Пример #1
0
    private IEnumerator CritHonk(PositionalHandApply clickData, LivingHealthBehaviour targetHealth)
    {
        yield return(WaitFor.Seconds(0.02f));

        SoundManager.PlayNetworkedAtPos(Sound, gameObject.AssumedWorldPosServer(), -1f, true, true, 20, 5);
        targetHealth.ApplyDamageToBodypart(clickData.Performer, CritDamage, AttackType.Energy, DamageType.Brute, BodyPartType.Head);
    }
Пример #2
0
 private void AttackFlesh(Vector2 dir, LivingHealthBehaviour healthBehaviour)
 {
     healthBehaviour.ApplyDamageToBodypart(gameObject, hitDamage, AttackType.Melee, DamageType.Brute, defaultTarget.Randomize());
     Chat.AddAttackMsgToChat(gameObject, healthBehaviour.gameObject, defaultTarget, null, attackVerb);
     SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position, sourceObj: gameObject);
     ServerDoLerpAnimation(dir);
 }
Пример #3
0
    //We need to slow the attack down because clients are behind server
    IEnumerator AttackFleshRoutine(Vector2 dir, LivingHealthBehaviour healthBehaviour)
    {
        if (healthBehaviour.connectionToClient == null)
        {
            yield break;
        }

        ServerDoLerpAnimation(dir);

        Debug.Log(
            $"CONN CLIENT TIME: {healthBehaviour.connectionToClient.lastMessageTime} Network time: {(float) NetworkTime.time}");
        if (PlayerManager.LocalPlayerScript != null &&
            PlayerManager.LocalPlayerScript.playerHealth != null &&
            PlayerManager.LocalPlayerScript.playerHealth == healthBehaviour ||
            healthBehaviour.RTT == 0f)
        {
            yield return(WaitFor.EndOfFrame);
        }
        else
        {
            Debug.Log($"WAIT FOR ATTACK: {healthBehaviour.RTT / 2f}");
            yield return(WaitFor.Seconds(healthBehaviour.RTT / 2f));
        }

        if (Vector3.Distance(transform.position, healthBehaviour.transform.position) < 1.5f)
        {
            healthBehaviour.ApplyDamageToBodypart(gameObject, hitDamage, AttackType.Melee, DamageType.Brute,
                                                  defaultTarget.Randomize());
            Chat.AddAttackMsgToChat(gameObject, healthBehaviour.gameObject, defaultTarget, null, attackVerb);
            SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position, sourceObj: gameObject);
        }
    }
Пример #4
0
    private IEnumerator CritHonk(PositionalHandApply clickData, LivingHealthBehaviour targetHealth)
    {
        yield return(WaitFor.Seconds(0.02f));

        AudioSourceParameters audioSourceParameters = new AudioSourceParameters(pitch: -1f);         //This plays it backwards, is that what you wanted?
        ShakeParameters       shakeParameters       = new ShakeParameters(true, 20, 5);

        SoundManager.PlayNetworkedAtPos(SingletonSOSounds.Instance.ClownHonk, gameObject.AssumedWorldPosServer(), audioSourceParameters, true, sourceObj: GetHonkSoundObject(), shakeParameters: shakeParameters);
        targetHealth.ApplyDamageToBodypart(clickData.Performer, CritDamage, AttackType.Energy, DamageType.Brute, BodyPartType.Head);
    }
Пример #5
0
    public void ServerPerformMeleeAttack(GameObject victim, Vector2 attackDirection,
                                         BodyPartType damageZone, LayerType layerType)
    {
        if (Cooldowns.IsOnServer(playerScript, CommonCooldowns.Instance.Melee))
        {
            return;
        }
        var weapon = playerScript.playerNetworkActions.GetActiveHandItem();

        var tiles = victim.GetComponent <InteractableTiles>();

        if (tiles)
        {
            //validate based on position of target vector
            if (!Validations.CanApply(playerScript, victim, NetworkSide.Server, targetVector: attackDirection))
            {
                return;
            }
        }
        else
        {
            //validate based on position of target object
            if (!Validations.CanApply(playerScript, victim, NetworkSide.Server))
            {
                return;
            }
        }

        if (!playerMove.allowInput ||
            playerScript.IsGhost ||
            !victim ||
            !playerScript.playerHealth.serverPlayerConscious
            )
        {
            return;
        }

        var isWeapon = weapon != null;
        ItemAttributesV2 weaponAttr = isWeapon ? weapon.GetComponent <ItemAttributesV2>() : null;
        var       damage            = isWeapon ? weaponAttr.ServerHitDamage : fistDamage;
        var       damageType        = isWeapon ? weaponAttr.ServerDamageType : DamageType.Brute;
        var       attackSoundName   = isWeapon ? weaponAttr.ServerHitSound : "Punch#";
        LayerTile attackedTile      = null;
        bool      didHit            = false;

