Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/Weapon/Melee/MeleeWeaponSystem.cs
mirrorcult f744b655b8 Refactor MeleeWeaponComponent and related comps to be ECS (#4133)
* move everything to MeleeWeaponSystem

* refactor MeleeChemicalInjector

* hypospray and flash refactor

* stunbaton refactor

* bugfixes

* flash afterinteract

* resolve issues

* props

* playing the slots

* MeleeInteractEvent + bugfixes

* spear can actually use MeleeChemicalInjector
2021-06-05 09:20:52 +02:00

323 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Body.Circulatory;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystemMessages;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.EntitySystems.Weapon.Melee
{
public sealed class MeleeWeaponSystem : EntitySystem
{
[Dependency] private IGameTiming _gameTiming = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnHandSelected);
SubscribeLocalEvent<MeleeWeaponComponent, ClickAttackEvent>(OnClickAttack);
SubscribeLocalEvent<MeleeWeaponComponent, WideAttackEvent>(OnWideAttack);
SubscribeLocalEvent<MeleeWeaponComponent, AfterInteractEvent>(OnAfterInteract);
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
}
private void OnHandSelected(EntityUid uid, MeleeWeaponComponent comp, HandSelectedEvent args)
{
var curTime = _gameTiming.CurTime;
var cool = TimeSpan.FromSeconds(comp.CooldownTime * 0.5f);
if (curTime < comp.CooldownEnd)
{
if (comp.CooldownEnd - curTime < cool)
{
comp.LastAttackTime = curTime;
comp.CooldownEnd += cool;
}
else
return;
}
else
{
comp.LastAttackTime = curTime;
comp.CooldownEnd = curTime + cool;
}
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
private void OnClickAttack(EntityUid uid, MeleeWeaponComponent comp, ClickAttackEvent args)
{
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd || !args.Target.IsValid())
return;
var owner = EntityManager.GetEntity(uid);
var target = args.TargetEntity;
var location = args.User.Transform.Coordinates;
var diff = args.ClickLocation.ToMapPos(owner.EntityManager) - location.ToMapPos(owner.EntityManager);
var angle = Angle.FromWorldVec(diff);
if (target != null)
{
// Raise event before doing damage so we can cancel damage if the event is handled
var hitEvent = new MeleeHitEvent(new List<IEntity>() {target}, args.User);
RaiseLocalEvent(uid, hitEvent, false);
if (!hitEvent.Handled)
{
var targets = new[] {target};
SendAnimation(comp.ClickArc, angle, args.User, owner, targets, comp.ClickAttackEffect, false);
if (target.TryGetComponent(out IDamageableComponent? damageableComponent))
{
damageableComponent.ChangeDamage(comp.DamageType, comp.Damage, false, owner);
}
SoundSystem.Play(Filter.Pvs(owner), comp.HitSound, target);
}
}
else
{
SoundSystem.Play(Filter.Pvs(owner), comp.MissSound, args.User);
return;
}
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime);
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
private void OnWideAttack(EntityUid uid, MeleeWeaponComponent comp, WideAttackEvent args)
{
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd)
{
return;
}
var owner = EntityManager.GetEntity(uid);
var location = args.User.Transform.Coordinates;
var diff = args.ClickLocation.ToMapPos(owner.EntityManager) - location.ToMapPos(owner.EntityManager);
var angle = Angle.FromWorldVec(diff);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(args.User.Transform.WorldPosition, angle, comp.ArcWidth, comp.Range, owner.Transform.MapID, args.User);
var hitEntities = new List<IEntity>();
foreach (var entity in entities)
{
if (!entity.Transform.IsMapTransform || entity == args.User)
continue;
if (ComponentManager.HasComponent<IDamageableComponent>(entity.Uid))
{
hitEntities.Add(entity);
}
}
// Raise event before doing damage so we can cancel damage if handled
var hitEvent = new MeleeHitEvent(hitEntities, args.User);
RaiseLocalEvent(uid, hitEvent, false);
SendAnimation(comp.Arc, angle, args.User, owner, hitEntities);
if (!hitEvent.Handled)
{
if (entities.Count != 0)
{
SoundSystem.Play(Filter.Pvs(owner), comp.HitSound, entities.First().Transform.Coordinates);
}
else
{
SoundSystem.Play(Filter.Pvs(owner), comp.MissSound, args.User.Transform.Coordinates);
}
foreach (var entity in hitEntities)
{
if (entity.TryGetComponent<IDamageableComponent>(out var damageComponent))
{
damageComponent.ChangeDamage(comp.DamageType, comp.Damage, false, owner);
