# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
1043 lines
39 KiB
C#
1043 lines
39 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using System.Linq;
|
|
using System.Numerics;
|
|
using Content.Shared.ActionBlocker;
|
|
using Content.Shared.Actions.Events;
|
|
using Content.Shared.Administration.Components;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.CombatMode;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Damage.Systems;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Hands.Components;
|
|
using Content.Shared.IdentityManagement;
|
|
using Content.Shared.Interaction;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Inventory.VirtualItem;
|
|
using Content.Shared.Item.ItemToggle.Components;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Mobs.Systems;
|
|
using Content.Shared.Mech.Components;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.StatusEffect;
|
|
using Content.Shared.Weapons.Melee.Components;
|
|
using Content.Shared.Weapons.Melee.Events;
|
|
using Content.Shared.Weapons.Ranged.Components;
|
|
using Content.Shared.Weapons.Ranged.Events;
|
|
using Content.Shared.Weapons.Ranged.Systems;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Content.Shared.Tag; //Sunrise-edit
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Network;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Player;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Timing;
|
|
using ItemToggleMeleeWeaponComponent = Content.Shared.Item.ItemToggle.Components.ItemToggleMeleeWeaponComponent;
|
|
|
|
namespace Content.Shared.Weapons.Melee;
|
|
|
|
public abstract class SharedMeleeWeaponSystem : EntitySystem
|
|
{
|
|
[Dependency] protected readonly IGameTiming Timing = default!;
|
|
[Dependency] protected readonly IMapManager MapManager = default!;
|
|
[Dependency] private readonly INetManager _netMan = default!;
|
|
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
|
|
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
|
|
[Dependency] protected readonly DamageableSystem Damageable = default!;
|
|
[Dependency] private readonly InventorySystem _inventory = default!;
|
|
[Dependency] private readonly MeleeSoundSystem _meleeSound = default!;
|
|
[Dependency] protected readonly MobStateSystem MobState = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
|
|
[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
|
|
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
|
|
[Dependency] private readonly SharedStaminaSystem _stamina = default!;
|
|
[Dependency] private readonly TagSystem _tagSystem = default!; // Sunrise-edit
|
|
|
|
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
|
|
|
|
/// <summary>
|
|
/// Maximum amount of targets allowed for a wide-attack.
|
|
/// </summary>
|
|
public const int MaxTargets = 5;
|
|
|
|
/// <summary>
|
|
/// If an attack is released within this buffer it's assumed to be full damage.
|
|
/// </summary>
|
|
public const float GracePeriod = 0.05f;
|
|
|
|
public const string IgnoreMeleeTag = "IgnoreMelee";
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
|
|
SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
|
|
SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
|
|
SubscribeLocalEvent<BonusMeleeDamageComponent, GetMeleeDamageEvent>(OnGetBonusMeleeDamage);
|
|
SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier);
|
|
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate);
|
|
|
|
SubscribeLocalEvent<ItemToggleMeleeWeaponComponent, ItemToggledEvent>(OnItemToggle);
|
|
|
|
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
|
|
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
|
|
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
|
|
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
|
|
|
|
#if DEBUG
|
|
SubscribeLocalEvent<MeleeWeaponComponent,
|
|
MapInitEvent> (OnMapInit);
|
|
}
|
|
|
|
private void OnMapInit(EntityUid uid, MeleeWeaponComponent component, MapInitEvent args)
|
|
{
|
|
if (component.NextAttack > Timing.CurTime)
|
|
Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(uid)}");
|
|
#endif
|
|
}
|
|
|
|
private void OnMeleeShotAttempted(EntityUid uid, MeleeWeaponComponent comp, ref ShotAttemptedEvent args)
|
|
{
|
|
if (comp.NextAttack > Timing.CurTime)
|
|
args.Cancel();
|
|
}
|
|
|
|
private void OnMeleeShot(EntityUid uid, MeleeWeaponComponent component, ref GunShotEvent args)
|
|
{
|
|
if (!TryComp<GunComponent>(uid, out var gun))
|
|
return;
|
|
|
|
if (gun.NextFire > component.NextAttack)
|
|
{
|
|
component.NextAttack = gun.NextFire;
|
|
DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack));
|
|
}
|
|
}
|
|
|
|
private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
|
|
{
|
|
var attackRate = GetAttackRate(uid, args.User, component);
|
|
if (attackRate.Equals(0f))
|
|
return;
|
|
|
|
if (!component.ResetOnHandSelected)
|
|
return;
|
|
|
|
if (Paused(uid))
|
|
return;
|
|
|
|
// If someone swaps to this weapon then reset its cd.
