Files
tbd-station-14/Content.Server/NPC/Systems/NPCCombatSystem.Melee.cs
metalgearsloth f51248ecaa Melee refactor (#10897)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-09-29 15:51:59 +10:00

90 lines
2.9 KiB
C#

using Content.Server.CombatMode;
using Content.Server.NPC.Components;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Content.Shared.Weapons.Melee;
namespace Content.Server.NPC.Systems;
public sealed partial class NPCCombatSystem
{
private void InitializeMelee()
{
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentStartup>(OnMeleeStartup);
SubscribeLocalEvent<NPCMeleeCombatComponent, ComponentShutdown>(OnMeleeShutdown);
}
private void OnMeleeShutdown(EntityUid uid, NPCMeleeCombatComponent component, ComponentShutdown args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
combatMode.IsInCombatMode = false;
}
}
private void OnMeleeStartup(EntityUid uid, NPCMeleeCombatComponent component, ComponentStartup args)
{
if (TryComp<CombatModeComponent>(uid, out var combatMode))
{
combatMode.IsInCombatMode = true;
}
// TODO: Cleanup later, just looking for parity for now.
component.Weapon = uid;
}
private void UpdateMelee(float frameTime)
{
var combatQuery = GetEntityQuery<CombatModeComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var (comp, _) in EntityQuery<NPCMeleeCombatComponent, ActiveNPCComponent>())
{
if (!combatQuery.TryGetComponent(comp.Owner, out var combat) || !combat.IsInCombatMode)
{
RemComp<NPCMeleeCombatComponent>(comp.Owner);
continue;
}
Attack(comp, xformQuery);
}
}
private void Attack(NPCMeleeCombatComponent component, EntityQuery<TransformComponent> xformQuery)
{
component.Status = CombatStatus.Normal;
// TODO: Also need to co-ordinate with steering to keep in range.
// For now I've just moved the utlity version over.
// Also need some blackboard data for stuff like juke frequency, assigning target slots (to surround targets), etc.
// miss %
if (!TryComp<MeleeWeaponComponent>(component.Weapon, out var weapon))
{
component.Status = CombatStatus.NoWeapon;
return;
}
if (weapon.NextAttack > _timing.CurTime)
{
return;
}
if (!xformQuery.TryGetComponent(component.Owner, out var xform) ||
!xformQuery.TryGetComponent(component.Target, out var targetXform))
{
component.Status = CombatStatus.TargetUnreachable;
return;
}
if (!xform.Coordinates.TryDistance(EntityManager, targetXform.Coordinates, out var distance) ||
distance > weapon.Range)
{
// TODO: Steering in combat.
component.Status = CombatStatus.TargetUnreachable;
return;
}
_melee.AttemptLightAttack(component.Owner, weapon, component.Target);
}
}