Melee refactor (#10897)

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2022-09-29 15:51:59 +10:00
committed by GitHub
parent c583b7b361
commit f51248ecaa
140 changed files with 2440 additions and 1824 deletions

View File

@@ -1,133 +1,416 @@
using System;
using Content.Client.CombatMode;
using Content.Client.Gameplay;
using Content.Client.Hands;
using Content.Client.Weapons.Melee.Components;
using Content.Shared.Examine;
using Content.Shared.Weapons.Melee;
using JetBrains.Annotations;
using Content.Shared.Weapons.Melee.Events;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.ResourceManagement;
using Robust.Client.State;
using Robust.Shared.Animations;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using static Content.Shared.Weapons.Melee.MeleeWeaponSystemMessages;
namespace Content.Client.Weapons.Melee
namespace Content.Client.Weapons.Melee;
public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
public sealed partial class MeleeWeaponSystem : EntitySystem
[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 IResourceCache _cache = default!;
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
private const string MeleeLungeKey = "melee-lunge";
public override void Initialize()
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AnimationPlayerSystem _animation = default!;
[Dependency] private readonly EffectSystem _effectSystem = default!;
base.Initialize();
InitializeEffect();
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _protoManager, _cache));
SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect);
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
}
public override void Initialize()
public override void Shutdown()
{
base.Shutdown();
_overlayManager.RemoveOverlay<MeleeWindupOverlay>();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Timing.IsFirstTimePredicted)
return;
var entityNull = _player.LocalPlayer?.ControlledEntity;
if (entityNull == null)
return;
var entity = entityNull.Value;
var weapon = GetWeapon(entity);
if (weapon == null)
return;
if (!CombatMode.IsInCombatMode(entity) || !Blocker.CanAttack(entity))
{
InitializeEffect();
SubscribeNetworkEvent<PlayMeleeWeaponAnimationMessage>(PlayWeaponArc);
SubscribeNetworkEvent<PlayLungeAnimationMessage>(PlayLunge);
SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect);
}
public override void FrameUpdate(float frameTime)
{
base.FrameUpdate(frameTime);
foreach (var arcAnimationComponent in EntityManager.EntityQuery<MeleeWeaponArcAnimationComponent>(true))
weapon.Attacking = false;
if (weapon.WindUpStart != null)
{
arcAnimationComponent.Update(frameTime);
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weapon.Owner));
}
return;
}
private void PlayWeaponArc(PlayMeleeWeaponAnimationMessage msg)
var useDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
var altDown = _inputSystem.CmdStates.GetState(EngineKeyFunctions.AltUse);
var currentTime = Timing.CurTime;
// Heavy attack.
if (altDown == BoundKeyState.Down)
{
if (!_prototypeManager.TryIndex(msg.ArcPrototype, out MeleeWeaponAnimationPrototype? weaponArc))
// We did the click to end the attack but haven't pulled the key up.
if (weapon.Attacking)
{
Logger.Error("Tried to play unknown weapon arc prototype '{0}'", msg.ArcPrototype);
return;
}
var attacker = msg.Attacker;
if (!EntityManager.EntityExists(msg.Attacker))
// If it's an unarmed attack then do a disarm
if (weapon.Owner == entity)
{
// FIXME: This should never happen.
Logger.Error($"Tried to play a weapon arc {msg.ArcPrototype}, but the attacker does not exist. attacker={msg.Attacker}, source={msg.Source}");
EntityUid? target = null;
var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
EntityCoordinates coordinates;
if (MapManager.TryFindGridAt(mousePos, out var grid))
{
coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
}
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetEntityUnderPosition(mousePos);
}
EntityManager.RaisePredictiveEvent(new DisarmAttackEvent(target, coordinates));
return;
}
if (!Deleted(attacker))
// Otherwise do heavy attack if it's a weapon.
