Files
tbd-station-14/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
metalgearsloth fb3f6fa80f Predicted stamina (#12413)
* Predicted stamina

Needed to do some semblence of predicted melee.

* Okay now done.

* Pause support

* Comment
2022-11-08 14:34:07 -06:00

380 lines
12 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.CombatMode;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Melee;
public abstract class SharedMeleeWeaponSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
[Dependency] protected readonly InventorySystem Inventory = default!;
[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
protected ISawmill Sawmill = default!;
/// <summary>
/// If an attack is released within this buffer it's assumed to be full damage.
/// </summary>
public const float GracePeriod = 0.05f;
public override void Initialize()
{
base.Initialize();
Sawmill = Logger.GetSawmill("melee");
SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
}
private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
{
if (component.AttackRate.Equals(0f))
return;
// If someone swaps to this weapon then reset its cd.
var curTime = Timing.CurTime;
var minimum = curTime + TimeSpan.FromSeconds(1 / component.AttackRate);
if (minimum < component.NextAttack)
return;
component.NextAttack = minimum;
Dirty(component);
}
private void OnMeleeDropped(EntityUid uid, MeleeWeaponComponent component, HandDeselectedEvent args)
{
if (component.WindUpStart == null)
return;
component.WindUpStart = null;
Dirty(component);
}
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
var weapon = GetWeapon(user.Value);
if (weapon?.Owner != msg.Weapon)
return;
if (!weapon.Attacking)
return;
weapon.Attacking = false;
Dirty(weapon);
}
private void OnStartHeavyAttack(StartHeavyAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
var weapon = GetWeapon(user.Value);
if (weapon?.Owner != msg.Weapon)
return;
DebugTools.Assert(weapon.WindUpStart == null);
weapon.WindUpStart = Timing.CurTime;
Dirty(weapon);
}
protected abstract void Popup(string message, EntityUid? uid, EntityUid? user);
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
var weapon = GetWeapon(user.Value);
if (weapon?.Owner != msg.Weapon)
return;
AttemptAttack(args.SenderSession.AttachedEntity!.Value, weapon, msg, args.SenderSession);
}
private void OnStopHeavyAttack(StopHeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null ||
!TryComp<MeleeWeaponComponent>(msg.Weapon, out var weapon))
{
return;
}
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
if (userWeapon != weapon)
return;
if (weapon.WindUpStart.Equals(null))
{
return;
}
weapon.WindUpStart = null;
Dirty(weapon);
}
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null ||
!TryComp<MeleeWeaponComponent>(msg.Weapon, out var weapon))
{
return;
}
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
if (userWeapon != weapon)
return;
AttemptAttack(args.SenderSession.AttachedEntity.Value, weapon, msg, args.SenderSession);
}
private void OnDisarmAttack(DisarmAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null)
{
return;
}
var userWeapon = GetWeapon(args.SenderSession.AttachedEntity.Value);
if (userWeapon == null)
return;
AttemptAttack(args.SenderSession.AttachedEntity.Value, userWeapon, msg, args.SenderSession);
}
private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
{
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack,
component.WindUpStart);
}
private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
{
if (args.Current is not MeleeWeaponComponentState state)
return;
component.Attacking = state.Attacking;
component.AttackRate = state.AttackRate;
component.NextAttack = state.NextAttack;
component.WindUpStart = state.WindUpStart;
}
public MeleeWeaponComponent? GetWeapon(EntityUid entity)
{
MeleeWeaponComponent? melee;
// Use inhands entity if we got one.
if (EntityManager.TryGetComponent(entity, out SharedHandsComponent? hands) &&
hands.ActiveHandEntity is { } held)
{
if (EntityManager.TryGetComponent(held, out melee))
{
return melee;
}
return null;
