196 lines
6.5 KiB
C#
196 lines
6.5 KiB
C#
using Content.Client.GameObjects.Components.Mobs;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Input;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Graphics.Drawing;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Player;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using static Content.Client.StaticIoC;
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namespace Content.Client.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public sealed class CombatModeSystem : SharedCombatModeSystem
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{
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private const float AttackTimeThreshold = 0.15f;
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#pragma warning disable 649
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[Dependency] private readonly IGameHud _gameHud;
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IInputManager _inputManager;
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IGameTiming _gameTiming;
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#pragma warning restore 649
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private InputSystem _inputSystem;
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public bool UseOrAttackIsDown { get; private set; }
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private float _timeHeld;
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public override void Initialize()
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{
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base.Initialize();
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_gameHud.OnCombatModeChanged = OnCombatModeChanged;
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_gameHud.OnTargetingZoneChanged = OnTargetingZoneChanged;
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_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
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_inputSystem.BindMap.BindFunction(ContentKeyFunctions.UseOrAttack, new InputHandler(this));
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_inputSystem.BindMap.BindFunction(ContentKeyFunctions.ToggleCombatMode,
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InputCmdHandler.FromDelegate(CombatModeToggled));
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_overlayManager.AddOverlay(new CombatModeOverlay(this));
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}
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private void CombatModeToggled(ICommonSession session)
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{
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if (_gameTiming.IsFirstTimePredicted)
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{
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EntityManager.RaisePredictiveEvent(
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new CombatModeSystemMessages.SetCombatModeActiveMessage(!IsInCombatMode()));
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// Just in case.
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UseOrAttackIsDown = false;
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayManager.RemoveOverlay(nameof(CombatModeOverlay));
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}
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private bool IsInCombatMode()
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{
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var entity = _playerManager.LocalPlayer.ControlledEntity;
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if (entity == null || !entity.TryGetComponent(out CombatModeComponent combatMode))
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{
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return false;
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}
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return combatMode.IsInCombatMode;
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}
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private void OnTargetingZoneChanged(TargetingZone obj)
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{
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetTargetZoneMessage(obj));
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}
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private void OnCombatModeChanged(bool obj)
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{
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EntityManager.RaisePredictiveEvent(new CombatModeSystemMessages.SetCombatModeActiveMessage(obj));
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// Just in case.
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UseOrAttackIsDown = false;
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}
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private bool HandleInputMessage(ICommonSession session, InputCmdMessage message)
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{
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if (!(message is FullInputCmdMessage msg))
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return false;
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void SendMsg(BoundKeyFunction function, BoundKeyState state)
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{
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var functionId = _inputManager.NetworkBindMap.KeyFunctionID(function);
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var sendMsg = new FullInputCmdMessage(msg.Tick, functionId, state,
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msg.Coordinates, msg.ScreenCoordinates, msg.Uid);
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_inputSystem.HandleInputCommand(session, function, sendMsg);
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}
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// If we are not in combat mode, relay it as a regular Use instead.
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if (!IsInCombatMode())
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{
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SendMsg(EngineKeyFunctions.Use, msg.State);
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return true;
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}
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if (msg.State == BoundKeyState.Down)
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{
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UseOrAttackIsDown = true;
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_timeHeld = 0;
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return true;
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}
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// Up.
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if (UseOrAttackIsDown && _timeHeld >= AttackTimeThreshold)
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{
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// Attack.
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SendMsg(ContentKeyFunctions.Attack, BoundKeyState.Down);
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SendMsg(ContentKeyFunctions.Attack, BoundKeyState.Up);
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}
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else
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{
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// Use.
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SendMsg(EngineKeyFunctions.Use, BoundKeyState.Down);
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SendMsg(EngineKeyFunctions.Use, BoundKeyState.Up);
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}
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UseOrAttackIsDown = false;
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return true;
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}
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public override void FrameUpdate(float frameTime)
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{
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if (UseOrAttackIsDown)
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{
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_timeHeld += frameTime;
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}
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}
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// Custom input handler type so we get the ENTIRE InputCmdMessage.
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private sealed class InputHandler : InputCmdHandler
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{
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private readonly CombatModeSystem _combatModeSystem;
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public InputHandler(CombatModeSystem combatModeSystem)
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{
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_combatModeSystem = combatModeSystem;
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}
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public override bool HandleCmdMessage(ICommonSession session, InputCmdMessage message)
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{
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return _combatModeSystem.HandleInputMessage(session, message);
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}
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}
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private sealed class CombatModeOverlay : Overlay
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{
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private readonly CombatModeSystem _system;
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public CombatModeOverlay(CombatModeSystem system) : base(nameof(CombatModeOverlay))
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{
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_system = system;
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}
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protected override void Draw(DrawingHandleBase handle)
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{
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var screenHandle = (DrawingHandleScreen) handle;
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var mousePos = IoCManager.Resolve<IInputManager>().MouseScreenPosition;
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if (_system.UseOrAttackIsDown && _system._timeHeld > AttackTimeThreshold)
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{
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var tex = ResC.GetTexture($"/Textures/Objects/Tools/toolbox_r.png");
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screenHandle.DrawTextureRect(tex, UIBox2.FromDimensions(mousePos, tex.Size * 2));
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}
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}
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}
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}
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}
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