|
|
var curTime = Timing.CurTime;
|
|
var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate);
|
|
|
|
if (minimum < component.NextAttack)
|
|
return;
|
|
|
|
component.NextAttack = minimum;
|
|
DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack));
|
|
}
|
|
|
|
private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
|
|
{
|
|
if (component.BonusDamage != null)
|
|
args.Damage += component.BonusDamage;
|
|
if (component.DamageModifierSet != null)
|
|
args.Modifiers.Add(component.DamageModifierSet);
|
|
}
|
|
|
|
private void OnGetBonusHeavyDamageModifier(EntityUid uid, BonusMeleeDamageComponent component, ref GetHeavyDamageModifierEvent args)
|
|
{
|
|
args.DamageModifier += component.HeavyDamageFlatModifier;
|
|
args.Multipliers *= component.HeavyDamageMultiplier;
|
|
}
|
|
|
|
private void OnGetBonusMeleeAttackRate(EntityUid uid, BonusMeleeAttackRateComponent component, ref GetMeleeAttackRateEvent args)
|
|
{
|
|
args.Rate += component.FlatModifier;
|
|
args.Multipliers *= component.Multiplier;
|
|
}
|
|
|
|
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
var user = args.SenderSession.AttachedEntity;
|
|
|
|
if (user == null)
|
|
return;
|
|
|
|
if (!TryGetWeapon(user.Value, out var weaponUid, out var weapon) ||
|
|
weaponUid != GetEntity(msg.Weapon))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!weapon.Attacking)
|
|
return;
|
|
|
|
weapon.Attacking = false;
|
|
DirtyField(weaponUid, weapon, nameof(MeleeWeaponComponent.Attacking));
|
|
}
|
|
|
|
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {} user)
|
|
return;
|
|
|
|
if (!TryGetWeapon(user, out var weaponUid, out var weapon) ||
|
|
weaponUid != GetEntity(msg.Weapon))
|
|
{
|
|
return;
|
|
}
|
|
|
|
AttemptAttack(user, weaponUid, weapon, msg, args.SenderSession);
|
|
}
|
|
|
|
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity == null
|
|
|| HasComp<MechPilotComponent>(args.SenderSession.AttachedEntity)
|
|
|| !TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon)
|
|
|| weaponUid != GetEntity(msg.Weapon))
|
|
return;
|
|
|
|
AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession);
|
|
}
|
|
|
|
private void OnDisarmAttack(DisarmAttackEvent msg, EntitySessionEventArgs args)
|
|
{
|
|
if (args.SenderSession.AttachedEntity is not {} user)
|
|
return;
|
|
|
|
if (TryGetWeapon(user, out var weaponUid, out var weapon))
|
|
AttemptAttack(user, weaponUid, weapon, msg, args.SenderSession);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the total damage a weapon does, including modifiers like wielding and enablind/disabling
|
|
/// </summary>
|
|
public DamageSpecifier GetDamage(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component, false))
|
|
return new DamageSpecifier();
|
|
|
|
var ev = new GetMeleeDamageEvent(uid, new(component.Damage * Damageable.UniversalMeleeDamageModifier), new(), user, component.ResistanceBypass);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return DamageSpecifier.ApplyModifierSets(ev.Damage, ev.Modifiers);
|
|
}
|
|
|
|
public float GetAttackRate(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return 0;
|
|
|
|
var ev = new GetMeleeAttackRateEvent(uid, component.AttackRate, 1, user);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return ev.Rate * ev.Multipliers;
|
|
}
|
|
|
|
public FixedPoint2 GetHeavyDamageModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return FixedPoint2.Zero;
|
|
|
|
var ev = new GetHeavyDamageModifierEvent(uid, component.ClickDamageModifier, 1, user);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return ev.DamageModifier * ev.Multipliers;
|
|
}
|
|
|
|
public bool GetResistanceBypass(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
|
|
var ev = new GetMeleeDamageEvent(uid, new(component.Damage * Damageable.UniversalMeleeDamageModifier), new(), user, component.ResistanceBypass);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
|
|
return ev.ResistanceBypass;
|
|
}
|
|
|
|
public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee)
|
|
{
|
|
weaponUid = default;
|
|
melee = null;
|
|
|
|
var ev = new GetMeleeWeaponEvent();
|
|
RaiseLocalEvent(entity, ev);
|
|
if (ev.Handled)
|
|
{
|
|
if (TryComp(ev.Weapon, out melee))
|
|
{
|
|
weaponUid = ev.Weapon.Value;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Use inhands entity if we got one.
