* Adds disarming * Disarm acts * yaml * much better icon for disarm * Apply Remie's suggestions, improve code!
90 lines
3.5 KiB
C#
90 lines
3.5 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Utility;
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using Content.Shared.Actions;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Content.Shared.Utility;
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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.Audio;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Server.Actions
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{
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[UsedImplicitly]
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public class DisarmAction : ITargetEntityAction
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{
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private float _failProb;
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private float _pushProb;
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private float _cooldown;
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public void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(ref _failProb, "failProb", 0.4f);
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serializer.DataField(ref _pushProb, "pushProb", 0.4f);
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serializer.DataField(ref _cooldown, "cooldown", 1.5f);
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}
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public void DoTargetEntityAction(TargetEntityActionEventArgs args)
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{
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var disarmedActs = args.Target.GetAllComponents<IDisarmedAct>().ToArray();
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if (disarmedActs.Length == 0 || !args.Performer.InRangeUnobstructed(args.Target)) return;
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if (!args.Performer.TryGetComponent<SharedActionsComponent>(out var actions)) return;
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if (args.Target == args.Performer || !args.Performer.CanAttack()) return;
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var random = IoCManager.Resolve<IRobustRandom>();
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var audio = EntitySystem.Get<AudioSystem>();
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var system = EntitySystem.Get<MeleeWeaponSystem>();
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var angle = new Angle(args.Target.Transform.MapPosition.Position - args.Performer.Transform.MapPosition.Position);
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actions.Cooldown(ActionType.Disarm, Cooldowns.SecondsFromNow(_cooldown));
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if (random.Prob(_failProb))
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{
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audio.PlayFromEntity("/Audio/Weapons/punchmiss.ogg", args.Performer,
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AudioHelpers.WithVariation(0.025f));
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args.Performer.PopupMessageOtherClients(Loc.GetString("{0} fails to disarm {1}!", args.Performer.Name, args.Target.Name));
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args.Performer.PopupMessageCursor(Loc.GetString("You fail to disarm {0}!", args.Target.Name));
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system.SendLunge(angle, args.Performer);
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return;
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}
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system.SendAnimation("disarm", angle, args.Performer, args.Performer, new []{ args.Target });
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var eventArgs = new DisarmedActEventArgs() {Target = args.Target, Source = args.Performer, PushProbability = _pushProb};
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// Sort by priority.
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Array.Sort(disarmedActs, (a, b) => a.Priority.CompareTo(b.Priority));
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foreach (var disarmedAct in disarmedActs)
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{
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if (disarmedAct.Disarmed(eventArgs))
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return;
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}
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audio.PlayFromEntity("/Audio/Effects/thudswoosh.ogg", args.Performer,
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AudioHelpers.WithVariation(0.025f));
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}
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}
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}
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