Make emitter use guncode (#13258)
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@@ -15,20 +15,12 @@ namespace Content.Server.Singularity.Components
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// Whether the power switch is on AND the machine has enough power (so is actively firing)
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[ViewVariables] public bool IsPowered;
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// For the "emitter fired" sound
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public const float Variation = 0.25f;
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public const float Volume = 0.5f;
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public const float Distance = 6f;
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/// <summary>
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/// counts the number of consecutive shots fired.
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/// </summary>
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[ViewVariables]
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public int FireShotCounter;
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[DataField("fireSound")]
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public SoundSpecifier FireSound = new SoundPathSpecifier("/Audio/Weapons/emitter.ogg");
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/// <summary>
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/// The entity that is spawned when the emitter fires.
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/// </summary>
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@@ -6,16 +6,17 @@ using Content.Server.Power.EntitySystems;
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using Content.Server.Projectiles;
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using Content.Server.Singularity.Components;
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using Content.Server.Storage.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Weapons.Ranged.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using Timer = Robust.Shared.Timing.Timer;
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@@ -28,10 +29,9 @@ namespace Content.Server.Singularity.EntitySystems
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly ProjectileSystem _projectile = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly GunSystem _gun = default!;
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public override void Initialize()
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{
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@@ -207,33 +207,16 @@ namespace Content.Server.Singularity.EntitySystems
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private void Fire(EmitterComponent component)
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{
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var uid = component.Owner;
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var projectile = EntityManager.SpawnEntity(component.BoltType, EntityManager.GetComponent<TransformComponent>(uid).Coordinates);
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if (!EntityManager.TryGetComponent<PhysicsComponent?>(projectile, out var physicsComponent))
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{
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Logger.Error("Emitter tried firing a bolt, but it was spawned without a PhysicsComponent");
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if (!TryComp<GunComponent>(uid, out var guncomp))
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return;
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}
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physicsComponent.BodyStatus = BodyStatus.InAir;
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var xform = Transform(uid);
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var ent = Spawn(component.BoltType, xform.Coordinates);
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var proj = EnsureComp<ProjectileComponent>(ent);
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_projectile.SetShooter(proj, uid);
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if (!EntityManager.TryGetComponent<ProjectileComponent?>(projectile, out var projectileComponent))
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{
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Logger.Error("Emitter tried firing a bolt, but it was spawned without a ProjectileComponent");
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return;
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}
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_projectile.SetShooter(projectileComponent, component.Owner);
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var worldRotation = Transform(uid).WorldRotation;
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_physics.SetLinearVelocity(physicsComponent, worldRotation.ToWorldVec() * 20f);
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Transform(projectile).WorldRotation = worldRotation;
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// TODO: Move to projectile's code.
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Timer.Spawn(3000, () => EntityManager.DeleteEntity(projectile));
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_audio.PlayPvs(component.FireSound, component.Owner,
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AudioParams.Default.WithVariation(EmitterComponent.Variation).WithVolume(EmitterComponent.Volume).WithMaxDistance(EmitterComponent.Distance));
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var targetPos = new EntityCoordinates(uid, (0, -1));
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_gun.Shoot(guncomp, ent, xform.Coordinates, targetPos);
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}
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private void UpdateAppearance(EmitterComponent component)
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@@ -222,6 +222,7 @@
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- state: projectile
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shader: unshaded
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- type: Ammo
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muzzleFlash: null
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- type: Physics
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- type: Fixtures
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fixtures:
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@@ -242,6 +243,8 @@
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- type: Tag
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tags:
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- EmitterBolt
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- type: TimedDespawn
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lifetime: 3
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- type: entity
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id: BulletKinetic
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@@ -34,6 +34,13 @@
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shader: unshaded
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visible: false
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- type: Emitter
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- type: Gun
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fireRate: 10 #just has to be fast enough to keep up with upgrades
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selectedMode: SemiAuto
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availableModes:
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- SemiAuto
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soundGunshot:
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path: /Audio/Weapons/emitter.ogg
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- type: PowerConsumer
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voltage: Medium
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- type: NodeContainer
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