|
|
if (EntityManager.TryGetComponent(entity, out HandsComponent? hands) &&
|
|
hands.ActiveHandEntity is { } held)
|
|
{
|
|
// Make sure the entity is a weapon AND it doesn't need
|
|
// to be equipped to be used (E.g boxing gloves).
|
|
if (EntityManager.TryGetComponent(held, out melee) &&
|
|
!melee.MustBeEquippedToUse)
|
|
{
|
|
weaponUid = held;
|
|
return true;
|
|
}
|
|
|
|
if (!HasComp<VirtualItemComponent>(held))
|
|
return false;
|
|
}
|
|
|
|
// Use hands clothing if applicable.
|
|
if (_inventory.TryGetSlotEntity(entity, "gloves", out var gloves) &&
|
|
TryComp<MeleeWeaponComponent>(gloves, out var glovesMelee))
|
|
{
|
|
weaponUid = gloves.Value;
|
|
melee = glovesMelee;
|
|
return true;
|
|
}
|
|
|
|
// Use our own melee
|
|
if (TryComp(entity, out melee))
|
|
{
|
|
weaponUid = entity;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void AttemptLightAttackMiss(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityCoordinates coordinates)
|
|
{
|
|
AttemptAttack(user, weaponUid, weapon, new LightAttackEvent(null, GetNetEntity(weaponUid), GetNetCoordinates(coordinates)), null);
|
|
}
|
|
|
|
public bool AttemptLightAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
|
|
{
|
|
if (!TryComp(target, out TransformComponent? targetXform))
|
|
return false;
|
|
|
|
return AttemptAttack(user, weaponUid, weapon, new LightAttackEvent(GetNetEntity(target), GetNetEntity(weaponUid), GetNetCoordinates(targetXform.Coordinates)), null);
|
|
}
|
|
|
|
public bool AttemptDisarmAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
|
|
{
|
|
if (!TryComp(target, out TransformComponent? targetXform))
|
|
return false;
|
|
|
|
return AttemptAttack(user, weaponUid, weapon, new DisarmAttackEvent(GetNetEntity(target), GetNetCoordinates(targetXform.Coordinates)), null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a windup is finished and an attack is tried.
|
|
/// </summary>
|
|
/// <returns>True if attack successful</returns>
|
|
private bool AttemptAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, AttackEvent attack, ICommonSession? session)
|
|
{
|
|
var curTime = Timing.CurTime;
|
|
|
|
if (weapon.NextAttack > curTime)
|
|
return false;
|
|
|
|
if (!CombatMode.IsInCombatMode(user))
|
|
return false;
|
|
|
|
EntityUid? target = null;
|
|
switch (attack)
|
|
{
|
|
case LightAttackEvent light:
|
|
if (light.Target != null && !TryGetEntity(light.Target, out target))
|
|
{
|
|
// Target was lightly attacked & deleted.
|
|
return false;
|
|
}
|
|
|
|
if (!Blocker.CanAttack(user, target, (weaponUid, weapon)))
|
|
return false;
|
|
|
|
// Can't self-attack if you're the weapon
|
|
if (weaponUid == target)
|
|
return false;
|
|
|
|
break;
|
|
case DisarmAttackEvent disarm:
|
|
if (disarm.Target != null && !TryGetEntity(disarm.Target, out target))
|
|
{
|
|
// Target was lightly attacked & deleted.
|
|
return false;
|
|
}
|
|
|
|
if (!Blocker.CanAttack(user, target, (weaponUid, weapon), true))
|
|
return false;
|
|
break;
|
|
default:
|
|
if (!Blocker.CanAttack(user, weapon: (weaponUid, weapon)))
|
|
return false;
|
|
break;
|
|
}
|
|
|
|
// Windup time checked elsewhere.
