Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Melee/MeleeWeaponComponent.cs
DrSmugleaf b051261485 Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.

* Updated submodule and also lost some progress cause I fucked it up xd

* First unfinished draft of the BodySystem. Doesn't compile.

* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.

* Many cleanup changes.

* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"

This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.

* Commit human.yml

* Updated a lot of things to be more classy, more progress overall, etc. etc.

* Latest update with many changes

* Minor changes

* Fixed Travis build bug

* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)

* Commit rest of stuff

* Latest changes

* Latest changes again

* 14 naked cowboys

* Yay!

* Latest changes (probably doesnt compile)

* Surgery!!!!!!!!!~1116y

* Cleaned some stuff up

* More cleanup

* Refactoring of code. Basic surgery path now done.

* Removed readme, has been added to HackMD

* Fixes typo (and thus test errors)

* WIP changes, committing so I can pull latest master changes

* Still working on that god awful merge

* Latest changes

* Latest changes!!

* Beginning of refactor to BoundUserInterface

* Surgery!

* Latest changes - fixes pr change requests and random fixes

* oops

* Fixes bodypart recursion

* Beginning of work on revamping the damage system.

* More latest changes

* Latest changes

* Finished merge

* Commit before removing old healthcode

* Almost done with removing speciescomponent...

* It compiles!!!

* yahoo more work

* Fixes to make it work

* Merge conflict fixes

* Deleting species visualizer was a mistake

* IDE warnings are VERBOTEN

* makes the server not kill itself on startup, some cleanup (#1)

* Namespaces, comments and exception fixes

* Fix conveyor and conveyor switch serialization

SS14 in reactive when

* Move damage, acts and body to shared

Damage cleanup
Comment cleanup

* Rename SpeciesComponent to RotationComponent and cleanup

Damage cleanup
Comment cleanup

* Fix nullable warnings

* Address old reviews

Fix off welder suicide damage type, deathmatch and suspicion

* Fix new test fail with units being able to accept items when unpowered

* Remove RotationComponent, change references to IBodyManagerComponent

* Add a bloodstream to humans

* More cleanups

* Add body conduits, connections, connectors substances and valves

* Revert "Add body conduits, connections, connectors substances and valves"

This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.

* Implement the heart mechanism behavior with the circulatory network

* Added network property to mechanism behaviors

* Changed human organ sprites and added missing ones

* Fix tests

* Add individual body part sprite rendering

* Fix error where dropped mechanisms are not initialized

* Implement client/server body damage

* Make DamageContainer take care of raising events

* Reimplement medical scanner with the new body system

* Improve the medical scanner ui

* Merge conflict fixes

* Fix crash when colliding with something

* Fix microwave suicides and eyes sprite rendering

* Fix nullable reference error

* Fix up surgery client side

* Fix missing using from merge conflict

* Add breathing

*inhale

* Merge conflict fixes

* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold

https://github.com/space-wizards/space-station-14/pull/1617

* Use and add to the new AtmosHelpers

* Fix feet

* Add proper coloring to dropped body parts

* Fix Urist's lungs being too strong

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes

Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-16 16:42:42 -07:00

165 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Items;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
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;
using Content.Shared.Damage;
using Content.Shared.Interfaces.GameObjects.Components;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeWeaponComponent : Component, IAttack
{
public override string Name => "MeleeWeapon";
private TimeSpan _lastAttackTime;
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
[Dependency] private readonly IPhysicsManager _physicsManager;
#pragma warning restore 649
private int _damage;
private float _range;
private float _arcWidth;
private string _arc;
private string _hitSound;
public float CooldownTime => _cooldownTime;
private float _cooldownTime = 1f;
[ViewVariables(VVAccess.ReadWrite)]
public string Arc
{
get => _arc;
set => _arc = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public float ArcWidth
{
get => _arcWidth;
set => _arcWidth = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public float Range
{
get => _range;
set => _range = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public int Damage
{
get => _damage;
set => _damage = value;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _damage, "damage", 5);
serializer.DataField(ref _range, "range", 1);
serializer.DataField(ref _arcWidth, "arcwidth", 90);
serializer.DataField(ref _arc, "arc", "default");
serializer.DataField(ref _hitSound, "hitSound", "/Audio/Weapons/genhit1.ogg");
serializer.DataField(ref _cooldownTime, "cooldownTime", 1f);
}
protected virtual bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
{
return true;
}
void IAttack.Attack(AttackEventArgs eventArgs)
{
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
var span = curTime - _lastAttackTime;
if(span.TotalSeconds < _cooldownTime) {
return;
}
var location = eventArgs.User.Transform.GridPosition;
var angle = new Angle(eventArgs.ClickLocation.ToMapPos(_mapManager) - location.ToMapPos(_mapManager));
// 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("/Audio/Weapons/punchmiss.ogg", 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.Blunt, Damage, false, Owner);
hitEntities.Add(entity);
}
}
if(!OnHitEntities(hitEntities, eventArgs)) return;
if (Arc != null)
{
var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
}
_lastAttackTime = IoCManager.Resolve<IGameTiming>().CurTime;
if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
{
cooldown.CooldownStart = _lastAttackTime;
cooldown.CooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(_cooldownTime);
}
}
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;
}
}
}