        ItemAttributesV2 weaponStats = null;

        if (isWeapon)
        {
            weaponStats = weapon.GetComponent <ItemAttributesV2>();
        }


        // If Tilemap LayerType is not None then it is a tilemap being attacked
        if (layerType != LayerType.None)
        {
            var tileChangeManager = victim.GetComponent <TileChangeManager>();
            if (tileChangeManager == null)
            {
                return;                                        //Make sure its on a matrix that is destructable
            }
            //Tilemap stuff:
            var tileMapDamage = victim.GetComponentInChildren <MetaTileMap>().Layers[layerType].gameObject
                                .GetComponent <TilemapDamage>();
            if (tileMapDamage != null)
            {
                if (isWeapon && weaponStats != null &&
                    weaponStats.hitSoundSettings == SoundItemSettings.OnlyObject)
                {
                    attackSoundName = "";
                }
                var worldPos = (Vector2)transform.position + attackDirection;
                attackedTile = tileChangeManager.InteractableTiles.LayerTileAt(worldPos, true);
                tileMapDamage.DoMeleeDamage(worldPos,
                                            gameObject, (int)damage);
                didHit = true;
            }
        }
        else
        {
            //a regular object being attacked

            LivingHealthBehaviour victimHealth = victim.GetComponent <LivingHealthBehaviour>();

            var integrity = victim.GetComponent <Integrity>();
            if (integrity != null)
            {
                //damaging an object
                if (isWeapon && weaponStats != null &&
                    weaponStats.hitSoundSettings == SoundItemSettings.Both)
                {
                    SoundManager.PlayNetworkedAtPos(integrity.soundOnHit, gameObject.WorldPosServer(), Random.Range(0.9f, 1.1f));
                }
                else if (isWeapon && weaponStats != null &&
                         weaponStats.hitSoundSettings == SoundItemSettings.OnlyObject && integrity.soundOnHit != "")
                {
                    SoundManager.PlayNetworkedAtPos(integrity.soundOnHit, gameObject.WorldPosServer(), Random.Range(0.9f, 1.1f));
                    attackSoundName = "";
                }
                integrity.ApplyDamage((int)damage, AttackType.Melee, damageType);
                didHit = true;
            }
            else
            {
                //damaging a living thing
                var rng = new System.Random();
                // This is based off the alien/humanoid/attack_hand punch code of TGStation's codebase.
                // Punches have 90% chance to hit, otherwise it is a miss.
                if (isWeapon || 90 >= rng.Next(1, 100))
                {
                    // The attack hit.
                    victimHealth.ApplyDamageToBodypart(gameObject, (int)damage, AttackType.Melee, damageType, damageZone);
                    didHit = true;
                }
                else
                {
                    // The punch missed.
                    string victimName = victim.Player()?.Name;
                    SoundManager.PlayNetworkedAtPos("PunchMiss", transform.position);
                    Chat.AddCombatMsgToChat(gameObject, $"You attempted to punch {victimName} but missed!",
                                            $"{gameObject.Player()?.Name} has attempted to punch {victimName}!");
                }
            }
        }

        //common logic to do if we hit something
        if (didHit)
        {
            if (!string.IsNullOrEmpty(attackSoundName))
            {
                SoundManager.PlayNetworkedAtPos(attackSoundName, transform.position);
            }

            if (damage > 0)
            {
                Chat.AddAttackMsgToChat(gameObject, victim, damageZone, weapon, attackedTile: attackedTile);
            }
            if (victim != gameObject)
            {
                RpcMeleeAttackLerp(attackDirection, weapon);
                //playerMove.allowInput = false;
            }
        }

