Files
tbd-station-14/Content.Shared/CombatMode/SharedCombatModeComponent.cs
2022-05-13 17:59:03 +10:00

114 lines
3.8 KiB
C#

using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Sound;
using Content.Shared.Targeting;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.CombatMode
{
[NetworkedComponent()]
public abstract class SharedCombatModeComponent : Component
{
private bool _isInCombatMode;
private TargetingZone _activeZone;
[DataField("disarmFailChance")]
public readonly float DisarmFailChance = 0.4f;
[DataField("pushChance")]
public readonly float DisarmPushChance = 0.4f;
[DataField("disarmFailSound")]
public readonly SoundSpecifier DisarmFailSound = new SoundPathSpecifier("/Audio/Weapons/punchmiss.ogg");
[DataField("disarmSuccessSound")]
public readonly SoundSpecifier DisarmSuccessSound = new SoundPathSpecifier("/Audio/Effects/thudswoosh.ogg");
[DataField("disarmActionId", customTypeSerializer:typeof(PrototypeIdSerializer<EntityTargetActionPrototype>))]
public readonly string DisarmActionId = "Disarm";
[DataField("canDisarm")]
public bool CanDisarm;
[DataField("disarmAction")] // must be a data-field to properly save cooldown when saving game state.
public EntityTargetAction? DisarmAction;
[DataField("combatToggleActionId", customTypeSerializer: typeof(PrototypeIdSerializer<InstantActionPrototype>))]
public readonly string CombatToggleActionId = "CombatModeToggle";
[DataField("combatToggleAction")]
public InstantAction? CombatToggleAction;
[ViewVariables(VVAccess.ReadWrite)]
public virtual bool IsInCombatMode
{
get => _isInCombatMode;
set
{
if (_isInCombatMode == value) return;
_isInCombatMode = value;
if (CombatToggleAction != null)
EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
Dirty();
// Regenerate physics contacts -> Can probably just selectively check
/* Still a bit jank so left disabled for now.
if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
{
if (value)
{
physicsComponent.WakeBody();
}
physicsComponent.RegenerateContacts();
}
*/
}
}
[ViewVariables(VVAccess.ReadWrite)]
public virtual TargetingZone ActiveZone
{
get => _activeZone;
set
{
if (_activeZone == value) return;
_activeZone = value;
Dirty();
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not CombatModeComponentState state)
return;
IsInCombatMode = state.IsInCombatMode;
ActiveZone = state.TargetingZone;
}
public override ComponentState GetComponentState()
{
return new CombatModeComponentState(IsInCombatMode, ActiveZone);
}
[Serializable, NetSerializable]
protected sealed class CombatModeComponentState : ComponentState
{
public bool IsInCombatMode { get; }
public TargetingZone TargetingZone { get; }
public CombatModeComponentState(bool isInCombatMode, TargetingZone targetingZone)
{
IsInCombatMode = isInCombatMode;
TargetingZone = targetingZone;
}
}
}
}