Adds grappling gun (#16662)

This commit is contained in:
metalgearsloth
2023-05-27 14:15:15 +10:00
committed by GitHub
parent 9eb4d4edb0
commit 552fbb0585
48 changed files with 753 additions and 35 deletions

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@@ -0,0 +1,74 @@
using Content.Shared.Physics;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Shared.Enums;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics.Joints;
namespace Content.Client.Physics;
/// <summary>
/// Draws a texture on top of a joint.
/// </summary>
public sealed class JointVisualsOverlay : Overlay
{
public override OverlaySpace Space => OverlaySpace.WorldSpaceBelowFOV;
private IEntityManager _entManager;
private HashSet<Joint> _drawn = new();
public JointVisualsOverlay(IEntityManager entManager)
{
_entManager = entManager;
}
protected override void Draw(in OverlayDrawArgs args)
{
_drawn.Clear();
var worldHandle = args.WorldHandle;
var spriteSystem = _entManager.System<SpriteSystem>();
var xformSystem = _entManager.System<SharedTransformSystem>();
var joints = _entManager.EntityQueryEnumerator<JointVisualsComponent, TransformComponent>();
var xformQuery = _entManager.GetEntityQuery<TransformComponent>();
while (joints.MoveNext(out var visuals, out var xform))
{
if (xform.MapID != args.MapId)
continue;
var other = visuals.Target;
if (!xformQuery.TryGetComponent(other, out var otherXform))
continue;
if (xform.MapID != otherXform.MapID)
continue;
var texture = spriteSystem.Frame0(visuals.Sprite);
var width = texture.Width / (float) EyeManager.PixelsPerMeter;
var coordsA = xform.Coordinates;
var coordsB = otherXform.Coordinates;
var rotA = xform.LocalRotation;
var rotB = otherXform.LocalRotation;
coordsA = coordsA.Offset(rotA.RotateVec(visuals.OffsetA));
coordsB = coordsB.Offset(rotB.RotateVec(visuals.OffsetB));
var posA = coordsA.ToMapPos(_entManager, xformSystem);
var posB = coordsB.ToMapPos(_entManager, xformSystem);
var diff = (posB - posA);
var length = diff.Length;
var midPoint = diff / 2f + posA;
var angle = (posB - posA).ToWorldAngle();
var box = new Box2(-width / 2f, -length / 2f, width / 2f, length / 2f);
var rotate = new Box2Rotated(box.Translated(midPoint), angle, midPoint);
worldHandle.DrawTextureRect(texture, rotate);
}
}
}

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@@ -0,0 +1,20 @@
using Robust.Client.Graphics;
namespace Content.Client.Physics;
public sealed class JointVisualsSystem : EntitySystem
{
[Dependency] private readonly IOverlayManager _overlay = default!;
public override void Initialize()
{
base.Initialize();
_overlay.AddOverlay(new JointVisualsOverlay(EntityManager));
}
public override void Shutdown()
{
base.Shutdown();
_overlay.RemoveOverlay<JointVisualsOverlay>();
}
}

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@@ -0,0 +1,58 @@
using System.Net;
using Content.Client.Hands.Systems;
using Content.Shared.CombatMode;
using Content.Shared.Weapons.Misc;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Input;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics.Joints;
namespace Content.Client.Weapons.Misc;
public sealed class GrapplingGunSystem : SharedGrapplingGunSystem
{
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly InputSystem _input = default!;
[Dependency] private readonly IPlayerManager _player = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
// Oh boy another input handler.
// If someone thinks of a better way to unify this please tell me.
if (!Timing.IsFirstTimePredicted)
return;
var local = _player.LocalPlayer?.ControlledEntity;
var handUid = _hands.GetActiveHandEntity();
if (!TryComp<GrapplingGunComponent>(handUid, out var grappling))
return;
if (!TryComp<JointComponent>(handUid, out var jointComp) ||
!jointComp.GetJoints.TryGetValue(GrapplingJoint, out var joint) ||
joint is not DistanceJoint distance)
{
return;
}
if (distance.MaxLength <= distance.MinLength)
return;
var reelKey = _input.CmdStates.GetState(EngineKeyFunctions.UseSecondary) == BoundKeyState.Down;
if (!TryComp<CombatModeComponent>(local, out var combatMode) ||
!combatMode.IsInCombatMode)
{
reelKey = false;
}
if (grappling.Reeling == reelKey)
return;
RaisePredictiveEvent(new RequestGrapplingReelMessage(reelKey));
}
}