}
// Use hands clothing if applicable.
if (Inventory.TryGetSlotEntity(entity, "gloves", out var gloves) &&
TryComp<MeleeWeaponComponent>(gloves, out var glovesMelee))
{
return glovesMelee;
}
// Use our own melee
if (TryComp(entity, out melee))
{
return melee;
}
return null;
}
public void AttemptLightAttack(EntityUid user, MeleeWeaponComponent weapon, EntityUid target)
{
if (!TryComp<TransformComponent>(target, out var targetXform))
return;
AttemptAttack(user, weapon, new LightAttackEvent(target, weapon.Owner, targetXform.Coordinates), null);
}
public void AttemptDisarmAttack(EntityUid user, MeleeWeaponComponent weapon, EntityUid target)
{
if (!TryComp<TransformComponent>(target, out var targetXform))
return;
AttemptAttack(user, weapon, new DisarmAttackEvent(target, targetXform.Coordinates), null);
}
/// <summary>
/// Called when a windup is finished and an attack is tried.
/// </summary>
private void AttemptAttack(EntityUid user, MeleeWeaponComponent weapon, AttackEvent attack, ICommonSession? session)
{
var curTime = Timing.CurTime;
if (weapon.NextAttack > curTime)
return;
if (!CombatMode.IsInCombatMode(user))
return;
if (!Blocker.CanAttack(user))
return;
// Windup time checked elsewhere.
if (weapon.NextAttack < curTime)
weapon.NextAttack = curTime;
weapon.NextAttack += TimeSpan.FromSeconds(1f / weapon.AttackRate);
// Attack confirmed
string animation;
switch (attack)
{
case LightAttackEvent light:
DoLightAttack(user, light, weapon, session);
animation = weapon.ClickAnimation;
break;
case DisarmAttackEvent disarm:
if (!DoDisarm(user, disarm, weapon, session))
return;
animation = weapon.ClickAnimation;
break;
case HeavyAttackEvent heavy:
DoHeavyAttack(user, heavy, weapon, session);
animation = weapon.WideAnimation;
break;
default:
throw new NotImplementedException();
}
// Play a sound to give instant feedback; same with playing the animations
Audio.PlayPredicted(weapon.SwingSound, weapon.Owner, user);
DoLungeAnimation(user, weapon.Angle, attack.Coordinates.ToMap(EntityManager), weapon.Range, animation);
weapon.Attacking = true;
Dirty(weapon);
}
/// <summary>
/// When an attack is released get the actual modifier for damage done.
/// </summary>
public float GetModifier(MeleeWeaponComponent component, bool lightAttack)
{
if (lightAttack)
return 1f;
var windup = component.WindUpStart;
if (windup == null)
return 0f;
var releaseTime = (Timing.CurTime - windup.Value).TotalSeconds;
var windupTime = component.WindupTime.TotalSeconds;
// Wraps around back to 0
releaseTime %= (2 * windupTime);
var releaseDiff = Math.Abs(releaseTime - windupTime);
if (releaseDiff < 0)
releaseDiff = Math.Min(0, releaseDiff + GracePeriod);
else
releaseDiff = Math.Max(0, releaseDiff - GracePeriod);
var fraction = (windupTime - releaseDiff) / windupTime;
if (fraction < 0.4)
fraction = 0;
DebugTools.Assert(fraction <= 1);
return (float) fraction * component.HeavyDamageModifier.Float();
}
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
{
}
protected virtual void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
{
}
protected virtual bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
{
if (Deleted(ev.Target) ||
user == ev.Target)
return false;
return true;
}
private void DoLungeAnimation(EntityUid user, Angle angle, MapCoordinates coordinates, float length, string? animation)
{
// TODO: Assert that offset eyes are still okay.
if (!TryComp<TransformComponent>(user, out var userXform))
return;
var invMatrix = userXform.InvWorldMatrix;
var localPos = invMatrix.Transform(coordinates.Position);
if (localPos.LengthSquared <= 0f)
return;
localPos = userXform.LocalRotation.RotateVec(localPos);
// We'll play the effect just short visually so it doesn't look like we should be hitting but actually aren't.
const float BufferLength = 0.2f;
var visualLength = length - BufferLength;
if (localPos.Length > visualLength)
localPos = localPos.Normalized * visualLength;
DoLunge(user, angle, localPos, animation);
}
public abstract void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation);
}