|
|
var fireRate = TimeSpan.FromSeconds(1f / GetAttackRate(weaponUid, user, weapon));
|
|
var swings = 0;
|
|
|
|
// TODO: If we get autoattacks then probably need a shotcounter like guns so we can do timing properly.
|
|
if (weapon.NextAttack < curTime)
|
|
weapon.NextAttack = curTime;
|
|
|
|
while (weapon.NextAttack <= curTime)
|
|
{
|
|
weapon.NextAttack += fireRate;
|
|
swings++;
|
|
}
|
|
|
|
DirtyField(weaponUid, weapon, nameof(MeleeWeaponComponent.NextAttack));
|
|
|
|
// Do this AFTER attack so it doesn't spam every tick
|
|
var ev = new AttemptMeleeEvent();
|
|
RaiseLocalEvent(weaponUid, ref ev);
|
|
|
|
if (ev.Cancelled)
|
|
{
|
|
if (ev.Message != null)
|
|
{
|
|
PopupSystem.PopupClient(ev.Message, weaponUid, user);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Attack confirmed
|
|
for (var i = 0; i < swings; i++)
|
|
{
|
|
string animation;
|
|
|
|
switch (attack)
|
|
{
|
|
case LightAttackEvent light:
|
|
DoLightAttack(user, light, weaponUid, weapon, session);
|
|
animation = weapon.Animation;
|
|
break;
|
|
case DisarmAttackEvent disarm:
|
|
if (!DoDisarm(user, disarm, weaponUid, weapon, session))
|
|
return false;
|
|
|
|
animation = weapon.Animation;
|
|
break;
|
|
case HeavyAttackEvent heavy:
|
|
if (!DoHeavyAttack(user, heavy, weaponUid, weapon, session))
|
|
return false;
|
|
|
|
animation = weapon.WideAnimation;
|
|
break;
|
|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
DoLungeAnimation(user, weaponUid, weapon.Angle, TransformSystem.ToMapCoordinates(GetCoordinates(attack.Coordinates)), weapon.Range, animation);
|
|
}
|
|
|
|
var attackEv = new MeleeAttackEvent(weaponUid);
|
|
RaiseLocalEvent(user, ref attackEv);
|
|
|
|
weapon.Attacking = true;
|
|
DirtyField(weaponUid, weapon, nameof(MeleeWeaponComponent.Attacking));
|
|
return true;
|
|
}
|
|
|
|
protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
|
|
|
|
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
// If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
|
|
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
|
|
var target = GetEntity(ev.Target);
|
|
var resistanceBypass = GetResistanceBypass(meleeUid, user, component);
|
|
|
|
// For consistency with wide attacks stuff needs damageable.
|
|
if (Deleted(target) ||
|
|
!HasComp<DamageableComponent>(target) ||
|
|
!TryComp(target, out TransformComponent? targetXform) ||
|
|
// Not in LOS.
|
|
!InRange(user, target.Value, component.Range, session))
|
|
{
|
|
// Leave IsHit set to true, because the only time it's set to false
|
|
// is when a melee weapon is examined. Misses are inferred from an
|
|
// empty HitEntities.
|
|
// TODO: This needs fixing
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(user):actor} melee attacked (light) using their hands and missed");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(user):actor} melee attacked (light) using {ToPrettyString(meleeUid):tool} and missed");
|
|
}
|
|
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, null);
|
|
RaiseLocalEvent(meleeUid, missEvent);
|
|
_meleeSound.PlaySwingSound(user, meleeUid, component);
|
|
return;
|
|
}
|
|
|
|
// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
|
|
|
|
// Raise event before doing damage so we can cancel damage if the event is handled
|
|
var hitEvent = new MeleeHitEvent(new List<EntityUid> { target.Value }, user, meleeUid, damage, null);
|
|
RaiseLocalEvent(meleeUid, hitEvent);
|
|
|
|
if (hitEvent.Handled)
|
|
return;
|
|
|
|
var targets = new List<EntityUid>(1)
|
|
{
|
|
target.Value
|
|
};
|
|
|
|
var weapon = GetEntity(ev.Weapon);
|
|
|
|
// We skip weapon -> target interaction, as forensics system applies DNA on hit
|
|
Interaction.DoContactInteraction(user, weapon);
|
|
|
|
// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
|
|
// somewhat messy scuffle. See also, heavy attacks.