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@@ -1,4 +1,5 @@
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Map; using Robust.Shared.Map;
namespace Content.Client.Weapons.Ranged.Systems; namespace Content.Client.Weapons.Ranged.Systems;
@@ -19,9 +20,10 @@ public sealed partial class GunSystem
} }
} }
protected override void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates) protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates)
{ {
if (!Timing.IsFirstTimePredicted) return; if (!Timing.IsFirstTimePredicted)
return;
EntityUid? ent = null; EntityUid? ent = null;
@@ -43,5 +45,8 @@ public sealed partial class GunSystem
if (ent != null && ent.Value.IsClientSide()) if (ent != null && ent.Value.IsClientSide())
Del(ent.Value); Del(ent.Value);
var cycledEvent = new GunCycledEvent();
RaiseLocalEvent(uid, ref cycledEvent);
} }
} }

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@@ -173,8 +173,10 @@ public sealed partial class GunSystem : SharedGunSystem
} }
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo, public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null, bool throwItems = false) EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
{ {
userImpulse = true;
// Rather than splitting client / server for every ammo provider it's easier // Rather than splitting client / server for every ammo provider it's easier
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf. // to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
// This also means any ammo specific stuff can be grabbed as necessary. // This also means any ammo specific stuff can be grabbed as necessary.
@@ -207,6 +209,7 @@ public sealed partial class GunSystem : SharedGunSystem
} }
else else
{ {
userImpulse = false;
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user); Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
} }

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@@ -293,7 +293,7 @@ namespace Content.Server.Singularity.EntitySystems
_projectile.SetShooter(proj, uid); _projectile.SetShooter(proj, uid);
var targetPos = new EntityCoordinates(uid, (0, -1)); var targetPos = new EntityCoordinates(uid, (0, -1));
_gun.Shoot(uid, guncomp, ent, xform.Coordinates, targetPos); _gun.Shoot(uid, guncomp, ent, xform.Coordinates, targetPos, out _);
} }
private void UpdateAppearance(EmitterComponent component) private void UpdateAppearance(EmitterComponent component)

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@@ -0,0 +1,8 @@
using Content.Shared.Weapons.Misc;
namespace Content.Server.Weapons.Misc;
public sealed class GrapplingGunSystem : SharedGrapplingGunSystem
{
}

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@@ -1,11 +1,12 @@
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Map; using Robust.Shared.Map;
namespace Content.Server.Weapons.Ranged.Systems; namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem public sealed partial class GunSystem
{ {
protected override void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates) protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates)
{ {
EntityUid? ent = null; EntityUid? ent = null;
@@ -27,5 +28,8 @@ public sealed partial class GunSystem
if (ent != null) if (ent != null)
EjectCartridge(ent.Value); EjectCartridge(ent.Value);
var cycledEvent = new GunCycledEvent();
RaiseLocalEvent(uid, ref cycledEvent);
} }
} }

