* Combat mode UI & targeting zones. * Fix inventory hud positioning. * Crappy attack animations. * Import TG combat sounds * More work on arcs. * Implement hit sounds. * Lunging, hit effects, some more stuff.
77 lines
2.5 KiB
C#
77 lines
2.5 KiB
C#
using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using static Content.Shared.GameObjects.EntitySystemMessages.CombatModeSystemMessages;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public sealed class CombatModeSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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public override void Initialize()
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{
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base.Initialize();
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var inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
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inputSystem.BindMap.BindFunction(ContentKeyFunctions.ToggleCombatMode,
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InputCmdHandler.FromDelegate(CombatModeToggled));
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}
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public override void RegisterMessageTypes()
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{
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base.RegisterMessageTypes();
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RegisterMessageType<SetTargetZoneMessage>();
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RegisterMessageType<SetCombatModeActiveMessage>();
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}
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private static void CombatModeToggled(ICommonSession session)
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{
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var playerSession = (IPlayerSession) session;
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if (playerSession.AttachedEntity == null ||
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!playerSession.AttachedEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
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{
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return;
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}
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combatModeComponent.IsInCombatMode = !combatModeComponent.IsInCombatMode;
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}
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public override void HandleNetMessage(INetChannel channel, EntitySystemMessage message)
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{
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base.HandleNetMessage(channel, message);
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var player = _playerManager.GetSessionByChannel(channel);
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if (player.AttachedEntity == null
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|| !player.AttachedEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
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{
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return;
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}
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switch (message)
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{
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case SetTargetZoneMessage setTargetZone:
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combatModeComponent.ActiveZone = setTargetZone.TargetZone;
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break;
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case SetCombatModeActiveMessage setActive:
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combatModeComponent.IsInCombatMode = setActive.Active;
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break;
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}
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}
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}
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}
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