Melee rebalancing (#17520)

This commit is contained in:
metalgearsloth
2023-08-06 12:55:38 +10:00
committed by GitHub
parent 28a5e32f5e
commit aa8efc9a26
22 changed files with 124 additions and 502 deletions

View File

@@ -30,21 +30,22 @@ public sealed partial class MeleeWeaponSystem
if (localPos == Vector2.Zero || animation == null)
return;
if (!TryComp<TransformComponent>(user, out var userXform) || userXform.MapID == MapId.Nullspace)
if (!_xformQuery.TryGetComponent(user, out var userXform) || userXform.MapID == MapId.Nullspace)
return;
var animationUid = Spawn(animation, userXform.Coordinates);
if (!TryComp<SpriteComponent>(animationUid, out var sprite)
|| !TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
{
return;
}
sprite.NoRotation = true;
sprite.Rotation = localPos.ToWorldAngle();
var distance = Math.Clamp(localPos.Length() / 2f, 0.2f, 1f);
var xformQuery = GetEntityQuery<TransformComponent>();
var xform = xformQuery.GetComponent(animationUid);
var xform = _xformQuery.GetComponent(animationUid);
switch (arcComponent.Animation)
{
@@ -61,10 +62,10 @@ public sealed partial class MeleeWeaponSystem
_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
break;
case WeaponArcAnimation.None:
var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform, xformQuery);
var (mapPos, mapRot) = TransformSystem.GetWorldPositionRotation(userXform);
TransformSystem.AttachToGridOrMap(animationUid, xform);
var worldPos = mapPos + (mapRot - userXform.LocalRotation).RotateVec(localPos);
var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid, xformQuery).Transform(worldPos);
var newLocalPos = TransformSystem.GetInvWorldMatrix(xform.ParentUid).Transform(worldPos);
TransformSystem.SetLocalPositionNoLerp(xform, newLocalPos);
if (arcComponent.Fadeout)
_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);

View File

@@ -26,29 +26,23 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IOverlayManager _overlayManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
private EntityQuery<TransformComponent> _xformQuery;
private const string MeleeLungeKey = "melee-lunge";
public override void Initialize()
{
base.Initialize();
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
_xformQuery = GetEntityQuery<TransformComponent>();
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
UpdatesOutsidePrediction = true;
}
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay<MeleeWindupOverlay>();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
@@ -69,56 +63,63 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
{
weapon.Attacking = false;
if (weapon.WindUpStart != null)
{
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
}
return;
}
var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
if (useDown != BoundKeyState.Down && altDown != BoundKeyState.Down)
{
if (weapon.Attacking)
{
RaisePredictiveEvent(new StopAttackEvent(weaponUid));
}
}
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
{
return;
}
// TODO using targeted actions while combat mode is enabled should NOT trigger attacks.
var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
var currentTime = Timing.CurTime;
// TODO: Need to make alt-fire melee its own component I guess?
// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
// it's kinda tricky.
// I think as long as we make secondaries their own component it's probably fine
// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
if (HasComp<GunComponent>(weaponUid))
{
return;
}
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
if (mousePos.MapId == MapId.Nullspace)
{
return;
}
EntityCoordinates coordinates;
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
// Heavy attack.
if (altDown == BoundKeyState.Down)
{
// TODO: Need to make alt-fire melee its own component I guess?
// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
// it's kinda tricky.
// I think as long as we make secondaries their own component it's probably fine
// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
if (HasComp<GunComponent>(weaponUid))
{
return;
}
// We did the click to end the attack but haven't pulled the key up.
if (weapon.Attacking)
{
return;
}
// If it's an unarmed attack then do a disarm
if (weapon.AltDisarm && weaponUid == entity)
{
EntityUid? target = null;
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityCoordinates coordinates;
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetClickedEntity(mousePos);
@@ -128,52 +129,13 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
return;
}
// Otherwise do heavy attack.
// Start a windup
if (weapon.WindUpStart == null)
{
EntityManager.RaisePredictiveEvent(new StartHeavyAttackEvent(weaponUid));
weapon.WindUpStart = currentTime;
}
// Try to do a heavy attack.
if (useDown == BoundKeyState.Down)
{
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityCoordinates coordinates;
// Bro why would I want a ternary here
// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
}
ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
return;
}
if (weapon.WindUpStart != null)
{
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
}
// Light attack
if (useDown == BoundKeyState.Down)
{
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
{
return;
}
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
var attackerPos = Transform(entity).MapPosition;
if (mousePos.MapId != attackerPos.MapId ||
@@ -182,34 +144,14 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
return;
}
EntityCoordinates coordinates;
// Bro why would I want a ternary here
// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
{
coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
}
EntityUid? target = null;
// TODO: UI Refactor update I assume
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetClickedEntity(mousePos);
}
RaisePredictiveEvent(new LightAttackEvent(target, weaponUid, coordinates));
return;
}
if (weapon.Attacking)
{
RaisePredictiveEvent(new StopAttackEvent(weaponUid));
}
}
@@ -263,7 +205,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component)
{
// Only run on first prediction to avoid the potential raycast entities changing.
if (!TryComp<TransformComponent>(user, out var userXform) ||
if (!_xformQuery.TryGetComponent(user, out var userXform) ||
!Timing.IsFirstTimePredicted)
{
return;
@@ -284,14 +226,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
RaisePredictiveEvent(new HeavyAttackEvent(meleeUid, entities.GetRange(0, Math.Min(MaxTargets, entities.Count)), coordinates));
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (!Timing.IsFirstTimePredicted || uid == null)
return;
PopupSystem.PopupEntity(message, uid.Value);
}
private void OnMeleeLunge(MeleeLungeEvent ev)
{
// Entity might not have been sent by PVS.