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@@ -67,8 +67,10 @@ public sealed partial class GunSystem : SharedGunSystem
} }
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo, public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null, bool throwItems = false) EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
{ {
userImpulse = true;
// Try a clumsy roll // Try a clumsy roll
// TODO: Who put this here // TODO: Who put this here
if (TryComp<ClumsyComponent>(user, out var clumsy)) if (TryComp<ClumsyComponent>(user, out var clumsy))
@@ -88,6 +90,7 @@ public sealed partial class GunSystem : SharedGunSystem
PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value); PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
_adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Clumsy fire by {ToPrettyString(user.Value)} deleted {ToPrettyString(gunUid)}"); _adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Clumsy fire by {ToPrettyString(user.Value)} deleted {ToPrettyString(gunUid)}");
Del(gunUid); Del(gunUid);
userImpulse = false;
return; return;
} }
} }
@@ -161,6 +164,7 @@ public sealed partial class GunSystem : SharedGunSystem
} }
else else
{ {
userImpulse = false;
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user); Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
} }

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@@ -4,11 +4,7 @@ namespace Content.Shared.Movement.Events;
/// Raised on an entity to check if it can move while weightless. /// Raised on an entity to check if it can move while weightless.
/// </summary> /// </summary>
[ByRefEvent] [ByRefEvent]
public struct CanWeightlessMoveEvent public record struct CanWeightlessMoveEvent(EntityUid Uid)
{ {
public bool CanMove = false; public bool CanMove = false;
public CanWeightlessMoveEvent()
{
}
} }

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@@ -185,8 +185,8 @@ namespace Content.Shared.Movement.Systems
if (!touching) if (!touching)
{ {
var ev = new CanWeightlessMoveEvent(); var ev = new CanWeightlessMoveEvent(uid);
RaiseLocalEvent(uid, ref ev); RaiseLocalEvent(uid, ref ev, true);
// No gravity: is our entity touching anything? // No gravity: is our entity touching anything?
touching = ev.CanMove; touching = ev.CanMove;

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@@ -0,0 +1,29 @@
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Shared.Physics;
/// <summary>
/// Just draws a generic line between this entity and the target.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class JointVisualsComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("sprite", required: true), AutoNetworkedField]
public SpriteSpecifier Sprite = default!;
[ViewVariables(VVAccess.ReadWrite), DataField("target"), AutoNetworkedField]
public EntityUid? Target;
/// <summary>
/// Offset from Body A.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("offsetA"), AutoNetworkedField]
public Vector2 OffsetA;
/// <summary>
/// Offset from Body B.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("offsetB"), AutoNetworkedField]
public Vector2 OffsetB;
}

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@@ -0,0 +1,12 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged.Components;
/// <summary>
/// Embeds this entity inside of the hit target.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class EmbeddableProjectileComponent : Component
{
}

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@@ -0,0 +1,7 @@
namespace Content.Shared.Projectiles;
/// <summary>
/// Raised directed on an entity when it embeds into something.
/// </summary>
[ByRefEvent]
public readonly record struct ProjectileEmbedEvent(EntityUid Shooter, EntityUid Weapon, EntityUid Embedded);

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@@ -1,6 +1,9 @@
using Content.Shared.Projectiles; using Content.Shared.Projectiles;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Events; using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Shared.Projectiles namespace Content.Shared.Projectiles
@@ -9,10 +12,26 @@ namespace Content.Shared.Projectiles
{ {
public const string ProjectileFixture = "projectile"; public const string ProjectileFixture = "projectile";
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize() public override void Initialize()
{ {
base.Initialize(); base.Initialize();
SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision); SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<EmbeddableProjectileComponent, StartCollideEvent>(OnEmbedCollide);
}
private void OnEmbedCollide(EntityUid uid, EmbeddableProjectileComponent component, ref StartCollideEvent args)
{
if (!TryComp<ProjectileComponent>(uid, out var projectile))
return;
_physics.SetLinearVelocity(uid, Vector2.Zero, body: args.OurBody);
_physics.SetBodyType(uid, BodyType.Static, body: args.OurBody);
_transform.SetParent(uid, args.OtherEntity);
var ev = new ProjectileEmbedEvent(projectile.Shooter, projectile.Weapon, args.OtherEntity);
RaiseLocalEvent(uid, ref ev);
} }
private void PreventCollision(EntityUid uid, ProjectileComponent component, ref PreventCollideEvent args) private void PreventCollision(EntityUid uid, ProjectileComponent component, ref PreventCollideEvent args)
@@ -25,7 +44,8 @@ namespace Content.Shared.Projectiles
public void SetShooter(ProjectileComponent component, EntityUid uid) public void SetShooter(ProjectileComponent component, EntityUid uid)
{ {
if (component.Shooter == uid) return; if (component.Shooter == uid)
return;
component.Shooter = uid; component.Shooter = uid;
Dirty(component); Dirty(component);

