Shitty combat mode & animations. (#367)

* Combat mode UI & targeting zones.

* Fix inventory hud positioning.

* Crappy attack animations.

* Import TG combat sounds

* More work on arcs.

* Implement hit sounds.

* Lunging, hit effects, some more stuff.
This commit is contained in:
Pieter-Jan Briers
2019-09-26 22:32:32 +02:00
committed by GitHub
parent ac55ccf46e
commit 02d509fc5f
47 changed files with 1231 additions and 35 deletions

View File

@@ -1,3 +1,4 @@
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
@@ -9,11 +10,36 @@ namespace Content.Server.GameObjects.Components.Mobs
/// using *everything* as a weapon.
/// </summary>
[RegisterComponent]
public sealed class CombatModeComponent : Component
public sealed class CombatModeComponent : SharedCombatModeComponent
{
public override string Name => "CombatMode";
private bool _isInCombatMode;
private TargetingZone _activeZone;
[ViewVariables(VVAccess.ReadWrite)]
public bool IsInCombatMode { get; set; }
public bool IsInCombatMode
{
get => _isInCombatMode;
set
{
_isInCombatMode = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public TargetingZone ActiveZone
{
get => _activeZone;
set
{
_activeZone = value;
Dirty();
}
}
public override ComponentState GetComponentState()
{
return new CombatModeComponentState(IsInCombatMode, ActiveZone);
}
}
}

View File

@@ -1,43 +1,91 @@
using Content.Server.GameObjects.EntitySystems;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Melee
{
[RegisterComponent]
public class MeleeWeaponComponent : Component, IAttack
{
public override string Name => "MeleeWeapon";
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IServerEntityManager _serverEntityManager;
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
[Dependency] private readonly IGameTiming _gameTiming;
[Dependency] private readonly IPrototypeManager _prototypeManager;
#pragma warning restore 649
public override string Name => "MeleeWeapon";
private int _damage = 1;
private float _range = 1;
private float _arcWidth = 90;
private string _arc;
private string _hitSound;
public int Damage = 1;
public float Range = 1;
public float ArcWidth = 90;
[ViewVariables(VVAccess.ReadWrite)]
public string Arc
{
get => _arc;
set => _arc = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public float ArcWidth
{
get => _arcWidth;
set => _arcWidth = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public float Range
{
get => _range;
set => _range = value;
}
[ViewVariables(VVAccess.ReadWrite)]
public int Damage
{
get => _damage;
set => _damage = value;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref Damage, "damage", 5);
serializer.DataField(ref Range, "range", 1);
serializer.DataField(ref ArcWidth, "arcwidth", 90);
serializer.DataField(ref _damage, "damage", 5);
serializer.DataField(ref _range, "range", 1);
serializer.DataField(ref _arcWidth, "arcwidth", 90);
serializer.DataField(ref _arc, "arc", "default");
serializer.DataField(ref _hitSound, "hitSound", "/Audio/weapons/genhit1.ogg");
}
void IAttack.Attack(AttackEventArgs eventArgs)
{
var location = eventArgs.User.Transform.GridPosition;
var angle = new Angle(eventArgs.ClickLocation.ToWorld(_mapManager).Position - location.ToWorld(_mapManager).Position);
var entities = _serverEntityManager.GetEntitiesInArc(eventArgs.User.Transform.GridPosition, Range, angle, ArcWidth);
var angle = new Angle(eventArgs.ClickLocation.ToWorld(_mapManager).Position -
location.ToWorld(_mapManager).Position);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities =
_serverEntityManager.GetEntitiesInArc(eventArgs.User.Transform.GridPosition, Range, angle, ArcWidth);
var hitEntities = new List<IEntity>();
foreach (var entity in entities)
{
if (!entity.Transform.IsMapTransform || entity == eventArgs.User)
@@ -46,8 +94,18 @@ namespace Content.Server.GameObjects.Components.Weapon.Melee
if (entity.TryGetComponent(out DamageableComponent damageComponent))
{
damageComponent.TakeDamage(DamageType.Brute, Damage);
hitEntities.Add(entity);
}
}
var audioSystem = _entitySystemManager.GetEntitySystem<AudioSystem>();
audioSystem.Play(hitEntities.Count > 0 ? _hitSound : "/Audio/weapons/punchmiss.ogg");
if (Arc != null)
{
var sys = _entitySystemManager.GetEntitySystem<MeleeWeaponSystem>();
sys.SendAnimation(Arc, angle, eventArgs.User, hitEntities);
}
}
}
}

View File

@@ -1,15 +1,25 @@
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Input;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using static Content.Shared.GameObjects.EntitySystemMessages.CombatModeSystemMessages;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public sealed class CombatModeSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IPlayerManager _playerManager;
#pragma warning restore 649
public override void Initialize()
{
base.Initialize();
@@ -19,7 +29,15 @@ namespace Content.Server.GameObjects.EntitySystems
InputCmdHandler.FromDelegate(CombatModeToggled));
}
private void CombatModeToggled(ICommonSession session)
public override void RegisterMessageTypes()
{
base.RegisterMessageTypes();
RegisterMessageType<SetTargetZoneMessage>();
RegisterMessageType<SetCombatModeActiveMessage>();
}
private static void CombatModeToggled(ICommonSession session)
{
var playerSession = (IPlayerSession) session;
@@ -31,5 +49,28 @@ namespace Content.Server.GameObjects.EntitySystems
combatModeComponent.IsInCombatMode = !combatModeComponent.IsInCombatMode;
}
public override void HandleNetMessage(INetChannel channel, EntitySystemMessage message)
{
base.HandleNetMessage(channel, message);
var player = _playerManager.GetSessionByChannel(channel);
if (player.AttachedEntity == null
|| !player.AttachedEntity.TryGetComponent(out CombatModeComponent combatModeComponent))
{
return;
}
switch (message)
{
case SetTargetZoneMessage setTargetZone:
combatModeComponent.ActiveZone = setTargetZone.TargetZone;
break;
case SetCombatModeActiveMessage setActive:
combatModeComponent.IsInCombatMode = setActive.Active;
break;
}
}
}
}

View File

@@ -0,0 +1,18 @@
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.EntitySystems
{
public sealed class MeleeWeaponSystem : EntitySystem
{
public void SendAnimation(string arc, Angle angle, IEntity attacker, IEnumerable<IEntity> hits)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker.Uid,
hits.Select(e => e.Uid).ToList()));
}
}
}