2019-11-11 16:21:29 -05:00
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using System;
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using System.Collections.Generic;
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2020-05-23 01:23:36 +02:00
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using System.Linq;
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2020-08-13 14:40:27 +02:00
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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2019-11-12 01:43:11 +01:00
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using Content.Shared.GameObjects.Components.Items;
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2019-09-26 22:32:32 +02:00
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using Robust.Server.GameObjects.EntitySystems;
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2019-07-31 15:02:36 +02:00
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using Robust.Shared.GameObjects;
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2020-05-31 12:40:36 -05:00
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using Robust.Shared.GameObjects.Systems;
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2019-09-26 22:32:32 +02:00
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using Robust.Shared.Interfaces.GameObjects;
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2019-07-31 15:02:36 +02:00
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using Robust.Shared.Interfaces.Map;
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2019-11-17 21:46:39 +01:00
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using Robust.Shared.Interfaces.Physics;
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2019-11-11 16:21:29 -05:00
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using Robust.Shared.Interfaces.Timing;
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2019-04-15 21:11:38 -06:00
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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2019-09-26 22:32:32 +02:00
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using Robust.Shared.ViewVariables;
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Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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using Content.Shared.Damage;
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2020-07-18 22:51:56 -07:00
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using Content.Shared.Interfaces.GameObjects.Components;
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2018-04-05 17:32:51 -05:00
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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2019-07-31 15:02:36 +02:00
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[RegisterComponent]
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2019-06-30 00:01:41 +02:00
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public class MeleeWeaponComponent : Component, IAttack
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2018-04-05 17:32:51 -05:00
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{
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2020-08-24 14:10:28 +02:00
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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2019-09-26 22:32:32 +02:00
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public override string Name => "MeleeWeapon";
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2019-11-11 16:21:29 -05:00
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private TimeSpan _lastAttackTime;
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2019-09-26 22:32:32 +02:00
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2020-05-11 13:54:31 +02:00
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private int _damage;
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private float _range;
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private float _arcWidth;
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2019-09-26 22:32:32 +02:00
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private string _arc;
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private string _hitSound;
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2020-06-18 22:52:44 +10:00
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public float CooldownTime => _cooldownTime;
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private float _cooldownTime = 1f;
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2019-09-26 22:32:32 +02:00
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[ViewVariables(VVAccess.ReadWrite)]
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public string Arc
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{
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get => _arc;
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set => _arc = value;
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}
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2018-04-05 17:32:51 -05:00
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2019-09-26 22:32:32 +02:00
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[ViewVariables(VVAccess.ReadWrite)]
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public float ArcWidth
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{
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get => _arcWidth;
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set => _arcWidth = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float Range
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{
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get => _range;
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set => _range = value;
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public int Damage
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{
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get => _damage;
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set => _damage = value;
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}
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2018-04-05 17:32:51 -05:00
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2018-07-26 23:38:16 +02:00
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public override void ExposeData(ObjectSerializer serializer)
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2018-04-05 17:32:51 -05:00
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{
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base.ExposeData(serializer);
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2019-09-26 22:32:32 +02:00
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serializer.DataField(ref _damage, "damage", 5);
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serializer.DataField(ref _range, "range", 1);
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serializer.DataField(ref _arcWidth, "arcwidth", 90);
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serializer.DataField(ref _arc, "arc", "default");
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2020-07-07 13:19:00 -04:00
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serializer.DataField(ref _hitSound, "hitSound", "/Audio/Weapons/genhit1.ogg");
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2019-11-11 16:21:29 -05:00
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serializer.DataField(ref _cooldownTime, "cooldownTime", 1f);
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2018-04-05 17:32:51 -05:00
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}
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2020-07-06 16:37:39 -05:00
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protected virtual bool OnHitEntities(IReadOnlyList<IEntity> entities, AttackEventArgs eventArgs)
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2020-05-13 20:21:03 +02:00
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{
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2020-07-06 16:37:39 -05:00
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return true;
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2020-05-13 20:21:03 +02:00
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}
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2019-06-30 00:01:41 +02:00
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void IAttack.Attack(AttackEventArgs eventArgs)
