Melee rebalancing (#17520)
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@@ -26,29 +26,23 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IOverlayManager _overlayManager = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[Dependency] private readonly AnimationPlayerSystem _animation = default!;
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[Dependency] private readonly InputSystem _inputSystem = default!;
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private EntityQuery<TransformComponent> _xformQuery;
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private const string MeleeLungeKey = "melee-lunge";
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public override void Initialize()
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{
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base.Initialize();
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_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager));
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_xformQuery = GetEntityQuery<TransformComponent>();
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SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
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UpdatesOutsidePrediction = true;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_overlayManager.RemoveOverlay<MeleeWindupOverlay>();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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@@ -69,56 +63,63 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
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{
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weapon.Attacking = false;
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if (weapon.WindUpStart != null)
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{
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EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
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}
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return;
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}
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var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
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var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
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if (useDown != BoundKeyState.Down && altDown != BoundKeyState.Down)
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{
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if (weapon.Attacking)
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{
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RaisePredictiveEvent(new StopAttackEvent(weaponUid));
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}
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}
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if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
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{
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return;
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}
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// TODO using targeted actions while combat mode is enabled should NOT trigger attacks.
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var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
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var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.UseSecondary);
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var currentTime = Timing.CurTime;
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// TODO: Need to make alt-fire melee its own component I guess?
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// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
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// it's kinda tricky.
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// I think as long as we make secondaries their own component it's probably fine
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// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
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if (HasComp<GunComponent>(weaponUid))
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{
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return;
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}
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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if (mousePos.MapId == MapId.Nullspace)
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{
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return;
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}
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EntityCoordinates coordinates;
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if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
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{
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coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
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}
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else
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{
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
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}
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// Heavy attack.
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if (altDown == BoundKeyState.Down)
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{
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// TODO: Need to make alt-fire melee its own component I guess?
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// Melee and guns share a lot in the middle but share virtually nothing at the start and end so
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// it's kinda tricky.
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// I think as long as we make secondaries their own component it's probably fine
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// as long as guncomp has an alt-use key then it shouldn't be too much of a PITA to deal with.
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if (HasComp<GunComponent>(weaponUid))
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{
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return;
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}
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// We did the click to end the attack but haven't pulled the key up.
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if (weapon.Attacking)
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{
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return;
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}
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// If it's an unarmed attack then do a disarm
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if (weapon.AltDisarm && weaponUid == entity)
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{
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EntityUid? target = null;
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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EntityCoordinates coordinates;
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if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
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{
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coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
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}
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else
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{
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
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}
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if (_stateManager.CurrentState is GameplayStateBase screen)
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{
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target = screen.GetClickedEntity(mousePos);
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@@ -128,52 +129,13 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return;
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}
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// Otherwise do heavy attack.
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// Start a windup
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if (weapon.WindUpStart == null)
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{
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EntityManager.RaisePredictiveEvent(new StartHeavyAttackEvent(weaponUid));
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weapon.WindUpStart = currentTime;
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}
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// Try to do a heavy attack.
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if (useDown == BoundKeyState.Down)
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{
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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EntityCoordinates coordinates;
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// Bro why would I want a ternary here
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// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
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if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
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{
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coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
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}
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else
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{
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
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}
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ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
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}
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ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
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return;
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}
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if (weapon.WindUpStart != null)
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{
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EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weaponUid));
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}
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// Light attack
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if (useDown == BoundKeyState.Down)
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{
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if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
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{
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return;
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}
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var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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var attackerPos = Transform(entity).MapPosition;
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if (mousePos.MapId != attackerPos.MapId ||
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@@ -182,34 +144,14 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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return;
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}
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EntityCoordinates coordinates;
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// Bro why would I want a ternary here
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// ReSharper disable once ConvertIfStatementToConditionalTernaryExpression
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if (MapManager.TryFindGridAt(mousePos, out var gridUid, out _))
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{
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coordinates = EntityCoordinates.FromMap(gridUid, mousePos, TransformSystem, EntityManager);
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}
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else
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{
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coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, TransformSystem, EntityManager);
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}
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EntityUid? target = null;
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// TODO: UI Refactor update I assume
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if (_stateManager.CurrentState is GameplayStateBase screen)
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{
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target = screen.GetClickedEntity(mousePos);
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}
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RaisePredictiveEvent(new LightAttackEvent(target, weaponUid, coordinates));
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return;
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}
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if (weapon.Attacking)
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{
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RaisePredictiveEvent(new StopAttackEvent(weaponUid));
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}
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}
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@@ -263,7 +205,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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private void ClientHeavyAttack(EntityUid user, EntityCoordinates coordinates, EntityUid meleeUid, MeleeWeaponComponent component)
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{
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// Only run on first prediction to avoid the potential raycast entities changing.
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if (!TryComp<TransformComponent>(user, out var userXform) ||
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if (!_xformQuery.TryGetComponent(user, out var userXform) ||
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!Timing.IsFirstTimePredicted)
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{
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return;
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@@ -284,14 +226,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
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RaisePredictiveEvent(new HeavyAttackEvent(meleeUid, entities.GetRange(0, Math.Min(MaxTargets, entities.Count)), coordinates));
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user)
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{
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if (!Timing.IsFirstTimePredicted || uid == null)
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return;
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PopupSystem.PopupEntity(message, uid.Value);
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}
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private void OnMeleeLunge(MeleeLungeEvent ev)
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{
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// Entity might not have been sent by PVS.
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