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

@@ -36,12 +36,12 @@ public sealed class StaminaComponent : Component
/// <summary>
/// How much stamina damage is required to entire stam crit.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("excess")]
[ViewVariables(VVAccess.ReadWrite), DataField("critThreshold")]
public float CritThreshold = 100f;
/// <summary>
/// To avoid continuously updating our data we track the last time we updated so we can extrapolate our current stamina.
/// </summary>
[DataField("lastUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
[DataField("nextUpdate", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextUpdate = TimeSpan.Zero;
}

View File

@@ -227,6 +227,23 @@ public sealed class StaminaSystem : EntitySystem
_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
}
/// <summary>
/// Tries to take stamina damage without raising the entity over the crit threshold.
/// </summary>
public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
{
if (!Resolve(uid, ref component, false))
return false;
var oldStam = component.StaminaDamage;
if (oldStam + value > component.CritThreshold || component.Critical)
return false;
TakeStaminaDamage(uid, value, component, source, with);
return true;
}
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
{
if (!Resolve(uid, ref component, false))

View File

@@ -85,9 +85,3 @@ public record struct GetMeleeAttackRateEvent(EntityUid Weapon, float Rate, float
/// </summary>
[ByRefEvent]
public record struct GetHeavyDamageModifierEvent(EntityUid Weapon, FixedPoint2 DamageModifier, float Multipliers, EntityUid User);
/// <summary>
/// Raised on a melee weapon to calculate the heavy windup modifier.
/// </summary>
[ByRefEvent]
public record struct GetHeavyWindupModifierEvent(EntityUid Weapon, float WindupModifier, float Multipliers, EntityUid User);

View File

@@ -1,14 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
[Serializable, NetSerializable]
public sealed class StartHeavyAttackEvent : EntityEventArgs
{
public readonly EntityUid Weapon;
public StartHeavyAttackEvent(EntityUid weapon)
{
Weapon = weapon;
}
}

View File

@@ -1,17 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Melee.Events;
/// <summary>
/// Raised by the client if it pre-emptively stops a heavy attack.
/// </summary>
[Serializable, NetSerializable]
public sealed class StopHeavyAttackEvent : EntityEventArgs
{
public readonly EntityUid Weapon;
public StopHeavyAttackEvent(EntityUid weapon)
{
Weapon = weapon;
}
}

View File

@@ -61,25 +61,6 @@ public sealed class MeleeWeaponComponent : Component
[ViewVariables(VVAccess.ReadWrite)]
public bool Attacking = false;
/// <summary>
/// When did we start a heavy attack.
/// </summary>
/// <returns></returns>
[ViewVariables(VVAccess.ReadWrite), DataField("windUpStart")]
public TimeSpan? WindUpStart;
/// <summary>
/// Heavy attack windup time gets multiplied by this value and the light attack cooldown.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyWindupModifier")]
public float HeavyWindupModifier = 1.5f;
/// <summary>
/// Light attacks get multiplied by this over the base <see cref="Damage"/> value.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(2);
/// <summary>
/// Base damage for this weapon. Can be modified via heavy damage or other means.
/// </summary>
@@ -87,9 +68,20 @@ public sealed class MeleeWeaponComponent : Component
[ViewVariables(VVAccess.ReadWrite)]
public DamageSpecifier Damage = default!;
[DataField("bluntStaminaDamageFactor")]
[ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 BluntStaminaDamageFactor { get; set; } = 0.5f;
[DataField("bluntStaminaDamageFactor")] [ViewVariables(VVAccess.ReadWrite)]
public FixedPoint2 BluntStaminaDamageFactor = FixedPoint2.New(0.5f);
/// <summary>
/// Multiplies damage by this amount for wide attacks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyDamageModifier")]
public FixedPoint2 HeavyDamageModifier = FixedPoint2.New(1.25);
/// <summary>
/// How much stamina it costs for a heavy attack.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("heavyStaminaCost")]
public float HeavyStaminaCost = 15f;
// TODO: Temporarily 1.5 until interactionoutline is adjusted to use melee, then probably drop to 1.2
/// <summary>
@@ -155,18 +147,16 @@ public sealed class MeleeWeaponComponentState : ComponentState
public float AttackRate;
public bool Attacking;
public TimeSpan NextAttack;
public TimeSpan? WindUpStart;
public string ClickAnimation;
public string WideAnimation;
public float Range;
public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, TimeSpan? windupStart, string clickAnimation, string wideAnimation, float range)
public MeleeWeaponComponentState(float attackRate, bool attacking, TimeSpan nextAttack, string clickAnimation, string wideAnimation, float range)
{
AttackRate = attackRate;
Attacking = attacking;
NextAttack = nextAttack;
WindUpStart = windupStart;
ClickAnimation = clickAnimation;
WideAnimation = wideAnimation;
Range = range;

