Add events for GunComponent values, muzzle flashes and cartridge spread (#24077)
* Add a modifier event for GunComponent values * Add docs * Add VV readwrite to modified values * Add more docs * More docs * Add Gun parameter to GunRefreshModifiersEvent * Add another event for handling cartridge spread * Fix pneumatic speed
This commit is contained in:
@@ -56,11 +56,11 @@ public sealed class GunSpreadOverlay : Overlay
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return;
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// (☞゚ヮ゚)☞
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var maxSpread = gun.MaxAngle;
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var minSpread = gun.MinAngle;
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var maxSpread = gun.MaxAngleModified;
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var minSpread = gun.MinAngleModified;
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var timeSinceLastFire = (_timing.CurTime - gun.NextFire).TotalSeconds;
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var currentAngle = new Angle(MathHelper.Clamp(gun.CurrentAngle.Theta - gun.AngleDecay.Theta * timeSinceLastFire,
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gun.MinAngle.Theta, gun.MaxAngle.Theta));
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var currentAngle = new Angle(MathHelper.Clamp(gun.CurrentAngle.Theta - gun.AngleDecayModified.Theta * timeSinceLastFire,
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gun.MinAngleModified.Theta, gun.MaxAngleModified.Theta));
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var direction = (mousePos.Position - mapPos.Position);
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worldHandle.DrawLine(mapPos.Position, mousePos.Position + direction, Color.Orange);
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@@ -3,7 +3,6 @@ using Content.Client.Items;
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using Content.Client.Weapons.Ranged.Components;
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using Content.Shared.Camera;
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using Content.Shared.CombatMode;
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using Robust.Shared.Spawners;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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@@ -195,7 +194,7 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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if (throwItems)
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{
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Recoil(user, direction, gun.CameraRecoilScalar);
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Recoil(user, direction, gun.CameraRecoilScalarModified);
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if (IsClientSide(ent!.Value))
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Del(ent.Value);
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else
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@@ -210,8 +209,8 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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SetCartridgeSpent(ent!.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, user);
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalar);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalarModified);
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// TODO: Can't predict entity deletions.
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//if (cartridge.DeleteOnSpawn)
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// Del(cartridge.Owner);
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@@ -228,16 +227,16 @@ public sealed partial class GunSystem : SharedGunSystem
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break;
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case AmmoComponent newAmmo:
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MuzzleFlash(gunUid, newAmmo, user);
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalar);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalarModified);
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if (IsClientSide(ent!.Value))
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Del(ent.Value);
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else
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RemoveShootable(ent.Value);
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break;
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case HitscanPrototype:
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalar);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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Recoil(user, direction, gun.CameraRecoilScalarModified);
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break;
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}
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}
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@@ -0,0 +1,7 @@
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namespace Content.Server.Administration.Components;
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[RegisterComponent]
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public sealed partial class AdminMinigunComponent : Component
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{
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}
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17
Content.Server/Administration/Systems/AdminGunSystem.cs
Normal file
17
Content.Server/Administration/Systems/AdminGunSystem.cs
Normal file
@@ -0,0 +1,17 @@
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using Content.Server.Administration.Components;
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using Content.Shared.Weapons.Ranged.Events;
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namespace Content.Server.Administration.Systems;
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public sealed class AdminGunSystem : EntitySystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<AdminMinigunComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
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}
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private void OnGunRefreshModifiers(Entity<AdminMinigunComponent> ent, ref GunRefreshModifiersEvent args)
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{