        Cooldowns.TryStartServer(playerScript, CommonCooldowns.Instance.Melee);
    }
    public void CmdRequestMeleeAttack(GameObject victim, Vector2 attackDirection,
                                      BodyPartType damageZone, LayerType layerType)
    {
        var weapon = playerScript.playerNetworkActions.GetActiveHandItem();

        var tiles = victim.GetComponent <InteractableTiles>();

        if (tiles)
        {
            //validate based on position of target vector
            if (!Validations.CanApply(playerScript, victim, NetworkSide.Server, targetVector: attackDirection))
            {
                return;
            }
        }
        else
        {
            //validate based on position of target object
            if (!Validations.CanApply(playerScript, victim, NetworkSide.Server))
            {
                return;
            }
        }

        if (!playerMove.allowInput ||
            playerScript.IsGhost ||
            !victim ||
            !playerScript.playerHealth.serverPlayerConscious
            )
        {
            return;
        }

        if (!allowAttack)
        {
            return;
        }

        var isWeapon = weapon != null;
        ItemAttributesV2 weaponAttr = isWeapon ? weapon.GetComponent <ItemAttributesV2>() : null;
        var       damage            = isWeapon ? weaponAttr.ServerHitDamage : fistDamage;
        var       damageType        = isWeapon ? weaponAttr.ServerDamageType : DamageType.Brute;
        var       attackSoundName   = isWeapon ? weaponAttr.ServerHitSound : "Punch#";
        LayerTile attackedTile      = null;

        bool didHit = false;


        // If Tilemap LayerType is not None then it is a tilemap being attacked
        if (layerType != LayerType.None)
        {
            var tileChangeManager = victim.GetComponent <TileChangeManager>();
            if (tileChangeManager == null)
            {
                return;                                        //Make sure its on a matrix that is destructable
            }
            //Tilemap stuff:
            var tileMapDamage = victim.GetComponentInChildren <MetaTileMap>().Layers[layerType].gameObject
                                .GetComponent <TilemapDamage>();
            if (tileMapDamage != null)
            {
                var worldPos = (Vector2)transform.position + attackDirection;
                attackedTile = tileChangeManager.InteractableTiles.LayerTileAt(worldPos);
                tileMapDamage.DoMeleeDamage(worldPos,
                                            gameObject, (int)damage);
                didHit = true;
            }
        }
        else
        {
            //a regular object being attacked

            //butchering
            //TODO: Move butchering logic to IF2, it should be a progress action done on corpses (make a Corpse component probably)
            LivingHealthBehaviour victimHealth = victim.GetComponent <LivingHealthBehaviour>();
            if (victimHealth != null && victimHealth.IsDead && isWeapon && weaponAttr.HasTrait(KnifeTrait))
            {
                if (victim.GetComponent <SimpleAnimal>())
                {
                    SimpleAnimal attackTarget = victim.GetComponent <SimpleAnimal>();
                    RpcMeleeAttackLerp(attackDirection, weapon);
                    playerMove.allowInput = false;
                    attackTarget.Harvest();
                    SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position);
                }
                else
                {
                    PlayerHealth attackTarget = victim.GetComponent <PlayerHealth>();
                    RpcMeleeAttackLerp(attackDirection, weapon);
                    playerMove.allowInput = false;
                    attackTarget.Harvest();
                    SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position);
                }
            }

            var integrity = victim.GetComponent <Integrity>();
            if (integrity != null)
            {
                //damaging an object
                integrity.ApplyDamage((int)damage, AttackType.Melee, damageType);
                didHit = true;
            }
            else
            {
                //damaging a living thing
                var rng = new System.Random();
                // This is based off the alien/humanoid/attack_hand punch code of TGStation's codebase.
                // Punches have 90% chance to hit, otherwise it is a miss.
                if (isWeapon || 90 >= rng.Next(1, 100))
                {
                    // The attack hit.
                    victimHealth.ApplyDamageToBodypart(gameObject, (int)damage, AttackType.Melee, damageType, damageZone);
                    didHit = true;
                }
                else
                {
                    // The punch missed.
                    string victimName = victim.Player()?.Name;
                    SoundManager.PlayNetworkedAtPos("PunchMiss", transform.position);
                    Chat.AddCombatMsgToChat(gameObject, $"You attempted to punch {victimName} but missed!",
                                            $"{gameObject.Player()?.Name} has attempted to punch {victimName}!");
                }
            }
        }

        //common logic to do if we hit something
        if (didHit)
        {
            SoundManager.PlayNetworkedAtPos(attackSoundName, transform.position);
            if (damage > 0)
            {
                Chat.AddAttackMsgToChat(gameObject, victim, damageZone, weapon, attackedTile: attackedTile);
            }
            if (victim != gameObject)
            {
                RpcMeleeAttackLerp(attackDirection, weapon);
                playerMove.allowInput = false;
            }
        }