// Start a windup
if (weapon.WindUpStart == null)
{
var lunge = attacker.EnsureComponent<MeleeLungeComponent>();
lunge.SetData(msg.Angle);
var entity = EntityManager.SpawnEntity(weaponArc.Prototype, EntityManager.GetComponent<TransformComponent>(attacker).Coordinates);
EntityManager.GetComponent<TransformComponent>(entity).LocalRotation = msg.Angle;
var weaponArcAnimation = EntityManager.GetComponent<MeleeWeaponArcAnimationComponent>(entity);
weaponArcAnimation.SetData(weaponArc, msg.Angle, attacker, msg.ArcFollowAttacker);
// Due to ISpriteComponent limitations, weapons that don't use an RSI won't have this effect.
if (EntityManager.EntityExists(msg.Source) &&
msg.TextureEffect &&
EntityManager.TryGetComponent(msg.Source, out ISpriteComponent? sourceSprite) &&
sourceSprite.BaseRSI?.Path is { } path)
{
var curTime = _gameTiming.CurTime;
var effect = new EffectSystemMessage
{
EffectSprite = path.ToString(),
RsiState = sourceSprite.LayerGetState(0).Name,
Coordinates = EntityManager.GetComponent<TransformComponent>(attacker).Coordinates,
Color = Vector4.Multiply(new Vector4(255, 255, 255, 125), 1.0f),
ColorDelta = Vector4.Multiply(new Vector4(0, 0, 0, -10), 1.0f),
Velocity = msg.Angle.ToWorldVec(),
Acceleration = msg.Angle.ToWorldVec() * 5f,
Born = curTime,
DeathTime = curTime.Add(TimeSpan.FromMilliseconds(300f)),
};
_effectSystem.CreateEffect(effect);
}
EntityManager.RaisePredictiveEvent(new StartHeavyAttackEvent(weapon.Owner));
weapon.WindUpStart = currentTime;
}
foreach (var hit in msg.Hits)
// Try to do a heavy attack.
if (useDown == BoundKeyState.Down)
{
if (!EntityManager.EntityExists(hit))
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 grid))
{
continue;
coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
}
else
{
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
}
if (!EntityManager.TryGetComponent(hit, out ISpriteComponent? sprite))
{
continue;
}
var originalColor = sprite.Color;
var newColor = Color.Red * originalColor;
sprite.Color = newColor;
hit.SpawnTimer(100, () =>
{
// Only reset back to the original color if something else didn't change the color in the mean time.
if (sprite.Color == newColor)
{
sprite.Color = originalColor;
}
});
EntityManager.RaisePredictiveEvent(new HeavyAttackEvent(weapon.Owner, coordinates));
}
return;
}
private void PlayLunge(PlayLungeAnimationMessage msg)
if (weapon.WindUpStart != null)
{
if (EntityManager.EntityExists(msg.Source))
EntityManager.RaisePredictiveEvent(new StopHeavyAttackEvent(weapon.Owner));
}
// Light attack
if (useDown == BoundKeyState.Down)
{
if (weapon.Attacking || weapon.NextAttack > Timing.CurTime)
{
msg.Source.EnsureComponent<MeleeLungeComponent>().SetData(msg.Angle);
return;
}
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 grid))
{
coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager);
}
else
{
// FIXME: This should never happen.
Logger.Error($"Tried to play a lunge animation, but the entity \"{msg.Source}\" does not exist.");
coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager);
}
EntityUid? target = null;
// TODO: UI Refactor update I assume
if (_stateManager.CurrentState is GameplayStateBase screen)
{
target = screen.GetEntityUnderPosition(mousePos);
}
EntityManager.RaisePredictiveEvent(new LightAttackEvent(target, weapon.Owner, coordinates));
return;
}
if (weapon.Attacking)
{
EntityManager.RaisePredictiveEvent(new StopAttackEvent(weapon.Owner));
}
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component)
{
if (!base.DoDisarm(user, ev, component))
return false;
if (!HasComp<CombatModeComponent>(user))
return false;
// If target doesn't have hands then we can't disarm so will let the player know it's pointless.