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args.FireRate = 15;
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}
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}
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@@ -12,6 +12,7 @@ using Content.Server.Power.EntitySystems;
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using Content.Server.Stack;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Access;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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@@ -52,6 +53,7 @@ public sealed partial class AdminVerbSystem
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[Dependency] private readonly BatterySystem _batterySystem = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaSystem = default!;
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[Dependency] private readonly GunSystem _gun = default!;
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private void AddTricksVerbs(GetVerbsEvent<Verb> args)
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{
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@@ -697,7 +699,8 @@ public sealed partial class AdminVerbSystem
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Icon = new SpriteSpecifier.Rsi(new("/Textures/Objects/Weapons/Guns/HMGs/minigun.rsi"), "icon"),
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Act = () =>
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{
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gun.FireRate = 15;
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EnsureComp<AdminMinigunComponent>(args.Target);
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_gun.RefreshModifiers((args.Target, gun));
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},
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Impact = LogImpact.Medium,
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Message = Loc.GetString("admin-trick-minigun-fire-description"),
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@@ -2,12 +2,14 @@ using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Storage.EntitySystems;
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using Content.Server.Stunnable;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Containers.ItemSlots;
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using Content.Shared.Interaction;
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using Content.Shared.PneumaticCannon;
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using Content.Shared.StatusEffect;
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using Content.Shared.Tools.Components;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Containers;
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@@ -17,6 +19,7 @@ public sealed class PneumaticCannonSystem : SharedPneumaticCannonSystem
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{
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[Dependency] private readonly AtmosphereSystem _atmos = default!;
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[Dependency] private readonly GasTankSystem _gasTank = default!;
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[Dependency] private readonly GunSystem _gun = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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[Dependency] private readonly ItemSlotsSystem _slots = default!;
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@@ -27,6 +30,7 @@ public sealed class PneumaticCannonSystem : SharedPneumaticCannonSystem
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SubscribeLocalEvent<PneumaticCannonComponent, InteractUsingEvent>(OnInteractUsing, before: new []{ typeof(StorageSystem) });
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SubscribeLocalEvent<PneumaticCannonComponent, GunShotEvent>(OnShoot);
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SubscribeLocalEvent<PneumaticCannonComponent, ContainerIsInsertingAttemptEvent>(OnContainerInserting);
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SubscribeLocalEvent<PneumaticCannonComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
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}
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private void OnInteractUsing(EntityUid uid, PneumaticCannonComponent component, InteractUsingEvent args)
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@@ -47,10 +51,9 @@ public sealed class PneumaticCannonSystem : SharedPneumaticCannonSystem
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Popup.PopupEntity(Loc.GetString("pneumatic-cannon-component-change-power",
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("power", component.Power.ToString())), uid, args.User);
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component.ProjectileSpeed = GetProjectileSpeedFromPower(component);
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if (TryComp<GunComponent>(uid, out var gun))
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{
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gun.ProjectileSpeed = GetProjectileSpeedFromPower(component);
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}
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_gun.RefreshModifiers((uid, gun));
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args.Handled = true;
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}
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@@ -105,6 +108,12 @@ public sealed class PneumaticCannonSystem : SharedPneumaticCannonSystem
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_slots.TryEject(uid, PneumaticCannonComponent.TankSlotId, args.User, out _);
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}
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private void OnGunRefreshModifiers(Entity<PneumaticCannonComponent> ent, ref GunRefreshModifiersEvent args)
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{
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if (ent.Comp.ProjectileSpeed is { } speed)
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args.ProjectileSpeed = speed;
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}
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/// <summary>
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/// Returns whether the pneumatic cannon has enough gas to shoot an item, as well as the tank itself.