        //no matter what, start a cooldown for attacking again so they can't spam attack requests
        StartCoroutine(AttackCoolDown());
    }
Пример #7
0
 /// <summary>
 /// Applies burn damage to the specified victim's bodyparts.
 /// Attack type is internal, so as to avoid adding electrical resistances to Armor class.
 /// </summary>
 /// <param name="damage">The amount of damage to apply to the bodypart</param>
 /// <param name="bodypart">The BodyPartType to damage.</param>
 private void DealDamage(float damage, BodyPartType bodypart)
 {
     victimLHB.ApplyDamageToBodypart(null, damage, AttackType.Internal, DamageType.Burn, bodypart);
 }
Пример #8
0
    public void CmdRequestMeleeAttack(GameObject victim, GameObject weapon, Vector2 stabDirection,
                                      BodyPartType damageZone, LayerType layerType)
    {
        if (!playerMove.allowInput ||
            playerScript.IsGhost ||
            !victim ||
            !playerScript.playerHealth.serverPlayerConscious
            )
        {
            return;
        }

        if (!allowAttack)
        {
            return;
        }

        ItemAttributes weaponAttr = weapon.GetComponent <ItemAttributes>();

        // If Tilemap LayerType is not None then it is a tilemap being attacked
        if (layerType != LayerType.None)
        {
            var tileChangeManager = victim.GetComponent <TileChangeManager>();
            if (tileChangeManager == null)
            {
                return;                                        //Make sure its on a matrix that is destructable
            }
            //Tilemap stuff:
            var tileMapDamage = victim.GetComponentInChildren <MetaTileMap>().Layers[layerType].gameObject
                                .GetComponent <TilemapDamage>();
            if (tileMapDamage != null)
            {
                //Wire cutters should snip the grills instead:
                if (weaponAttr.itemName == "wirecutters" &&
                    tileMapDamage.Layer.LayerType == LayerType.Grills)
                {
                    tileMapDamage.WireCutGrill((Vector2)transform.position + stabDirection);
                    StartCoroutine(AttackCoolDown());
                    return;
                }

                tileMapDamage.DoMeleeDamage((Vector2)transform.position + stabDirection,
                                            gameObject, (int)weaponAttr.hitDamage);

                playerMove.allowInput = false;
                RpcMeleeAttackLerp(stabDirection, weapon);
                StartCoroutine(AttackCoolDown());
                return;
            }
            return;
        }

        //This check cannot be used with TilemapDamage as the transform position is always far away
        if (!playerScript.IsInReach(victim, true))
        {
            return;
        }

        // Consider moving this into a MeleeItemTrigger for knifes
        //Meaty bodies:
        LivingHealthBehaviour victimHealth = victim.GetComponent <LivingHealthBehaviour>();

        if (victimHealth != null && victimHealth.IsDead && weaponAttr.HasTrait(KnifeTrait))
        {
            if (victim.GetComponent <SimpleAnimal>())
            {
                SimpleAnimal attackTarget = victim.GetComponent <SimpleAnimal>();
                RpcMeleeAttackLerp(stabDirection, weapon);
                playerMove.allowInput = false;
                attackTarget.Harvest();
                SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position);
            }
            else
            {
                PlayerHealth attackTarget = victim.GetComponent <PlayerHealth>();
                RpcMeleeAttackLerp(stabDirection, weapon);
                playerMove.allowInput = false;
                attackTarget.Harvest();
                SoundManager.PlayNetworkedAtPos("BladeSlice", transform.position);
            }
        }

        if (victim != gameObject)
        {
            RpcMeleeAttackLerp(stabDirection, weapon);
            playerMove.allowInput = false;
        }

        var integrity = victim.GetComponent <Integrity>();

        if (integrity != null)
        {
            //damaging an object
            integrity.ApplyDamage((int)weaponAttr.hitDamage, AttackType.Melee, weaponAttr.damageType);
        }
        else
        {
            //damaging a living thing
            victimHealth.ApplyDamageToBodypart(gameObject, (int)weaponAttr.hitDamage, AttackType.Melee, weaponAttr.damageType, damageZone);
        }

        SoundManager.PlayNetworkedAtPos(weaponAttr.hitSound, transform.position);


        if (weaponAttr.hitDamage > 0)
        {
            Chat.AddAttackMsgToChat(gameObject, victim, damageZone, weapon);
        }


        StartCoroutine(AttackCoolDown());
    }