Files
OldThink/Content.Shared/Weapons/Melee/Components/MeleeThrowOnHitComponent.cs
ThereDrD 724e4e0e3c Большой ребаланс милишки (#681)
* MeleeThrowOnHit rework

* buff baseball bat

* better mjolnir

* telebaton system unhardcode + refactor + transform TelescopicBatonComponent to KnockDownOnHitComponent

* fix telebaton prototype

* darova

* fix KnockDownOnHitSystem

* chaplain weapons rebalance

* fix nullrod hit sound

* BloodstreamSystem cleanup

* bleeding rebalance

* damage rebalance

* small baseball bat fix
2024-09-12 21:52:04 +03:00

131 lines
3.9 KiB
C#

using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Components;
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;
// WD added
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public float StunTime;
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool ThrowOnThrowHit;
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool FallAfterHit;
[DataField, ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public bool RequireWield = true;
// WD added
}
/// <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>
/// the status to which the entity will return when the thrown ends
/// </summary>
[DataField]
public BodyStatus PreviousStatus;
}
/// <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();