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/// </summary>
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@@ -10,7 +10,6 @@ using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.FixedPoint;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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@@ -19,11 +18,9 @@ using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Weapons.Reflect;
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using Robust.Server.GameObjects;
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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.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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@@ -156,8 +153,11 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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if (cartridge.Count > 1)
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{
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var angles = LinearSpread(mapAngle - cartridge.Spread / 2,
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mapAngle + cartridge.Spread / 2, cartridge.Count);
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var ev = new GunGetAmmoSpreadEvent(cartridge.Spread);
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RaiseLocalEvent(gunUid, ref ev);
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var angles = LinearSpread(mapAngle - ev.Spread / 2,
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mapAngle + ev.Spread / 2, cartridge.Count);
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for (var i = 0; i < cartridge.Count; i++)
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{
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@@ -180,7 +180,7 @@ public sealed partial class GunSystem : SharedGunSystem
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SetCartridgeSpent(ent.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, user);
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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if (cartridge.DeleteOnSpawn)
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Del(ent.Value);
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@@ -201,7 +201,7 @@ public sealed partial class GunSystem : SharedGunSystem
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case AmmoComponent newAmmo:
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shotProjectiles.Add(ent!.Value);
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MuzzleFlash(gunUid, newAmmo, user);
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
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break;
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case HitscanPrototype hitscan:
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@@ -288,7 +288,7 @@ public sealed partial class GunSystem : SharedGunSystem
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FireEffects(fromEffect, hitscan.MaxLength, dir.ToAngle(), hitscan);
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}
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Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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@@ -308,11 +308,11 @@ public sealed partial class GunSystem : SharedGunSystem
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{
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RemoveShootable(uid);
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// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
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ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeed, user);
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ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeedModified, user);
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return;
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}
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ShootProjectile(uid, mapDirection, gunVelocity, gunUid, user, gun.ProjectileSpeed);
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ShootProjectile(uid, mapDirection, gunVelocity, gunUid, user, gun.ProjectileSpeedModified);
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}
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/// <summary>
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@@ -337,7 +337,7 @@ public sealed partial class GunSystem : SharedGunSystem
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private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction)
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{
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var timeSinceLastFire = (curTime - component.LastFire).TotalSeconds;
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var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncrease.Theta - component.AngleDecay.Theta * timeSinceLastFire, component.MinAngle.Theta, component.MaxAngle.Theta);
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var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncreaseModified.Theta - component.AngleDecayModified.Theta * timeSinceLastFire, component.MinAngleModified.Theta, component.MaxAngleModified.Theta);
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component.CurrentAngle = new Angle(newTheta);
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component.LastFire = component.NextFire;
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@@ -345,7 +345,7 @@ public sealed partial class GunSystem : SharedGunSystem
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var random = Random.NextFloat(-0.5f, 0.5f);
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var spread = component.CurrentAngle.Theta * random;
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var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
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DebugTools.Assert(spread <= component.MaxAngle.Theta);
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DebugTools.Assert(spread <= component.MaxAngleModified.Theta);
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return angle;
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}
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@@ -38,6 +38,12 @@ public sealed partial class PneumaticCannonComponent : Component
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[DataField("baseProjectileSpeed")]
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public float BaseProjectileSpeed = 20f;
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/// <summary>
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/// The current projectile speed setting.
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/// </summary>
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[DataField]
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public float? ProjectileSpeed;
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/// <summary>
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/// If true, will throw ammo rather than shoot it.
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/// </summary>
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@@ -1,5 +1,7 @@
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using Content.Shared.Damage;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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@@ -8,23 +10,33 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Weapons.Ranged.Components;
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[RegisterComponent, NetworkedComponent, Virtual]
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[AutoGenerateComponentState]
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public partial class GunComponent : Component
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedGunSystem))]
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public sealed partial class GunComponent : Component
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{
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#region Sound
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[ViewVariables(VVAccess.ReadWrite), DataField("soundGunshot")]
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/// <summary>
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/// The base sound to use when the gun is fired.
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/// </summary>
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[DataField]
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public SoundSpecifier? SoundGunshot = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("soundEmpty")]
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/// <summary>
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/// The sound to use when the gun is fired.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? SoundGunshotModified;
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[DataField]
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public SoundSpecifier? SoundEmpty = new SoundPathSpecifier("/Audio/Weapons/Guns/Empty/empty.ogg");
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/// <summary>
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/// Sound played when toggling the <see cref="SelectedMode"/> for this gun.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("soundMode")]
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public SoundSpecifier? SoundModeToggle = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
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[DataField]
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public SoundSpecifier? SoundMode = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
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#endregion
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@@ -32,59 +44,94 @@ public partial class GunComponent : Component
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// These values are very small for now until we get a debug overlay and fine tune it
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/// <summary>
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/// The base scalar value applied to the vector governing camera recoil.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float CameraRecoilScalar = 1f;
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/// <summary>
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/// A scalar value applied to the vector governing camera recoil.
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/// If 0, there will be no camera recoil.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float CameraRecoilScalar = 1f;
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public float CameraRecoilScalarModified = 1f;
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/// <summary>
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/// Last time the gun fired.
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/// Used for recoil purposes.
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/// </summary>
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[DataField("lastFire")]
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[DataField]
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public TimeSpan LastFire = TimeSpan.Zero;
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/// <summary>
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/// What the current spread is for shooting. This gets changed every time the gun fires.