if (!HasComp<HandsComponent>(ev.Target!.Value))
{
if (Timing.IsFirstTimePredicted)
PopupSystem.PopupEntity(Loc.GetString("disarm-action-disarmable", ("targetName", ev.Target.Value)), ev.Target.Value, Filter.Local());
return false;
}
return true;
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (!Timing.IsFirstTimePredicted || uid == null)
return;
PopupSystem.PopupEntity(message, uid.Value, Filter.Local());
}
private void OnMeleeLunge(MeleeLungeEvent ev)
{
DoLunge(ev.Entity, ev.Angle, ev.LocalPos, ev.Animation);
}
/// <summary>
/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
/// </summary>
public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
{
if (!Timing.IsFirstTimePredicted)
return;
var lunge = GetLungeAnimation(localPos);
// Stop any existing lunges on the user.
_animation.Stop(user, MeleeLungeKey);
_animation.Play(user, lunge, MeleeLungeKey);
// Clientside entity to spawn
if (animation != null)
{
var animationUid = Spawn(animation, new EntityCoordinates(user, Vector2.Zero));
if (localPos != Vector2.Zero && TryComp<SpriteComponent>(animationUid, out var sprite))
{
sprite[0].AutoAnimated = false;
if (TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
{
sprite.NoRotation = true;
sprite.Rotation = localPos.ToWorldAngle();
var distance = Math.Clamp(localPos.Length / 2f, 0.2f, 1f);
switch (arcComponent.Animation)
{
case WeaponArcAnimation.Slash:
_animation.Play(animationUid, GetSlashAnimation(sprite, angle), "melee-slash");
break;
case WeaponArcAnimation.Thrust:
_animation.Play(animationUid, GetThrustAnimation(sprite, distance), "melee-thrust");
break;
case WeaponArcAnimation.None:
sprite.Offset = localPos.Normalized * distance;
_animation.Play(animationUid, GetStaticAnimation(sprite), "melee-fade");
break;
}
}
}
}
}
private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc)
{
var slashStart = 0.03f;
var slashEnd = 0.065f;
var length = slashEnd + 0.05f;
var startRotation = sprite.Rotation - arc / 2;
var endRotation = sprite.Rotation + arc / 2;
sprite.NoRotation = true;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Rotation),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startRotation, 0f),
new AnimationTrackProperty.KeyFrame(startRotation, slashStart),
new AnimationTrackProperty.KeyFrame(endRotation, slashEnd)
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), 0f),
new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), slashStart),
new AnimationTrackProperty.KeyFrame(endRotation.RotateVec(new Vector2(0f, -1f)), slashEnd)
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, slashEnd),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length),
}
}
}
};
}
private Animation GetThrustAnimation(SpriteComponent sprite, float distance)
{
var length = 0.15f;
var thrustEnd = 0.05f;
return new Animation()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance / 5f)), 0f),
new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), thrustEnd),
new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), length),
}
},
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, thrustEnd),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length),
}
}
}
};
}
/// <summary>
/// Get the fadeout for static weapon arcs.
/// </summary>
private Animation GetStaticAnimation(SpriteComponent sprite)
{
var length = 0.15f;
return new()
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(sprite.Color, 0f),
new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), length)
}
}
}
};
}
/// <summary>
/// Get the sprite offset animation to use for mob lunges.
/// </summary>
private Animation GetLungeAnimation(Vector2 direction)
{
var length = 0.1f;
return new Animation
{
Length = TimeSpan.FromSeconds(length),
AnimationTracks =
{
new AnimationTrackComponentProperty()
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Offset),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(direction.Normalized * 0.15f, 0f),
new AnimationTrackProperty.KeyFrame(Vector2.Zero, length)
}
}
}
};
}
}