* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
226 lines
8.1 KiB
C#
226 lines
8.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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[RegisterComponent]
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public class MeleeWeaponComponent : Component, IAttack
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{
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "MeleeWeapon";
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private TimeSpan _lastAttackTime;
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private TimeSpan _cooldownEnd;
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private readonly string _hitSound = default!;
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private readonly string _missSound = default!;
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public float ArcCooldownTime { get; private set; } = 1f;
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public float CooldownTime { get; private set; } = 0.5f;
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[ViewVariables(VVAccess.ReadWrite)]
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public string ClickArc { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public string Arc { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float ArcWidth { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float Range { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public int Damage { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageType DamageType { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ClickAttackEffect { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Damage, "damage", 5);
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serializer.DataField(this, x => x.Range, "range", 1);
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serializer.DataField(this, x => x.ArcWidth, "arcwidth", 90);
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serializer.DataField(this, x => x.Arc, "arc", "default");
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serializer.DataField(this, x => x.ClickArc, "clickArc", "punch");
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serializer.DataField(this, x => x._hitSound, "hitSound", "/Audio/Weapons/genhit1.ogg");
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serializer.DataField(this, x => x._missSound, "missSound", "/Audio/Weapons/punchmiss.ogg");
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serializer.DataField(this, x => x.ArcCooldownTime, "arcCooldownTime", 1f);
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serializer.DataField(this, x => x.CooldownTime, "cooldownTime", 1f);
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serializer.DataField(this, x => x.DamageType, "damageType", DamageType.Blunt);
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serializer.DataField(this, x => x.ClickAttackEffect, "clickAttackEffect", true);
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}
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protected virtual bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
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{
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return true;
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}
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bool IAttack.WideAttack(AttackEventArgs eventArgs)
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{
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if (!eventArgs.WideAttack) return true;
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var curTime = _gameTiming.CurTime;
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if (curTime < _cooldownEnd)
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return true;
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var location = eventArgs.User.Transform.Coordinates;
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var angle = new Angle(eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager));
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
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var audioSystem = EntitySystem.Get<AudioSystem>();
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if (entities.Count != 0)
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{
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audioSystem.PlayFromEntity(_hitSound, entities.First());
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}
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else
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{
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audioSystem.PlayFromEntity(_missSound, eventArgs.User);
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}
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var hitEntities = new List<IEntity>();
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foreach (var entity in entities)
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{
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if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
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continue;
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if (entity.TryGetComponent(out IDamageableComponent damageComponent))
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{
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damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
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hitEntities.Add(entity);
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}
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}
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SendMessage(new MeleeHitMessage(hitEntities));
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if (!OnHitEntities(hitEntities, eventArgs)) return false;
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if (Arc != null)
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{
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var sys = EntitySystem.Get<MeleeWeaponSystem>();
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sys.SendAnimation(Arc, angle, eventArgs.User, Owner, hitEntities);
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}
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_lastAttackTime = curTime;
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_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(ArcCooldownTime);
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownStart = _lastAttackTime;
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cooldown.CooldownEnd = _cooldownEnd;
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}
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return true;
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}
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bool IAttack.ClickAttack(AttackEventArgs eventArgs)
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{
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if (eventArgs.WideAttack) return false;
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var curTime = _gameTiming.CurTime;
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if (curTime < _cooldownEnd || !eventArgs.Target.IsValid())
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return true;
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var target = eventArgs.TargetEntity;
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var location = eventArgs.User.Transform.Coordinates;
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var angle = new Angle(eventArgs.ClickLocation.ToMapPos(Owner.EntityManager) - location.ToMapPos(Owner.EntityManager));
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var audioSystem = EntitySystem.Get<AudioSystem>();
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if (target != null)
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{
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audioSystem.PlayFromEntity(_hitSound, target);
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}
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else
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{
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audioSystem.PlayFromEntity(_missSound, eventArgs.User);
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return false;
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}
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if (target.TryGetComponent(out IDamageableComponent damageComponent))
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{
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damageComponent.ChangeDamage(DamageType, Damage, false, Owner);
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}
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SendMessage(new MeleeHitMessage(new List<IEntity> { target }));
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var targets = new[] { target };
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if (!OnHitEntities(targets, eventArgs))
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return false;
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if (ClickArc != null)
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{
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var sys = EntitySystem.Get<MeleeWeaponSystem>();
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sys.SendAnimation(ClickArc, angle, eventArgs.User, Owner, targets, ClickAttackEffect, false);
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}
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_lastAttackTime = curTime;
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_cooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(CooldownTime);
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownStart = _lastAttackTime;
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cooldown.CooldownEnd = _cooldownEnd;
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}
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return true;
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}
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private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, IEntity ignore)
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{
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var widthRad = Angle.FromDegrees(ArcWidth);
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var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI));
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var increment = widthRad / increments;
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var baseAngle = angle - widthRad / 2;
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var resSet = new HashSet<IEntity>();
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var mapId = Owner.Transform.MapID;
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), (int) (CollisionGroup.Impassable|CollisionGroup.MobImpassable)), Range, ignore).FirstOrDefault();
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if (res.HitEntity != null)
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{
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resSet.Add(res.HitEntity);
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}
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}
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return resSet;
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}
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}
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public class MeleeHitMessage : ComponentMessage
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{
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public readonly List<IEntity> HitEntities;
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public MeleeHitMessage(List<IEntity> hitEntities)
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{
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HitEntities = hitEntities;
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}
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}
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}
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