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/// </summary>
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[DataField("currentAngle")]
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[DataField]
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[AutoNetworkedField]
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public Angle CurrentAngle;
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/// <summary>
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/// How much the spread increases every time the gun fires.
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/// The base value for how much the spread increases every time the gun fires.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("angleIncrease")]
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[DataField]
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public Angle AngleIncrease = Angle.FromDegrees(0.5);
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/// <summary>
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/// How much the <see cref="CurrentAngle"/> decreases per second.
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/// How much the spread increases every time the gun fires.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[DataField("angleDecay")]
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public Angle AngleIncreaseModified;
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/// <summary>
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/// The base value for how much the <see cref="CurrentAngle"/> decreases per second.
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/// </summary>
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[DataField]
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public Angle AngleDecay = Angle.FromDegrees(4);
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/// <summary>
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/// The maximum angle allowed for <see cref="CurrentAngle"/>
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/// How much the <see cref="CurrentAngle"/> decreases per second.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle")]
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public Angle AngleDecayModified;
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/// <summary>
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/// The base value for the maximum angle allowed for <see cref="CurrentAngle"/>
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public Angle MaxAngle = Angle.FromDegrees(2);
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/// <summary>
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/// The minimum angle allowed for <see cref="CurrentAngle"/>
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/// The maximum angle allowed for <see cref="CurrentAngle"/>
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("minAngle")]
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public Angle MaxAngleModified;
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/// <summary>
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/// The base value for the minimum angle allowed for <see cref="CurrentAngle"/>
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public Angle MinAngle = Angle.FromDegrees(1);
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|
||||
/// <summary>
|
||||
/// The minimum angle allowed for <see cref="CurrentAngle"/>.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public Angle MinAngleModified;
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Whether this gun is shot via the use key or the alt-use key.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("useKey"), AutoNetworkedField]
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool UseKey = true;
|
||||
|
||||
/// <summary>
|
||||
@@ -93,6 +140,19 @@ public partial class GunComponent : Component
|
||||
[ViewVariables]
|
||||
public EntityCoordinates? ShootCoordinates = null;
|
||||
|
||||
/// <summary>
|
||||
/// The base value for how many shots to fire per burst.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public int ShotsPerBurst = 3;
|
||||
|
||||
/// <summary>
|
||||
/// How many shots to fire per burst.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public int ShotsPerBurstModified = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Used for tracking semi-auto / burst
|
||||
/// </summary>
|
||||
@@ -101,55 +161,69 @@ public partial class GunComponent : Component
|
||||
public int ShotCounter = 0;
|
||||
|
||||
/// <summary>
|
||||
/// How many times it shoots per second.
|
||||
/// The base value for how many times it shoots per second.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("fireRate")]
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public float FireRate = 8f;
|
||||
|
||||
/// <summary>
|
||||
/// How many times it shoots per second.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public float FireRateModified;
|
||||
|
||||
/// <summary>
|
||||
/// Starts fire cooldown when equipped if true.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("resetOnHandSelected")]
|
||||
[DataField]
|
||||
public bool ResetOnHandSelected = true;
|
||||
|
||||
/// <summary>
|
||||
/// Type of ammo the gun can work with
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("compatibleAmmo")]
|
||||
[DataField]
|
||||
public List<ProtoId<TagPrototype>>? CompatibleAmmo;
|
||||
|
||||
/// <summary>
|
||||
/// Damage the gun deals when used with wrong ammo
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("damageOnWrongAmmo")]
|
||||
[DataField]
|
||||
public DamageSpecifier? DamageOnWrongAmmo = null;
|
||||
|
||||
/// <summary>
|
||||
/// How fast the projectile moves.
|
||||
/// The base value for how fast the projectile moves.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("projectileSpeed")]
|
||||
[DataField]
|
||||
public float ProjectileSpeed = 25f;
|
||||
|
||||
/// <summary>
|
||||
/// How fast the projectile moves.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public float ProjectileSpeedModified;
|
||||
|
||||
/// <summary>
|
||||
/// When the gun is next available to be shot.