}
}
}
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.ArcCooldownTime);
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
/// <summary>
/// Used for melee weapons that want some behavior on AfterInteract,
/// but also want the cooldown (stun batons, flashes)
/// </summary>
private void OnAfterInteract(EntityUid uid, MeleeWeaponComponent comp, AfterInteractEvent args)
{
if (!args.CanReach)
return;
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd)
{
return;
}
var owner = EntityManager.GetEntity(uid);
if (args.Target == null)
return;
var location = args.User.Transform.Coordinates;
var diff = args.ClickLocation.ToMapPos(owner.EntityManager) - location.ToMapPos(owner.EntityManager);
var angle = Angle.FromWorldVec(diff);
var hitEvent = new MeleeInteractEvent(args.Target, args.User);
RaiseLocalEvent(uid, hitEvent, false);
if (!hitEvent.CanInteract) return;
SendAnimation(comp.ClickArc, angle, args.User, owner, new List<IEntity>() { args.Target }, comp.ClickAttackEffect, false);
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime);
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, float arcWidth, float range, MapId mapId, 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>();
for (var i = 0; i < increments; i++)
{
var castAngle = new Angle(baseAngle + increment * i);
var res = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(mapId,
new CollisionRay(position, castAngle.ToWorldVec(),
(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), range, ignore).ToList();
if (res.Count != 0)
{
resSet.Add(res[0].HitEntity);
}
}
return resSet;
}
private void OnChemicalInjectorHit(EntityUid uid, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
{
if (!ComponentManager.TryGetComponent<SolutionContainerComponent>(uid, out var solutionContainer))
return;
var hitBloodstreams = new List<BloodstreamComponent>();
foreach (var entity in args.HitEntities)
{
if (entity.Deleted)
continue;
if (entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
hitBloodstreams.Add(bloodstream);
}
if (hitBloodstreams.Count < 1)
return;
var removedSolution = solutionContainer.Solution.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
var removedVol = removedSolution.TotalVolume;
var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count);
foreach (var bloodstream in hitBloodstreams)
{
var individualInjection = solutionToInject.SplitSolution(volPerBloodstream);
bloodstream.TryTransferSolution(individualInjection);
}
}
public void SendAnimation(string arc, Angle angle, IEntity attacker, IEntity source, IEnumerable<IEntity> hits, bool textureEffect = false, bool arcFollowAttacker = true)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker.Uid, source.Uid,
hits.Select(e => e.Uid).ToList(), textureEffect, arcFollowAttacker), Filter.Pvs(source, 1f));
}
public void SendLunge(Angle angle, IEntity source)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayLungeAnimationMessage(angle, source.Uid), Filter.Pvs(source, 1f));
}
}
/// <summary>
/// Raised directed on the melee weapon entity used to attack something in combat mode,
/// whether through a click attack or wide attack.
/// </summary>
public class MeleeHitEvent : HandledEntityEventArgs
{
/// <summary>
/// A list containing every hit entity. Can be zero.
/// </summary>
public IEnumerable<IEntity> HitEntities { get; }
/// <summary>
/// The user who attacked with the melee wepaon.
/// </summary>
public IEntity User { get; }
public MeleeHitEvent(List<IEntity> hitEntities, IEntity user)
{
HitEntities = hitEntities;
User = user;
}
}
/// <summary>
/// Raised directed on the melee weapon entity used to attack something in combat mode,
/// whether through a click attack or wide attack.
/// </summary>
public class MeleeInteractEvent : EntityEventArgs
{
/// <summary>
/// The entity interacted with.
/// </summary>
public IEntity Entity { get; }
/// <summary>
/// The user who interacted using the melee weapon.
/// </summary>
public IEntity User { get; }
/// <summary>
/// Modified by the event handler to specify whether they could successfully interact with the entity.
/// Used to know whether to send the hit animation or not.
/// </summary>
public bool CanInteract { get; set; } = false;
public MeleeInteractEvent(IEntity entity, IEntity user)
{
Entity = entity;
User = user;
}
}
}