View File

@@ -27,7 +27,6 @@ using Robust.Shared.Physics.Systems;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Melee;
@@ -48,8 +47,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
protected ISawmill Sawmill = default!;
public const float DamagePitchVariation = 0.05f;
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
@@ -66,24 +63,19 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
public override void Initialize()
{
base.Initialize();
Sawmill = Logger.GetSawmill("melee");
SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused);
SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
SubscribeLocalEvent<BonusMeleeDamageComponent, GetMeleeDamageEvent>(OnGetBonusMeleeDamage);
SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier);
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate);
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetHeavyWindupModifierEvent>(OnGetBonusHeavyWindupModifier);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
@@ -144,15 +136,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
Dirty(component);
}
private void OnMeleeDropped(EntityUid uid, MeleeWeaponComponent component, HandDeselectedEvent args)
{
if (component.WindUpStart == null)
return;
component.WindUpStart = null;
Dirty(component);
}
private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
{
if (component.BonusDamage != null)
@@ -173,12 +156,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
args.Multipliers *= component.Multiplier;
}
private void OnGetBonusHeavyWindupModifier(EntityUid uid, BonusMeleeAttackRateComponent component, ref GetHeavyWindupModifierEvent args)
{
args.WindupModifier += component.HeavyWindupFlatModifier;
args.Multipliers *= component.HeavyWindupMultiplier;
}
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
@@ -199,26 +176,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
Dirty(weapon);
}
private void OnStartHeavyAttack(StartHeavyAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
if (!TryGetWeapon(user.Value, out var weaponUid, out var weapon) ||
weaponUid != msg.Weapon)
{
return;
}
DebugTools.Assert(weapon.WindUpStart == null);
weapon.WindUpStart = Timing.CurTime;
Dirty(weapon);
}
protected abstract void Popup(string message, EntityUid? uid, EntityUid? user);
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
@@ -235,28 +192,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
AttemptAttack(args.SenderSession.AttachedEntity!.Value, msg.Weapon, weapon, msg, args.SenderSession);
}
private void OnStopHeavyAttack(StopHeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null)
{
return;
}
if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon) ||
weaponUid != msg.Weapon)
{
return;
}
if (weapon.WindUpStart.Equals(null))
{
return;
}
weapon.WindUpStart = null;
Dirty(weapon);
}
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null)
@@ -290,8 +225,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
{
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack,
component.WindUpStart, component.ClickAnimation, component.WideAnimation, component.Range);
args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack, component.ClickAnimation, component.WideAnimation, component.Range);
}
private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
@@ -302,7 +236,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
component.Attacking = state.Attacking;
component.AttackRate = state.AttackRate;
component.NextAttack = state.NextAttack;
component.WindUpStart = state.WindUpStart;
component.ClickAnimation = state.ClickAnimation;
component.WideAnimation = state.WideAnimation;
@@ -345,32 +278,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return ev.DamageModifier * ev.Multipliers;
}
public float GetHeavyWindupModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0;
var ev = new GetHeavyWindupModifierEvent(uid, component.HeavyWindupModifier, 1, user);
RaiseLocalEvent(uid, ref ev);
return ev.WindupModifier * ev.Multipliers;
}
/// <summary>
/// Gets how long it takes a heavy attack to windup.
/// </summary>
public TimeSpan GetWindupTime(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
{