|
||||
/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
|
||||
/// </summary>
|
||||
[DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
|
||||
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
|
||||
[AutoNetworkedField]
|
||||
public TimeSpan NextFire = TimeSpan.Zero;
|
||||
|
||||
/// <summary>
|
||||
/// What firemodes can be selected.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("availableModes")]
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;
|
||||
|
||||
/// <summary>
|
||||
/// What firemode is currently selected.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("selectedMode")]
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;
|
||||
|
||||
@@ -157,14 +231,14 @@ public partial class GunComponent : Component
|
||||
/// Whether or not information about
|
||||
/// the gun will be shown on examine.
|
||||
/// </summary>
|
||||
[DataField("showExamineText")]
|
||||
[DataField]
|
||||
public bool ShowExamineText = true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not someone with the
|
||||
/// clumsy trait can shoot this
|
||||
/// </summary>
|
||||
[DataField("clumsyProof"), ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField]
|
||||
public bool ClumsyProof = false;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Content.Shared.Weapons.Ranged.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed on the gun entity when ammo is shot to calculate its spread.
|
||||
/// </summary>
|
||||
/// <param name="Spread">The spread of the ammo, can be changed by handlers.</param>
|
||||
[ByRefEvent]
|
||||
public record struct GunGetAmmoSpreadEvent(Angle Spread);
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Content.Shared.Weapons.Ranged.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed on the gun entity when a muzzle flash is about to happen.
|
||||
/// </summary>
|
||||
/// <param name="Cancelled">If set to true, the muzzle flash will not be shown.</param>
|
||||
[ByRefEvent]
|
||||
public record struct GunMuzzleFlashAttemptEvent(bool Cancelled);
|
||||
@@ -0,0 +1,23 @@
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Robust.Shared.Audio;
|
||||
|
||||
namespace Content.Shared.Weapons.Ranged.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed on the gun entity when <see cref="SharedGunSystem.RefreshModifiers"/>
|
||||
/// is called, to update the values of <see cref="GunComponent"/> from other systems.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct GunRefreshModifiersEvent(
|
||||
Entity<GunComponent> Gun,
|
||||
SoundSpecifier? SoundGunshot,
|
||||
float CameraRecoilScalar,
|
||||
Angle AngleIncrease,
|
||||
Angle AngleDecay,
|
||||
Angle MaxAngle,
|
||||
Angle MinAngle,
|
||||
int ShotsPerBurst,
|
||||
float FireRate,
|
||||
float ProjectileSpeed
|
||||
);
|
||||
@@ -183,10 +183,10 @@ public abstract partial class SharedGunSystem
|
||||
|
||||
// Reset shotting for cycling
|
||||
if (Resolve(uid, ref gunComp, false) &&
|
||||
gunComp is { FireRate: > 0f } &&
|
||||
gunComp is { FireRateModified: > 0f } &&
|
||||
!Paused(uid))
|
||||
{
|
||||
gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRate);
|
||||
gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRateModified);
|
||||
}
|
||||
|
||||
Dirty(uid, component);
|
||||
|
||||
@@ -19,7 +19,7 @@ public abstract partial class SharedGunSystem
|
||||
args.PushMarkup(Loc.GetString("gun-selected-mode-examine", ("color", ModeExamineColor),
|
||||
("mode", GetLocSelector(component.SelectedMode))));
|
||||
args.PushMarkup(Loc.GetString("gun-fire-rate-examine", ("color", FireRateExamineColor),
|
||||
("fireRate", $"{component.FireRate:0.0}")));
|
||||
("fireRate", $"{component.FireRateModified:0.0}")));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -80,7 +80,7 @@ public abstract partial class SharedGunSystem
|
||||