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2018-04-05 17:32:51 -05:00
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{
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2019-11-11 16:21:29 -05:00
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var span = curTime - _lastAttackTime;
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if(span.TotalSeconds < _cooldownTime) {
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return;
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}
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2019-04-20 16:20:18 -07:00
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var location = eventArgs.User.Transform.GridPosition;
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2020-01-25 01:39:14 -08:00
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var angle = new Angle(eventArgs.ClickLocation.ToMapPos(_mapManager) - location.ToMapPos(_mapManager));
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2019-09-26 22:32:32 +02:00
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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2019-11-17 21:46:39 +01:00
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var entities = ArcRayCast(eventArgs.User.Transform.WorldPosition, angle, eventArgs.User);
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2018-04-05 17:32:51 -05:00
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2020-07-28 02:42:32 -04:00
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var audioSystem = EntitySystem.Get<AudioSystem>();
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if (entities.Count() != 0)
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{
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audioSystem.PlayFromEntity( _hitSound, entities.First());
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}
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else
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{
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audioSystem.PlayFromEntity("/Audio/Weapons/punchmiss.ogg", eventArgs.User);
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}
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2019-09-26 22:32:32 +02:00
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var hitEntities = new List<IEntity>();
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2018-05-27 16:44:50 +02:00
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foreach (var entity in entities)
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2018-04-05 17:32:51 -05:00
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{
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2019-04-20 16:20:18 -07:00
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if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
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2018-04-05 17:32:51 -05:00
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continue;
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2018-05-27 16:44:50 +02:00
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Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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if (entity.TryGetComponent(out IDamageableComponent damageComponent))
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2018-04-05 17:32:51 -05:00
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{
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Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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damageComponent.ChangeDamage(DamageType.Blunt, Damage, false, Owner);
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2019-09-26 22:32:32 +02:00
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hitEntities.Add(entity);
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2018-04-05 17:32:51 -05:00
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}
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}
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2019-09-26 22:32:32 +02:00
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2020-07-06 16:37:39 -05:00
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if(!OnHitEntities(hitEntities, eventArgs)) return;
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2020-05-13 20:21:03 +02:00
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2019-09-26 22:32:32 +02:00
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if (Arc != null)
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{
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var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
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sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
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}
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2019-11-12 01:43:11 +01:00
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2019-11-11 16:21:29 -05:00
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_lastAttackTime = IoCManager.Resolve<IGameTiming>().CurTime;
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2019-11-12 01:43:11 +01:00
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if (Owner.TryGetComponent(out ItemCooldownComponent cooldown))
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{
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cooldown.CooldownStart = _lastAttackTime;
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cooldown.CooldownEnd = _lastAttackTime + TimeSpan.FromSeconds(_cooldownTime);
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}
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2018-04-05 17:32:51 -05:00
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}
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2019-11-17 21:46:39 +01:00
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private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, IEntity ignore)
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{
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var widthRad = Angle.FromDegrees(ArcWidth);
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2020-05-11 13:54:31 +02:00
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var increments = 1 + (35 * (int) Math.Ceiling(widthRad / (2 * Math.PI)));
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2020-01-15 14:51:01 +01:00
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var increment = widthRad / increments;
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2019-11-17 21:46:39 +01:00
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var baseAngle = angle - widthRad / 2;
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var resSet = new HashSet<IEntity>();
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2020-01-25 12:15:04 -08:00
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var mapId = Owner.Transform.MapID;
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2020-01-15 14:51:01 +01:00
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for (var i = 0; i < increments; i++)
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2019-11-17 21:46:39 +01:00
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{
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var castAngle = new Angle(baseAngle + increment * i);
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2020-05-23 17:46:50 +02:00
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var res = _physicsManager.IntersectRay(mapId, new CollisionRay(position, castAngle.ToVec(), 23), _range, ignore).FirstOrDefault();
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2019-11-17 21:46:39 +01:00
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if (res.HitEntity != null)
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{
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resSet.Add(res.HitEntity);
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}
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}
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return resSet;
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}
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2018-04-05 17:32:51 -05:00
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}
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}
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