fixed a typo. Added some comments. * Split the ItemToggle into smaller components. Changed the items that used the toggle system to work with the smaller components. Made the mirror shield reflect energy shots with a 95% chance. * Fixed the namespaces for the server components and whatnot. * Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword). Fixed wrong yml with the e-dagger. Fixed the disarm malus code. * Added the zippo lighter to the detective's trench coat. * Removed the default hit sound for the double e-sword since it was unnecessary. * Changed e-sword damage numbers to be in line with the changes made by Emisse. * Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items. Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps. You can choose what sound to play when a weapon does 0 damage when activated now. Fixed a bug with swing sounds. * Typo. * Fixed a bug where the welder would blind you if you used it while it was off. * Created a single abstract method called when an item has completed its toggle. * Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Fixed a comment. * Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer. * Removed trailing white spaces. * Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events. * Small fixes. * Removed ForceToggle, just use the toggle method instead. * Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword). * Used ProtoId in the welder component. * Made damage NetSerializable as well. * Added networking and data fields to a couple of components. * Made component variables autonetworked. Added some comments. * Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components. * Made all the component variables readWrite again. * Added the component get to the WelderStatus. * Added a predictable bool to the item toggle component. * Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems. * Added a reflect update raise event. * Removed the Zippo changes. To add in a later PR. * Removed the zippo from meta.json too. * Small fix. * Another small fix. * Fixed the wieldable system thing in ItemToggle. --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
146 lines
5.1 KiB
C#
146 lines
5.1 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Weapons.Melee;
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/// <summary>
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/// When given to a mob lets them do unarmed attacks, or when given to an item lets someone wield it to do attacks.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class MeleeWeaponComponent : Component
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{
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// TODO: This is becoming bloated as shit.
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// This should just be its own component for alt attacks.
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/// <summary>
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/// Does this entity do a disarm on alt attack.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public bool AltDisarm = true;
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/// <summary>
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/// Should the melee weapon's damage stats be examinable.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool Hidden;
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/// <summary>
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/// Next time this component is allowed to light attack. Heavy attacks are wound up and never have a cooldown.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextAttack;
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/// <summary>
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/// Starts attack cooldown when equipped if true.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public bool ResetOnHandSelected = true;
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/*
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* Melee combat works based around 2 types of attacks:
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* 1. Click attacks with left-click. This attacks whatever is under your mnouse
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* 2. Wide attacks with right-click + left-click. This attacks whatever is in the direction of your mouse.
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*/
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/// <summary>
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/// How many times we can attack per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float AttackRate = 1f;
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/// <summary>
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/// Are we currently holding down the mouse for an attack.
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/// Used so we can't just hold the mouse button and attack constantly.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool Attacking = false;
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/// <summary>
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/// Base damage for this weapon. Can be modified via heavy damage or other means.
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/// </summary>
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[DataField(required: true)]
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public DamageSpecifier Damage = default!;
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[DataField]
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[ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f);
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/// <summary>
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/// Multiplies damage by this amount for single-target attacks.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public FixedPoint2 ClickDamageModifier = FixedPoint2.New(1);
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// TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2
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/// <summary>
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/// Nearest edge range to hit an entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float Range = 1.5f;
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/// <summary>
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/// Total width of the angle for wide attacks.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public Angle Angle = Angle.FromDegrees(60);
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public EntProtoId Animation = "WeaponArcPunch";
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public EntProtoId WideAnimation = "WeaponArcSlash";
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/// <summary>
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/// Rotation of the animation.
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/// 0 degrees means the top faces the attacker.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public Angle WideAnimationRotation = Angle.Zero;
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public bool SwingLeft;
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// Sounds
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/// <summary>
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/// This gets played whenever a melee attack is done. This is predicted by the client.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("soundSwing"), AutoNetworkedField]
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public SoundSpecifier SwingSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg")
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{
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Params = AudioParams.Default.WithVolume(-3f).WithVariation(0.025f),
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};
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// We do not predict the below sounds in case the client thinks but the server disagrees. If this were the case
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// then a player may doubt if the target actually took damage or not.
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// If overwatch and apex do this then we probably should too.
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("soundHit"), AutoNetworkedField]
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public SoundSpecifier? HitSound;
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/// <summary>
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/// Plays if no damage is done to the target entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("soundNoDamage"), AutoNetworkedField]
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public SoundSpecifier NoDamageSound { get; set; } = new SoundPathSpecifier("/Audio/Weapons/tap.ogg");
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}
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/// <summary>
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/// Event raised on entity in GetWeapon function to allow systems to manually
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/// specify what the weapon should be.
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/// </summary>
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public sealed class GetMeleeWeaponEvent : HandledEntityEventArgs
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{
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public EntityUid? Weapon;
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}
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