component.NextFire += cooldown;
|
||||
}
|
||||
|
||||
Audio.PlayPredicted(component.SoundModeToggle, uid, user);
|
||||
Audio.PlayPredicted(component.SoundMode, uid, user);
|
||||
Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), uid, user);
|
||||
Dirty(uid, component);
|
||||
}
|
||||
@@ -112,7 +112,7 @@ public abstract partial class SharedGunSystem
|
||||
|
||||
private void OnGunSelected(EntityUid uid, GunComponent component, HandSelectedEvent args)
|
||||
{
|
||||
var fireDelay = 1f / component.FireRate;
|
||||
var fireDelay = 1f / component.FireRateModified;
|
||||
if (fireDelay.Equals(0f))
|
||||
return;
|
||||
|
||||
|
||||
@@ -95,18 +95,19 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
SubscribeLocalEvent<GunComponent, CycleModeEvent>(OnCycleMode);
|
||||
SubscribeLocalEvent<GunComponent, HandSelectedEvent>(OnGunSelected);
|
||||
SubscribeLocalEvent<GunComponent, EntityUnpausedEvent>(OnGunUnpaused);
|
||||
|
||||
#if DEBUG
|
||||
SubscribeLocalEvent<GunComponent, MapInitEvent>(OnMapInit);
|
||||
}
|
||||
|
||||
private void OnMapInit(EntityUid uid, GunComponent component, MapInitEvent args)
|
||||
private void OnMapInit(Entity<GunComponent> gun, ref MapInitEvent args)
|
||||
{
|
||||
if (component.NextFire > Timing.CurTime)
|
||||
Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(uid)}");
|
||||
#if DEBUG
|
||||
if (gun.Comp.NextFire > Timing.CurTime)
|
||||
Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(gun)}");
|
||||
|
||||
DebugTools.Assert((component.AvailableModes & component.SelectedMode) != 0x0);
|
||||
DebugTools.Assert((gun.Comp.AvailableModes & gun.Comp.SelectedMode) != 0x0);
|
||||
#endif
|
||||
|
||||
RefreshModifiers((gun, gun));
|
||||
}
|
||||
|
||||
private void OnGunMelee(EntityUid uid, GunComponent component, MeleeHitEvent args)
|
||||
@@ -229,7 +230,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
|
||||
private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
{
|
||||
if (gun.FireRate <= 0f ||
|
||||
if (gun.FireRateModified <= 0f ||
|
||||
!_actionBlockerSystem.CanAttack(user))
|
||||
return;
|
||||
|
||||
@@ -259,7 +260,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
if (gun.NextFire > curTime)
|
||||
return;
|
||||
|
||||
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRate);
|
||||
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
|
||||
|
||||
// First shot
|
||||
// Previously we checked shotcounter but in some cases all the bullets got dumped at once
|
||||
@@ -287,7 +288,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
shots = Math.Min(shots, 1 - gun.ShotCounter);
|
||||
break;
|
||||
case SelectiveFire.Burst:
|
||||
shots = Math.Min(shots, 3 - gun.ShotCounter);
|
||||
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
|
||||
break;
|
||||
case SelectiveFire.FullAuto:
|
||||
break;
|
||||
@@ -468,6 +469,11 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
|
||||
protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
|
||||
{
|
||||
var attemptEv = new GunMuzzleFlashAttemptEvent();
|
||||
RaiseLocalEvent(gun, ref attemptEv);
|
||||
if (attemptEv.Cancelled)
|
||||
return;
|
||||
|
||||
var sprite = component.MuzzleFlash;
|
||||
|
||||
if (sprite == null)
|
||||
@@ -487,6 +493,41 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
var impulseVector = shotDirection * impulseStrength;
|
||||
Physics.ApplyLinearImpulse(user, -impulseVector, body: userPhysics);
|
||||
}
|
||||
|
||||
public void RefreshModifiers(Entity<GunComponent?> gun)
|
||||
{
|
||||
if (!Resolve(gun, ref gun.Comp))
|
||||
return;
|
||||
|
||||
var comp = gun.Comp;
|
||||
var ev = new GunRefreshModifiersEvent(
|
||||
(gun, comp),
|
||||
comp.SoundGunshot,
|
||||
comp.CameraRecoilScalar,
|
||||
comp.AngleIncrease,
|
||||
comp.AngleDecay,
|
||||
comp.MaxAngle,
|
||||
comp.MinAngle,
|