if (!Resolve(uid, ref component))
return TimeSpan.Zero;
var attackRate = GetAttackRate(uid, user, component);
return attackRate > 0
? TimeSpan.FromSeconds(1 / attackRate * GetHeavyWindupModifier(uid, user, component))
: TimeSpan.Zero;
}
public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee)
{
weaponUid = default;
@@ -525,7 +432,9 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
animation = weapon.ClickAnimation;
break;
case HeavyAttackEvent heavy:
DoHeavyAttack(user, heavy, weaponUid, weapon, session);
if (!DoHeavyAttack(user, heavy, weaponUid, weapon, session))
return false;
animation = weapon.WideAnimation;
break;
default:
@@ -539,45 +448,11 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
return true;
}
/// <summary>
/// When an attack is released get the actual modifier for damage done.
/// </summary>
public float GetModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent component, bool lightAttack)
{
if (lightAttack)
return 1f;
var windup = component.WindUpStart;
if (windup == null)
return 0f;
var releaseTime = (Timing.CurTime - windup.Value).TotalSeconds;
var windupTime = GetWindupTime(uid, user, component).TotalSeconds;
// Wraps around back to 0
releaseTime %= (2 * windupTime);
var releaseDiff = Math.Abs(releaseTime - windupTime);
if (releaseDiff < 0)
releaseDiff = Math.Min(0, releaseDiff + GracePeriod);
else
releaseDiff = Math.Max(0, releaseDiff - GracePeriod);
var fraction = (windupTime - releaseDiff) / windupTime;
if (fraction < 0.4)
fraction = 0;
DebugTools.Assert(fraction <= 1);
return (float) fraction * GetHeavyDamageModifier(uid, user, component).Float();
}
protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, true);
var damage = GetDamage(meleeUid, user, component);
// For consistency with wide attacks stuff needs damageable.
if (Deleted(ev.Target) ||
@@ -679,22 +554,28 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
private void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
private bool DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{
// TODO: This is copy-paste as fuck with DoPreciseAttack
if (!TryComp<TransformComponent>(user, out var userXform))
return;
return false;
var targetMap = ev.Coordinates.ToMap(EntityManager, TransformSystem);
if (targetMap.MapId != userXform.MapID)
return;
return false;
if (!_stamina.TryTakeStamina(user, component.HeavyStaminaCost))
{
PopupSystem.PopupClient(Loc.GetString("melee-stamina"), user, user);
return false;
}
var userPos = TransformSystem.GetWorldPosition(userXform);
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length());
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, false);
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
var entities = ev.Entities;
if (entities.Count == 0)
@@ -713,7 +594,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
return;
return true;
}
// Naughty input
@@ -754,7 +635,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
RaiseLocalEvent(meleeUid, hitEvent);
if (hitEvent.Handled)
return;
return true;
Interaction.DoContactInteraction(user, ev.Weapon);
@@ -819,6 +700,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
{
DoDamageEffect(targets, user, Transform(targets[0]));
}
return true;
}
protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)

View File

@@ -35,7 +35,6 @@ public sealed class WieldableSystem : EntitySystem
SubscribeLocalEvent<WieldableComponent, GotUnequippedHandEvent>(OnItemLeaveHand);
SubscribeLocalEvent<WieldableComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<WieldableComponent, GetVerbsEvent<InteractionVerb>>(AddToggleWieldVerb);
SubscribeLocalEvent<WieldableComponent, DisarmAttemptEvent>(OnDisarmAttemptEvent);
SubscribeLocalEvent<MeleeRequiresWieldComponent, AttemptMeleeEvent>(OnMeleeAttempt);
SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt);
@@ -85,12 +84,6 @@ public sealed class WieldableSystem : EntitySystem
Dirty(gun);
}
private void OnDisarmAttemptEvent(EntityUid uid, WieldableComponent component, DisarmAttemptEvent args)
{
if (component.Wielded)
args.Cancel();
}
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (args.Hands == null || !args.CanAccess || !args.CanInteract)