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@@ -12,6 +12,8 @@ using Robust.Shared.Containers;
using Robust.Shared.Input.Binding; using Robust.Shared.Input.Binding;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Players; using Robust.Shared.Players;
namespace Content.Shared.Pulling namespace Content.Shared.Pulling
@@ -22,6 +24,7 @@ namespace Content.Shared.Pulling
[Dependency] private readonly SharedPullingStateManagementSystem _pullSm = default!; [Dependency] private readonly SharedPullingStateManagementSystem _pullSm = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!; [Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!; [Dependency] private readonly AlertsSystem _alertsSystem = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
/// <summary> /// <summary>
/// A mapping of pullers to the entity that they are pulling. /// A mapping of pullers to the entity that they are pulling.
@@ -45,6 +48,7 @@ namespace Content.Shared.Pulling
SubscribeLocalEvent<PullStoppedMessage>(OnPullStopped); SubscribeLocalEvent<PullStoppedMessage>(OnPullStopped);
SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInsert); SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInsert);
SubscribeLocalEvent<SharedPullableComponent, JointRemovedEvent>(OnJointRemoved); SubscribeLocalEvent<SharedPullableComponent, JointRemovedEvent>(OnJointRemoved);
SubscribeLocalEvent<SharedPullableComponent, CollisionChangeEvent>(OnPullableCollisionChange);
SubscribeLocalEvent<SharedPullableComponent, PullStartedMessage>(PullableHandlePullStarted); SubscribeLocalEvent<SharedPullableComponent, PullStartedMessage>(PullableHandlePullStarted);
SubscribeLocalEvent<SharedPullableComponent, PullStoppedMessage>(PullableHandlePullStopped); SubscribeLocalEvent<SharedPullableComponent, PullStoppedMessage>(PullableHandlePullStopped);
@@ -56,6 +60,14 @@ namespace Content.Shared.Pulling
.Register<SharedPullingSystem>(); .Register<SharedPullingSystem>();
} }
private void OnPullableCollisionChange(EntityUid uid, SharedPullableComponent component, ref CollisionChangeEvent args)
{
if (component.PullJointId != null && !args.CanCollide)
{
_joints.RemoveJoint(uid, component.PullJointId);
}
}
private void OnJointRemoved(EntityUid uid, SharedPullableComponent component, JointRemovedEvent args) private void OnJointRemoved(EntityUid uid, SharedPullableComponent component, JointRemovedEvent args)
{ {
if (component.Puller != args.OtherBody.Owner) if (component.Puller != args.OtherBody.Owner)

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@@ -0,0 +1,9 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Misc;
[RegisterComponent, NetworkedComponent]
public sealed class GrapplingProjectileComponent : Component
{
}