||||
comp.ShotsPerBurst,
|
||||
comp.FireRate,
|
||||
comp.ProjectileSpeed
|
||||
);
|
||||
|
||||
RaiseLocalEvent(gun, ref ev);
|
||||
|
||||
comp.SoundGunshotModified = ev.SoundGunshot;
|
||||
comp.CameraRecoilScalarModified = ev.CameraRecoilScalar;
|
||||
comp.AngleIncreaseModified = ev.AngleIncrease;
|
||||
comp.AngleDecayModified = ev.AngleDecay;
|
||||
comp.MaxAngleModified = ev.MaxAngle;
|
||||
comp.MinAngleModified = ev.MinAngle;
|
||||
comp.ShotsPerBurstModified = ev.ShotsPerBurst;
|
||||
comp.FireRateModified = ev.FireRate;
|
||||
comp.ProjectileSpeedModified = ev.ProjectileSpeed;
|
||||
|
||||
Dirty(gun);
|
||||
}
|
||||
|
||||
protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -11,6 +11,7 @@ using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Weapons.Melee.Components;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Content.Shared.Weapons.Ranged.Events;
|
||||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Content.Shared.Wieldable.Components;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
@@ -27,6 +28,7 @@ public sealed class WieldableSystem : EntitySystem
|
||||
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly UseDelaySystem _delay = default!;
|
||||
[Dependency] private readonly SharedGunSystem _gun = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -42,6 +44,7 @@ public sealed class WieldableSystem : EntitySystem
|
||||
SubscribeLocalEvent<GunRequiresWieldComponent, AttemptShootEvent>(OnShootAttempt);
|
||||
SubscribeLocalEvent<GunWieldBonusComponent, ItemWieldedEvent>(OnGunWielded);
|
||||
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
|
||||
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
|
||||
|
||||
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
|
||||
}
|
||||
@@ -72,22 +75,22 @@ public sealed class WieldableSystem : EntitySystem
|
||||
|
||||
private void OnGunUnwielded(EntityUid uid, GunWieldBonusComponent component, ItemUnwieldedEvent args)
|
||||
{
|
||||
if (!TryComp<GunComponent>(uid, out var gun))
|
||||
return;
|
||||
|
||||
gun.MinAngle -= component.MinAngle;
|
||||
gun.MaxAngle -= component.MaxAngle;
|
||||
Dirty(uid, gun);
|
||||
_gun.RefreshModifiers(uid);
|
||||
}
|
||||
|
||||
private void OnGunWielded(EntityUid uid, GunWieldBonusComponent component, ref ItemWieldedEvent args)
|
||||
{
|
||||
if (!TryComp<GunComponent>(uid, out var gun))
|
||||
return;
|
||||
_gun.RefreshModifiers(uid);
|
||||
}
|
||||
|
||||
gun.MinAngle += component.MinAngle;
|
||||
gun.MaxAngle += component.MaxAngle;
|
||||
Dirty(uid, gun);
|
||||
private void OnGunRefreshModifiers(Entity<GunWieldBonusComponent> bonus, ref GunRefreshModifiersEvent args)
|
||||
{
|
||||
if (TryComp(bonus, out WieldableComponent? wield) &&
|
||||
wield.Wielded)
|
||||
{
|
||||
args.MinAngle += bonus.Comp.MinAngle;
|
||||
args.MaxAngle += bonus.Comp.MaxAngle;
|
||||
}
|
||||
}
|
||||
|
||||
private void AddToggleWieldVerb(EntityUid uid, WieldableComponent component, GetVerbsEvent<InteractionVerb> args)
|
||||
@@ -214,6 +217,7 @@ public sealed class WieldableSystem : EntitySystem
|
||||
if (ev.Cancelled)
|
||||
return false;
|
||||
|
||||
component.Wielded = false;
|
||||
var targEv = new ItemUnwieldedEvent(user);
|
||||
|
||||
RaiseLocalEvent(used, targEv);
|
||||
@@ -225,16 +229,11 @@ public sealed class WieldableSystem : EntitySystem
|
||||
if (args.User == null)
|
||||
return;
|
||||
|
||||
if (!component.Wielded)
|
||||
return;
|
||||
|
||||
if (TryComp<ItemComponent>(uid, out var item))
|
||||
{
|
||||
_itemSystem.SetHeldPrefix(uid, component.OldInhandPrefix, component: item);
|
||||
}
|
||||
|
||||
component.Wielded = false;
|
||||
|
||||
if (!args.Force) // don't play sound/popup if this was a forced unwield
|
||||
{
|
||||
if (component.UnwieldSound != null)
|
||||
|
||||
Reference in New Issue
Block a user