GORILLA Gauntlets (#23012)

* GORILLA gauntlets

* oh shit this too
This commit is contained in:
Nemanja
2023-12-27 22:11:13 -05:00
committed by GitHub
parent f2379040f2
commit 9bd03824ac
22 changed files with 542 additions and 46 deletions

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@@ -0,0 +1,105 @@
using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Weapons.Melee.Components;
/// <summary>
/// This is used for a melee weapon that throws whatever gets hit by it in a line
/// until it hits a wall or a time limit is exhausted.
/// </summary>
[RegisterComponent, NetworkedComponent]
[Access(typeof(MeleeThrowOnHitSystem))]
[AutoGenerateComponentState]
public sealed partial class MeleeThrowOnHitComponent : Component
{
/// <summary>
/// The speed at which hit entities should be thrown.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float Speed = 10f;
/// <summary>
/// How long hit entities remain thrown, max.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float Lifetime = 3f;
/// <summary>
/// How long we wait to start accepting collision.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MinLifetime = 0.05f;
/// <summary>
/// Whether or not anchorable entities should be unanchored when hit.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool UnanchorOnHit;
/// <summary>
/// Whether or not the throwing behavior occurs by default.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool Enabled = true;
}
/// <summary>
/// Component used to track entities that have been yeeted by <see cref="MeleeThrowOnHitComponent"/>
/// </summary>
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
[Access(typeof(MeleeThrowOnHitSystem))]
public sealed partial class MeleeThrownComponent : Component
{
/// <summary>
/// The velocity of the throw
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public Vector2 Velocity;
/// <summary>
/// How long the throw will last.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float Lifetime;
/// <summary>
/// How long we wait to start accepting collision.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MinLifetime;
/// <summary>
/// At what point in time will the throw be complete?
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField]
public TimeSpan ThrownEndTime;
/// <summary>
/// At what point in time will the <see cref="MinLifetime"/> be exhausted
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoNetworkedField]
public TimeSpan MinLifetimeTime;
}
/// <summary>
/// Event raised before an entity is thrown by <see cref="MeleeThrowOnHitComponent"/> to see if a throw is allowed.
/// If not handled, the enabled field on the component will be used instead.
/// </summary>
[ByRefEvent]
public record struct AttemptMeleeThrowOnHitEvent(EntityUid Hit, bool Cancelled = false, bool Handled = false);
[ByRefEvent]
public record struct MeleeThrowOnHitStartEvent(EntityUid User, EntityUid Used);
[ByRefEvent]
public record struct MeleeThrowOnHitEndEvent();

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@@ -1,3 +1,4 @@
using System.Numerics;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
@@ -50,6 +51,12 @@ public sealed class MeleeHitEvent : HandledEntityEventArgs
/// </summary>
public readonly EntityUid Weapon;
/// <summary>
/// The direction of the attack.
/// If null, it was a click-attack.
/// </summary>
public readonly Vector2? Direction;
/// <summary>
/// Check if this is true before attempting to do something during a melee attack other than changing/adding bonus damage. <br/>
/// For example, do not spend charges unless <see cref="IsHit"/> equals true.
@@ -59,12 +66,13 @@ public sealed class MeleeHitEvent : HandledEntityEventArgs
/// </remarks>
public bool IsHit = true;
public MeleeHitEvent(List<EntityUid> hitEntities, EntityUid user, EntityUid weapon, DamageSpecifier baseDamage)
public MeleeHitEvent(List<EntityUid> hitEntities, EntityUid user, EntityUid weapon, DamageSpecifier baseDamage, Vector2? direction)
{
HitEntities = hitEntities;
User = user;
Weapon = weapon;
BaseDamage = baseDamage;
Direction = direction;
}
}

