Files
OldThink/Content.Shared/CombatMode/SharedCombatModeComponent.cs

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using System;
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Sound;
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using Content.Shared.Targeting;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
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namespace Content.Shared.CombatMode
{
[NetworkedComponent()]
public abstract class SharedCombatModeComponent : Component
{
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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");
// These are chonky default definitions for combat actions. But its a pain to add a yaml version of this for
// every entity that wants combat mode, especially given that they're currently all identical... so ummm.. yeah.
[DataField("disarmAction")]
public readonly EntityTargetAction DisarmAction = new()
{
Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/disarmOff.png")),
IconOn = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/disarm.png")),
Name = "action-name-disarm",
Description = "action-description-disarm",
Repeat = true,
UseDelay = TimeSpan.FromSeconds(1.5f),
InteractOnMiss = true,
Event = new DisarmActionEvent(),
CanTargetSelf = false,
Whitelist = new()
{
Components = new[] { "Hands", "StatusEffects" },
},
};
[DataField("combatToggleAction")]
public readonly InstantAction CombatToggleAction = new()
{
Icon = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harmOff.png")),
IconOn = new SpriteSpecifier.Texture(new ResourcePath("Interface/Actions/harm.png")),
UserPopup = "action-popup-combat",
PopupToggleSuffix = "-disabling",
Name = "action-name-combat",
Description = "action-description-combat",
Event = new ToggleCombatActionEvent(),
};
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[ViewVariables(VVAccess.ReadWrite)]
public virtual bool IsInCombatMode
{
get => _isInCombatMode;
set
{
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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if (_isInCombatMode == value) return;
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_isInCombatMode = value;
EntitySystem.Get<SharedActionsSystem>().SetToggled(CombatToggleAction, _isInCombatMode);
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Dirty();
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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// 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();
}
*/
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}
}
[ViewVariables(VVAccess.ReadWrite)]
public virtual TargetingZone ActiveZone
{
get => _activeZone;
set
{
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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if (_activeZone == value) return;
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_activeZone = value;
Dirty();
}
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
base.HandleComponentState(curState, nextState);
if (curState is not CombatModeComponentState state)
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return;
IsInCombatMode = state.IsInCombatMode;
ActiveZone = state.TargetingZone;
}
public override ComponentState GetComponentState()
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{
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;
}
}
}
}