|
|
Interaction.DoContactInteraction(user, target);
|
|
|
|
// For stuff that cares about it being attacked.
|
|
var attackedEvent = new AttackedEvent(meleeUid, user, targetXform.Coordinates);
|
|
RaiseLocalEvent(target.Value, attackedEvent);
|
|
|
|
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
|
var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin:user, ignoreResistances:resistanceBypass);
|
|
|
|
if (damageResult is {Empty: false})
|
|
{
|
|
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
|
|
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
|
|
{
|
|
_stamina.TakeStaminaDamage(target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
|
|
}
|
|
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (light) {ToPrettyString(target.Value):subject} using their hands and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (light) {ToPrettyString(target.Value):subject} using {ToPrettyString(meleeUid):tool} and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
|
|
}
|
|
|
|
_meleeSound.PlayHitSound(target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component);
|
|
|
|
if (damageResult?.GetTotal() > FixedPoint2.Zero)
|
|
{
|
|
DoDamageEffect(targets, user, targetXform);
|
|
}
|
|
}
|
|
|
|
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
|
|
|
|
private bool DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
// TODO: This is copy-paste as fuck with DoPreciseAttack
|
|
if (!TryComp(user, out TransformComponent? userXform))
|
|
return false;
|
|
|
|
var targetMap = TransformSystem.ToMapCoordinates(GetCoordinates(ev.Coordinates));
|
|
|
|
if (targetMap.MapId != userXform.MapID)
|
|
return false;
|
|
|
|
var userPos = TransformSystem.GetWorldPosition(userXform);
|
|
var direction = targetMap.Position - userPos;
|
|
var distance = Math.Min(component.Range, direction.Length());
|
|
|
|
var damage = GetDamage(meleeUid, user, component);
|
|
var entities = GetEntityList(ev.Entities);
|
|
|
|
entities = entities.Where(e => !_tagSystem.HasTag(e, "IgnoreMelee")).ToList(); //Sunrise-edit
|
|
|
|
if (entities.Count == 0)
|
|
{
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) using their hands and missed");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) using {ToPrettyString(meleeUid):tool} and missed");
|
|
}
|
|
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, direction);
|
|
RaiseLocalEvent(meleeUid, missEvent);
|
|
|
|
// immediate audio feedback
|
|
_meleeSound.PlaySwingSound(user, meleeUid, component);
|
|
|
|
return true;
|
|
}
|
|
|
|
// Naughty input
|
|
if (entities.Count > MaxTargets)
|
|
{
|
|
entities.RemoveRange(MaxTargets, entities.Count - MaxTargets);
|
|
}
|
|
|
|
// Validate client
|
|
for (var i = entities.Count - 1; i >= 0; i--)
|
|
{
|
|
if (ArcRaySuccessful(entities[i],
|
|
userPos,
|
|
direction.ToWorldAngle(),
|
|
component.Angle,
|
|
distance,
|
|
userXform.MapID,
|
|
user,
|
|
session))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Bad input
|
|
entities.RemoveAt(i);
|
|
}
|
|
|
|
var targets = new List<EntityUid>();
|
|
var damageQuery = GetEntityQuery<DamageableComponent>();
|
|
|
|
foreach (var entity in entities)
|
|
{
|
|
if (entity == user ||
|
|
!damageQuery.HasComponent(entity))
|
|
continue;
|
|
|
|
//Sunrise-start
|
|
if (_tagSystem.HasTag(entity, "IgnoreMelee"))
|
|
continue;
|
|
//Sunrise-end
|
|
|
|
targets.Add(entity);
|
|
}
|
|
|
|
// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
|
|
|
|
// Raise event before doing damage so we can cancel damage if the event is handled
|
|
var hitEvent = new MeleeHitEvent(targets, user, meleeUid, damage, direction);
|
|
RaiseLocalEvent(meleeUid, hitEvent);
|
|
|
|
if (hitEvent.Handled)
|
|
return true;
|
|
|
|
var weapon = GetEntity(ev.Weapon);
|
|
|
|
Interaction.DoContactInteraction(user, weapon);
|
|
|
|
// For stuff that cares about it being attacked.