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@@ -0,0 +1,126 @@
using System.Numerics;
using Content.Shared.Construction.Components;
using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
namespace Content.Shared.Weapons.Melee;
/// <summary>
/// This handles <see cref="MeleeThrowOnHitComponent"/>
/// </summary>
public sealed class MeleeThrowOnHitSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<MeleeThrowOnHitComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<MeleeThrownComponent, ComponentStartup>(OnThrownStartup);
SubscribeLocalEvent<MeleeThrownComponent, ComponentShutdown>(OnThrownShutdown);
SubscribeLocalEvent<MeleeThrownComponent, StartCollideEvent>(OnStartCollide);
}
private void OnMeleeHit(Entity<MeleeThrowOnHitComponent> ent, ref MeleeHitEvent args)
{
var (_, comp) = ent;
if (!args.IsHit)
return;
var mapPos = _transform.GetMapCoordinates(args.User).Position;
foreach (var hit in args.HitEntities)
{
var hitPos = _transform.GetMapCoordinates(hit).Position;
var angle = args.Direction ?? hitPos - mapPos;
if (angle == Vector2.Zero)
continue;
if (!CanThrowOnHit(ent, hit))
continue;
if (comp.UnanchorOnHit && HasComp<AnchorableComponent>(hit))
{
_transform.Unanchor(hit, Transform(hit));
}
RemComp<MeleeThrownComponent>(hit);
var ev = new MeleeThrowOnHitStartEvent(args.User, ent);
RaiseLocalEvent(hit, ref ev);
var thrownComp = new MeleeThrownComponent
{
Velocity = angle.Normalized() * comp.Speed,
Lifetime = comp.Lifetime,
MinLifetime = comp.MinLifetime
};
AddComp(hit, thrownComp);
}
}
private void OnThrownStartup(Entity<MeleeThrownComponent> ent, ref ComponentStartup args)
{
var (_, comp) = ent;
if (!TryComp<PhysicsComponent>(ent, out var body) ||
(body.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
return;
comp.ThrownEndTime = _timing.CurTime + TimeSpan.FromSeconds(comp.Lifetime);
comp.MinLifetimeTime = _timing.CurTime + TimeSpan.FromSeconds(comp.MinLifetime);
_physics.SetBodyStatus(body, BodyStatus.InAir);
_physics.SetLinearVelocity(ent, Vector2.Zero, body: body);
_physics.ApplyLinearImpulse(ent, comp.Velocity * body.Mass, body: body);
Dirty(ent, ent.Comp);
}
private void OnThrownShutdown(Entity<MeleeThrownComponent> ent, ref ComponentShutdown args)
{
if (TryComp<PhysicsComponent>(ent, out var body))
_physics.SetBodyStatus(body, BodyStatus.OnGround);
var ev = new MeleeThrowOnHitEndEvent();
RaiseLocalEvent(ent, ref ev);
}
private void OnStartCollide(Entity<MeleeThrownComponent> ent, ref StartCollideEvent args)
{
var (_, comp) = ent;
if (!args.OtherFixture.Hard || !args.OtherBody.CanCollide || !args.OurFixture.Hard || !args.OurBody.CanCollide)
return;
if (_timing.CurTime < comp.MinLifetimeTime)
return;
RemCompDeferred(ent, ent.Comp);
}
public bool CanThrowOnHit(Entity<MeleeThrowOnHitComponent> ent, EntityUid target)
{
var (uid, comp) = ent;
var ev = new AttemptMeleeThrowOnHitEvent(target);
RaiseLocalEvent(uid, ref ev);
if (ev.Handled)
return !ev.Cancelled;
return comp.Enabled;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<MeleeThrownComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (_timing.CurTime > comp.ThrownEndTime)
RemCompDeferred(uid, comp);
}
}
}

View File

@@ -467,7 +467,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
AdminLogger.Add(LogType.MeleeHit, LogImpact.Low,
$"{ToPrettyString(user):actor} melee attacked (light) using {ToPrettyString(meleeUid):tool} and missed");
}
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, null);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
return;
@@ -476,7 +476,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
// Sawmill.Debug($"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);
var hitEvent = new MeleeHitEvent(new List<EntityUid> { target.Value }, user, meleeUid, damage, null);
RaiseLocalEvent(meleeUid, hitEvent);
if (hitEvent.Handled)
@@ -578,7 +578,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
AdminLogger.Add(LogType.MeleeHit, LogImpact.Low,
$"{ToPrettyString(user):actor} melee attacked (heavy) using {ToPrettyString(meleeUid):tool} and missed");
}
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, direction);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
@@ -619,7 +619,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
// Sawmill.Debug($"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);
var hitEvent = new MeleeHitEvent(targets, user, meleeUid, damage, direction);
RaiseLocalEvent(meleeUid, hitEvent);
if (hitEvent.Handled)