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@@ -0,0 +1,230 @@
using Content.Shared.CombatMode;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Movement.Events;
using Content.Shared.Physics;
using Content.Shared.Projectiles;
using Content.Shared.Timing;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Misc;
public abstract class SharedGrapplingGunSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedJointSystem _joints = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly UseDelaySystem _delay = default!;
public const string GrapplingJoint = "grappling";
public const float ReelRate = 2.5f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GrapplingProjectileComponent, ProjectileEmbedEvent>(OnGrappleCollide);
SubscribeLocalEvent<CanWeightlessMoveEvent>(OnWeightlessMove);
SubscribeAllEvent<RequestGrapplingReelMessage>(OnGrapplingReel);
SubscribeLocalEvent<GrapplingGunComponent, GunShotEvent>(OnGrapplingShot);
SubscribeLocalEvent<GrapplingGunComponent, ActivateInWorldEvent>(OnGunActivate);
SubscribeLocalEvent<GrapplingGunComponent, HandDeselectedEvent>(OnGrapplingDeselected);
}
private void OnGrapplingShot(EntityUid uid, GrapplingGunComponent component, ref GunShotEvent args)
{
foreach (var (shotUid, _) in args.Ammo)
{
if (!HasComp<GrapplingProjectileComponent>(shotUid))
continue;
// At least show the visuals.
component.Projectile = shotUid.Value;
Dirty(component);
var visuals = EnsureComp<JointVisualsComponent>(shotUid.Value);
visuals.Sprite =
new SpriteSpecifier.Rsi(new ResPath("Objects/Weapons/Guns/Launchers/grappling_gun.rsi"), "rope");
visuals.OffsetA = new Vector2(0f, 0.5f);
visuals.Target = uid;
Dirty(visuals);
}
TryComp<AppearanceComponent>(uid, out var appearance);
_appearance.SetData(uid, SharedTetherGunSystem.TetherVisualsStatus.Key, false, appearance);
}
private void OnGrapplingDeselected(EntityUid uid, GrapplingGunComponent component, HandDeselectedEvent args)
{
SetReeling(uid, component, false, args.User);
}
private void OnGrapplingReel(RequestGrapplingReelMessage msg, EntitySessionEventArgs args)
{
var player = args.SenderSession.AttachedEntity;
if (!TryComp<HandsComponent>(player, out var hands) ||
!TryComp<GrapplingGunComponent>(hands.ActiveHandEntity, out var grappling))
{
return;
}
if (msg.Reeling &&
(!TryComp<CombatModeComponent>(player, out var combatMode) ||
!combatMode.IsInCombatMode))
{
return;
}
SetReeling(hands.ActiveHandEntity.Value, grappling, msg.Reeling, player.Value);
}
private void OnWeightlessMove(ref CanWeightlessMoveEvent ev)
{
if (ev.CanMove || !TryComp<JointRelayTargetComponent>(ev.Uid, out var relayComp))
return;
foreach (var relay in relayComp.Relayed)
{
if (TryComp<JointComponent>(relay, out var jointRelay) && jointRelay.GetJoints.ContainsKey(GrapplingJoint))
{
ev.CanMove = true;
return;
}
}
}
private void OnGunActivate(EntityUid uid, GrapplingGunComponent component, ActivateInWorldEvent args)
{
if (!Timing.IsFirstTimePredicted || _delay.ActiveDelay(uid))
return;
_delay.BeginDelay(uid);
_audio.PlayPredicted(component.CycleSound, uid, args.User);
TryComp<AppearanceComponent>(uid, out var appearance);
_appearance.SetData(uid, SharedTetherGunSystem.TetherVisualsStatus.Key, true, appearance);
SetReeling(uid, component, false, args.User);
if (!Deleted(component.Projectile))
{
if (_netManager.IsServer)
{
QueueDel(component.Projectile.Value);
}
component.Projectile = null;
Dirty(component);
}
}
private void SetReeling(EntityUid uid, GrapplingGunComponent component, bool value, EntityUid? user)
{
if (component.Reeling == value)
return;
if (value)
{
if (Timing.IsFirstTimePredicted)
component.Stream = _audio.PlayPredicted(component.ReelSound, uid, user);
}
else
{
if (Timing.IsFirstTimePredicted)
{
component.Stream?.Stop();
component.Stream = null;
}
}
component.Reeling = value;
Dirty(component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<GrapplingGunComponent>();
while (query.MoveNext(out var uid, out var grappling))
{
if (!grappling.Reeling)
{
if (Timing.IsFirstTimePredicted)
{
// Just in case.
grappling.Stream?.Stop();
grappling.Stream = null;
}
continue;
}
if (!TryComp<JointComponent>(uid, out var jointComp) ||
!jointComp.GetJoints.TryGetValue(GrapplingJoint, out var joint) ||
joint is not DistanceJoint distance)
{
SetReeling(uid, grappling, false, null);
continue;
}
// TODO: This should be on engine.
distance.MaxLength = MathF.Max(distance.MinLength, distance.MaxLength - ReelRate * frameTime);
distance.Length = MathF.Min(distance.MaxLength, distance.Length);
_physics.WakeBody(joint.BodyAUid);
_physics.WakeBody(joint.BodyBUid);
if (jointComp.Relay != null)
{
_physics.WakeBody(jointComp.Relay.Value);
}
Dirty(jointComp);
if (distance.MaxLength.Equals(distance.MinLength))
{
SetReeling(uid, grappling, false, null);
}
}
}
private void OnGrappleCollide(EntityUid uid, GrapplingProjectileComponent component, ref ProjectileEmbedEvent args)
{
if (!Timing.IsFirstTimePredicted)
return;
var jointComp = EnsureComp<JointComponent>(uid);
var joint = _joints.CreateDistanceJoint(uid, args.Weapon, anchorA: new Vector2(0f, 0.5f), id: GrapplingJoint);
joint.MaxLength = joint.Length + 0.2f;
joint.Stiffness = 1f;
joint.MinLength = 0.35f;
// Setting velocity directly for mob movement fucks this so need to make them aware of it.
// joint.Breakpoint = 4000f;
Dirty(jointComp);
}
[Serializable, NetSerializable]
protected sealed class RequestGrapplingReelMessage : EntityEventArgs
{
public bool Reeling;
public RequestGrapplingReelMessage(bool reeling)
{
Reeling = reeling;
}
}
}

