Refactor disarms (#36546)

* Refactor disarms

- Move client stuff to shared
- Cleanup a bunch of stuff
- Ref events
- Fix the swing sound mispredict (I noticed it on target dummies).

* Revert this change

* minor review

* Rebiew

---------

Co-authored-by: Milon <milonpl.git@proton.me>
This commit is contained in:
metalgearsloth
2025-04-19 11:38:22 +10:00
committed by GitHub
parent 1dbc40f051
commit 8ab0e59db6
10 changed files with 214 additions and 234 deletions

View File

@@ -107,28 +107,28 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
coordinates = TransformSystem.ToCoordinates(_map.GetMap(mousePos.MapId), mousePos);
}
// If the gun has AltFireComponent, it can be used to attack.
if (TryComp<GunComponent>(weaponUid, out var gun) && gun.UseKey)
{
if (!TryComp<AltFireMeleeComponent>(weaponUid, out var altFireComponent) || altDown != BoundKeyState.Down)
return;
switch(altFireComponent.AttackType)
{
case AltFireAttackType.Light:
ClientLightAttack(entity, mousePos, coordinates, weaponUid, weapon);
break;
case AltFireAttackType.Heavy:
ClientHeavyAttack(entity, coordinates, weaponUid, weapon);
break;
case AltFireAttackType.Disarm:
ClientDisarm(entity, mousePos, coordinates);
break;
}
return;
}
@@ -166,35 +166,6 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
_color.RaiseEffect(Color.Red, targets, Filter.Local());
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
{
if (!base.DoDisarm(user, ev, meleeUid, component, session))
return false;
if (!TryComp<CombatModeComponent>(user, out var combatMode) ||
combatMode.CanDisarm != true)
{
return false;
}
var target = GetEntity(ev.Target);
// They need to either have hands...
if (!HasComp<HandsComponent>(target!.Value))
{
// or just be able to be shoved over.
if (TryComp<StatusEffectsComponent>(target, out var status) && status.AllowedEffects.Contains("KnockedDown"))
return true;
if (Timing.IsFirstTimePredicted && HasComp<MobStateComponent>(target.Value))
PopupSystem.PopupEntity(Loc.GetString("disarm-action-disarmable", ("targetName", target.Value)), target.Value);
return false;
}
return true;
}
/// <summary>
/// Raises a heavy attack event with the relevant attacked entities.
/// This is to avoid lag effecting the client's perspective too much.
@@ -222,7 +193,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
var entities = GetNetEntityList(ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user).ToList());
RaisePredictiveEvent(new HeavyAttackEvent(GetNetEntity(meleeUid), entities.GetRange(0, Math.Min(MaxTargets, entities.Count)), GetNetCoordinates(coordinates)));
}
private void ClientDisarm(EntityUid attacker, MapCoordinates mousePos, EntityCoordinates coordinates)
{
EntityUid? target = null;
@@ -232,7 +203,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
RaisePredictiveEvent(new DisarmAttackEvent(GetNetEntity(target), GetNetCoordinates(coordinates)));
}
private void ClientLightAttack(EntityUid attacker, MapCoordinates mousePos, EntityCoordinates coordinates, EntityUid weaponUid, MeleeWeaponComponent meleeComponent)
{
var attackerPos = TransformSystem.GetMapCoordinates(attacker);