|
|
foreach (var target in targets)
|
|
{
|
|
// We skip weapon -> target interaction, as forensics system applies DNA on hit
|
|
|
|
// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
|
|
// somewhat messy scuffle. See also, light attacks.
|
|
Interaction.DoContactInteraction(user, target);
|
|
}
|
|
|
|
var appliedDamage = new DamageSpecifier();
|
|
|
|
for (var i = targets.Count - 1; i >= 0; i--)
|
|
{
|
|
var entity = targets[i];
|
|
// We raise an attack attempt here as well,
|
|
// primarily because this was an untargeted wideswing: if a subscriber to that event cared about
|
|
// the potential target (such as for pacifism), they need to be made aware of the target here.
|
|
// In that case, just continue.
|
|
if (!Blocker.CanAttack(user, entity, (weapon, component)))
|
|
{
|
|
targets.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
var attackedEvent = new AttackedEvent(meleeUid, user, GetCoordinates(ev.Coordinates));
|
|
RaiseLocalEvent(entity, attackedEvent);
|
|
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
|
|
|
var damageResult = Damageable.TryChangeDamage(entity, modifiedDamage, origin:user);
|
|
|
|
if (damageResult != null && damageResult.GetTotal() > FixedPoint2.Zero)
|
|
{
|
|
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
|
|
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
|
|
{
|
|
_stamina.TakeStaminaDamage(entity, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
|
|
}
|
|
|
|
appliedDamage += damageResult;
|
|
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) {ToPrettyString(entity):subject} using their hands and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) {ToPrettyString(entity):subject} using {ToPrettyString(meleeUid):tool} and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (entities.Count != 0)
|
|
{
|
|
var target = entities.First();
|
|
_meleeSound.PlayHitSound(target, user, GetHighestDamageSound(appliedDamage, _protoManager), hitEvent.HitSoundOverride, component);
|
|
}
|
|
|
|
if (appliedDamage.GetTotal() > FixedPoint2.Zero)
|
|
{
|
|
DoDamageEffect(targets, user, Transform(targets[0]));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
|
|
{
|
|
// TODO: This is pretty sucky.
|
|
var widthRad = 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<EntityUid>();
|
|
|
|
for (var i = 0; i < increments; i++)
|
|
{
|
|
var castAngle = new Angle(baseAngle + increment * i);
|
|
var ray = new CollisionRay(position, castAngle.ToWorldVec(), AttackMask);
|
|
var res = _physics.IntersectRay(mapId, ray, range, ignore, false)
|
|
.Where(x => !_tagSystem.HasTag(x.HitEntity, IgnoreMeleeTag))
|
|
.ToList();
|
|
|
|
if (res.Count != 0)
|
|
{
|
|
// If there's exact distance overlap, we simply have to deal with all overlapping objects to avoid selecting randomly.
|
|
var resChecked = res.Where(x => x.Distance.Equals(res[0].Distance));
|
|
foreach (var r in resChecked)
|
|
{
|
|
if (Interaction.InRangeUnobstructed(ignore, r.HitEntity, range + 0.1f, overlapCheck: false))
|
|
resSet.Add(r.HitEntity);
|
|
}
|
|
}
|
|
}
|
|
|
|
return resSet;
|
|
}
|
|
|
|
protected virtual bool ArcRaySuccessful(EntityUid targetUid,
|
|
Vector2 position,
|
|
Angle angle,
|
|
Angle arcWidth,
|
|
float range,
|
|
MapId mapId,
|
|
EntityUid ignore,
|
|
ICommonSession? session)
|
|
{
|
|
// Only matters for server.
|
|
return true;
|
|
}
|
|
|
|
|
|
public static string? GetHighestDamageSound(DamageSpecifier modifiedDamage, IPrototypeManager protoManager)
|
|
{
|
|
// Sunrise edit start
|
|
// Сука, какие группы
|
|
var groups = modifiedDamage.DamageDict;
|
|
// Sunrise edit end
|
|
|
|
// Use group if it's exclusive, otherwise fall back to type.