View File

@@ -1,146 +0,0 @@
using System.Numerics;
using Content.Shared.Weapons.Melee;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Weapons.Melee;
public sealed class MeleeWindupOverlay : Overlay
{
private readonly IEntityManager _entManager;
private readonly IGameTiming _timing;
private readonly IPlayerManager _player;
private readonly SharedMeleeWeaponSystem _melee;
private readonly SharedTransformSystem _transform;
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
private readonly Texture _texture;
private readonly ShaderInstance _shader;
public MeleeWindupOverlay(IEntityManager entManager, IGameTiming timing, IPlayerManager playerManager, IPrototypeManager protoManager)
{
_entManager = entManager;
_timing = timing;
_player = playerManager;
_melee = _entManager.EntitySysManager.GetEntitySystem<SharedMeleeWeaponSystem>();
_transform = _entManager.EntitySysManager.GetEntitySystem<SharedTransformSystem>();
var sprite = new SpriteSpecifier.Rsi(new ("/Textures/Interface/Misc/progress_bar.rsi"), "icon");
_texture = _entManager.EntitySysManager.GetEntitySystem<SpriteSystem>().Frame0(sprite);
_shader = protoManager.Index<ShaderPrototype>("unshaded").Instance();
}
protected override void Draw(in OverlayDrawArgs args)
{
var owner = _player.LocalPlayer?.ControlledEntity;
if (!_entManager.TryGetComponent<TransformComponent>(owner, out var ownerXform) ||
ownerXform.MapID != args.MapId)
{
return;
}
if (!_melee.TryGetWeapon(owner.Value, out var meleeUid, out var comp))
return;
var handle = args.WorldHandle;
var rotation = args.Viewport.Eye?.Rotation ?? Angle.Zero;
var spriteQuery = _entManager.GetEntityQuery<SpriteComponent>();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
// If you use the display UI scale then need to set max(1f, displayscale) because 0 is valid.
const float scale = 1f;
var scaleMatrix = Matrix3.CreateScale(new Vector2(scale, scale));
var rotationMatrix = Matrix3.CreateRotation(-rotation);
handle.UseShader(_shader);
var currentTime = _timing.CurTime;
if (comp.WindUpStart == null ||
comp.Attacking)
{
return;
}
if (!xformQuery.TryGetComponent(meleeUid, out var xform) ||
xform.MapID != args.MapId)
{
return;
}
var worldPosition = _transform.GetWorldPosition(xform);
var worldMatrix = Matrix3.CreateTranslation(worldPosition);
Matrix3.Multiply(scaleMatrix, worldMatrix, out var scaledWorld);
Matrix3.Multiply(rotationMatrix, scaledWorld, out var matty);
handle.SetTransform(matty);
var offset = -_texture.Height / scale;
// Use the sprite itself if we know its bounds. This means short or tall sprites don't get overlapped
// by the bar.
float yOffset;
if (spriteQuery.TryGetComponent(meleeUid, out var sprite))
{
yOffset = -sprite.Bounds.Height / 2f - 0.05f;
}
else
{
yOffset = -0.5f;
}
// Position above the entity (we've already applied the matrix transform to the entity itself)
// Offset by the texture size for every do_after we have.
var position = new Vector2(-_texture.Width / 2f / EyeManager.PixelsPerMeter,
yOffset / scale + offset / EyeManager.PixelsPerMeter * scale);
// Draw the underlying bar texture
handle.DrawTexture(_texture, position);
// Draw the items overlapping the texture
const float startX = 2f;
const float endX = 22f;
// Area marking where to release
var releaseWidth = 2f * SharedMeleeWeaponSystem.GracePeriod / (float) _melee.GetWindupTime(meleeUid, owner.Value, comp).TotalSeconds * EyeManager.PixelsPerMeter;
const float releaseMiddle = (endX - startX) / 2f + startX;
var releaseBox = new Box2(new Vector2(releaseMiddle - releaseWidth / 2f, 3f) / EyeManager.PixelsPerMeter,
new Vector2(releaseMiddle + releaseWidth / 2f, 4f) / EyeManager.PixelsPerMeter);
releaseBox = releaseBox.Translated(position);
handle.DrawRect(releaseBox, Color.LimeGreen);
// Wraps around back to 0
var totalDuration = _melee.GetWindupTime(meleeUid, owner.Value, comp).TotalSeconds * 2;
var elapsed = (currentTime - comp.WindUpStart.Value).TotalSeconds % (2 * totalDuration);
var value = elapsed / totalDuration;
if (value > 1)
{
value = 2 - value;
}
var fraction = (float) value;
var xPos = (endX - startX) * fraction + startX;
// In pixels
const float width = 2f;
// If we hit the end we won't draw half the box so we need to subtract the end pos from it
var endPos = xPos + width / 2f;
var box = new Box2(new Vector2(Math.Max(startX, endPos - width), 3f) / EyeManager.PixelsPerMeter,
new Vector2(Math.Min(endX, endPos), 4f) / EyeManager.PixelsPerMeter);
box = box.Translated(position);
handle.DrawRect(box, Color.White);
handle.UseShader(null);
handle.SetTransform(Matrix3.Identity);
}
}