|
|
if (groups.Count == 1)
|
|
{
|
|
return groups.Keys.First();
|
|
}
|
|
|
|
var highestDamage = FixedPoint2.Zero;
|
|
string? highestDamageType = null;
|
|
|
|
foreach (var (type, damage) in modifiedDamage.DamageDict)
|
|
{
|
|
if (damage <= highestDamage)
|
|
continue;
|
|
|
|
highestDamageType = type;
|
|
}
|
|
|
|
return highestDamageType;
|
|
}
|
|
|
|
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp)
|
|
{
|
|
if (HasComp<DisarmProneComponent>(disarmer))
|
|
return 1.0f;
|
|
|
|
if (HasComp<DisarmProneComponent>(disarmed))
|
|
return 0.0f;
|
|
|
|
var chance = disarmerComp.BaseDisarmFailChance;
|
|
|
|
if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
|
|
{
|
|
chance += malus.Malus;
|
|
}
|
|
|
|
return Math.Clamp(chance, 0f, 1f);
|
|
}
|
|
|
|
private bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
var target = GetEntity(ev.Target);
|
|
|
|
if (Deleted(target) ||
|
|
user == target)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
if (MobState.IsIncapacitated(target.Value))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!TryComp<CombatModeComponent>(user, out var combatMode) ||
|
|
combatMode.CanDisarm != true)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Need hands or to be able to be shoved over.
|
|
if (!TryComp<HandsComponent>(target, out var targetHandsComponent))
|
|
{
|
|
if (!TryComp<StatusEffectsComponent>(target, out var status) ||
|
|
!status.AllowedEffects.Contains("KnockedDown"))
|
|
{
|
|
// Notify disarmable
|
|
if (HasComp<MobStateComponent>(target.Value))
|
|
PopupSystem.PopupClient(Loc.GetString("disarm-action-disarmable", ("targetName", target.Value)), target.Value);
|
|
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!InRange(user, target.Value, component.Range, session))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
EntityUid? inTargetHand = null;
|
|
|
|
if (targetHandsComponent?.ActiveHand is { IsEmpty: false })
|
|
{
|
|
inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
|
|
}
|
|
|
|
var attemptEvent = new DisarmAttemptEvent(target.Value, user, inTargetHand);
|
|
|
|
if (inTargetHand != null)
|
|
{
|
|
RaiseLocalEvent(inTargetHand.Value, ref attemptEvent);
|
|
}
|
|
|
|
RaiseLocalEvent(target.Value, ref attemptEvent);
|
|
|
|
if (attemptEvent.Cancelled)
|
|
return false;
|
|
|
|
var chance = CalculateDisarmChance(user, target.Value, inTargetHand, combatMode);
|
|
|
|
// At this point we diverge
|
|
if (_netMan.IsClient)
|
|
{
|
|
// Play a sound to give instant feedback; same with playing the animations
|
|
_meleeSound.PlaySwingSound(user, meleeUid, component);
|
|
return true;
|
|
}
|
|
|
|
if (_random.Prob(chance))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var eventArgs = new DisarmedEvent(target.Value, user, 1 - chance);
|
|
RaiseLocalEvent(target.Value, ref eventArgs);
|
|
|
|
// Nothing handled it so abort.
|
|
if (!eventArgs.Handled)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Interaction.DoContactInteraction(user, target);
|
|
AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
|
|
|
|
AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
|
|
|
|
_audio.PlayPvs(combatMode.DisarmSuccessSound, target.Value, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
|
|
var targetEnt = Identity.Entity(target.Value, EntityManager);
|
|
var userEnt = Identity.Entity(user, EntityManager);
|
|
|
|
var msgOther = Loc.GetString(
|
|
eventArgs.PopupPrefix + "popup-message-other-clients",
|
|
("performerName", userEnt),
|
|
("targetName", targetEnt));
|
|
|
|
var msgUser = Loc.GetString(eventArgs.PopupPrefix + "popup-message-cursor", ("targetName", targetEnt));
|
|
|
|
var filterOther = Filter.PvsExcept(user, entityManager: EntityManager);
|
|
|
|
PopupSystem.PopupEntity(msgOther, user, filterOther, true);
|
|
PopupSystem.PopupEntity(msgUser, target.Value, user);
|
|
|
|
if (eventArgs.IsStunned)
|
|
{
|
|
|
|
PopupSystem.PopupEntity(Loc.GetString("stunned-component-disarm-success-others", ("source", userEnt), ("target", targetEnt)), targetEnt, Filter.PvsExcept(user), true, PopupType.LargeCaution);
|
|
PopupSystem.PopupCursor(Loc.GetString("stunned-component-disarm-success", ("target", targetEnt)), user, PopupType.Large);
|
|
|
|
AdminLogger.Add(LogType.DisarmedKnockdown, LogImpact.Medium, $"{ToPrettyString(user):user} knocked down {ToPrettyString(target):target}");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void DoLungeAnimation(EntityUid user, EntityUid weapon, Angle angle, MapCoordinates coordinates, float length, string? animation)
|
|
{
|
|
// TODO: Assert that offset eyes are still okay.
|
|
if (!TryComp(user, out TransformComponent? userXform))
|
|
return;
|
|
|
|
var invMatrix = TransformSystem.GetInvWorldMatrix(userXform);
|
|
var localPos = Vector2.Transform(coordinates.Position, invMatrix);
|
|
|
|
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, weapon, angle, localPos, animation);
|
|
}
|
|
|
|
public abstract void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, bool predicted = true);
|
|
|
|
/// <summary>
|
|
/// Used to update the MeleeWeapon component on item toggle.
|
|
/// </summary>
|
|
private void OnItemToggle(EntityUid uid, ItemToggleMeleeWeaponComponent itemToggleMelee, ItemToggledEvent args)
|
|
{
|
|
if (!TryComp(uid, out MeleeWeaponComponent? meleeWeapon))
|
|
return;
|
|
|
|
if (args.Activated)
|
|
{
|
|
if (itemToggleMelee.ActivatedDamage != null)
|
|
{
|
|
//Setting deactivated damage to the weapon's regular value before changing it.
|
|
itemToggleMelee.DeactivatedDamage ??= meleeWeapon.Damage;
|
|
meleeWeapon.Damage = itemToggleMelee.ActivatedDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.Damage));
|
|
}
|
|
|
|
if (meleeWeapon.HitSound?.Equals(itemToggleMelee.ActivatedSoundOnHit) != true)
|
|
{
|
|
meleeWeapon.HitSound = itemToggleMelee.ActivatedSoundOnHit;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.HitSound));
|
|
}
|
|
|
|
if (itemToggleMelee.ActivatedSoundOnHitNoDamage != null)
|
|
{
|
|
//Setting the deactivated sound on no damage hit to the weapon's regular value before changing it.
|
|
itemToggleMelee.DeactivatedSoundOnHitNoDamage ??= meleeWeapon.NoDamageSound;
|
|
meleeWeapon.NoDamageSound = itemToggleMelee.ActivatedSoundOnHitNoDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.NoDamageSound));
|
|
}
|
|
|
|
if (itemToggleMelee.ActivatedSoundOnSwing != null)
|
|
{
|
|
//Setting the deactivated sound on no damage hit to the weapon's regular value before changing it.
|
|
itemToggleMelee.DeactivatedSoundOnSwing ??= meleeWeapon.SwingSound;
|
|
meleeWeapon.SwingSound = itemToggleMelee.ActivatedSoundOnSwing;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.SwingSound));
|
|
}
|
|
|
|
if (itemToggleMelee.DeactivatedSecret)
|
|
{
|
|
meleeWeapon.Hidden = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (itemToggleMelee.DeactivatedDamage != null)
|
|
{
|
|
meleeWeapon.Damage = itemToggleMelee.DeactivatedDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.Damage));
|
|
}
|
|
|
|
meleeWeapon.HitSound = itemToggleMelee.DeactivatedSoundOnHit;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.HitSound));
|
|
|
|
if (itemToggleMelee.DeactivatedSoundOnHitNoDamage != null)
|
|
{
|
|
meleeWeapon.NoDamageSound = itemToggleMelee.DeactivatedSoundOnHitNoDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.NoDamageSound));
|
|
}
|
|
|
|
if (itemToggleMelee.DeactivatedSoundOnSwing != null)
|
|
{
|
|
meleeWeapon.SwingSound = itemToggleMelee.DeactivatedSoundOnSwing;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.SwingSound));
|
|
}
|
|
|
|
if (itemToggleMelee.DeactivatedSecret)
|
|
{
|
|
meleeWeapon.Hidden = true;
|
|
}
|
|
}
|
|
}
|
|
}
|