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@@ -43,7 +43,7 @@ public abstract partial class SharedTetherGunSystem
{ {
// Pickup // Pickup
if (TryTether(uid, args.Target.Value, args.User, component)) if (TryTether(uid, args.Target.Value, args.User, component))
TransformSystem.SetCoordinates(component.TetherEntity!.Value, new EntityCoordinates(uid, new Vector2(0.0f, -0.8f))); TransformSystem.SetCoordinates(component.TetherEntity!.Value, new EntityCoordinates(uid, new Vector2(0f, 0f)));
} }
} }

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@@ -22,6 +22,8 @@ public sealed partial class BallisticAmmoProviderComponent : Component
[ViewVariables(VVAccess.ReadWrite), DataField("capacity")] [ViewVariables(VVAccess.ReadWrite), DataField("capacity")]
public int Capacity = 30; public int Capacity = 30;
public int Count => UnspawnedCount + Container.ContainedEntities.Count;
[ViewVariables(VVAccess.ReadWrite), DataField("unspawnedCount")] [ViewVariables(VVAccess.ReadWrite), DataField("unspawnedCount")]
[AutoNetworkedField] [AutoNetworkedField]
public int UnspawnedCount; public int UnspawnedCount;

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@@ -0,0 +1,28 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged.Components;
// I have tried to make this as generic as possible but "delete joint on cycle / right-click reels in" is very specific behavior.
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class GrapplingGunComponent : Component
{
[DataField("jointId"), AutoNetworkedField]
public string Joint = string.Empty;
[DataField("projectile")] public EntityUid? Projectile;
[ViewVariables(VVAccess.ReadWrite), DataField("reeling"), AutoNetworkedField]
public bool Reeling;
[ViewVariables(VVAccess.ReadWrite), DataField("reelSound"), AutoNetworkedField]
public SoundSpecifier? ReelSound = new SoundPathSpecifier("/Audio/Weapons/reel.ogg")
{
Params = AudioParams.Default.WithLoop(true)
};
[ViewVariables(VVAccess.ReadWrite), DataField("cycleSound"), AutoNetworkedField]
public SoundSpecifier? CycleSound = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/kinetic_reload.ogg");
public IPlayingAudioStream? Stream;
}

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@@ -0,0 +1,12 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Ranged.Components;
/// <summary>
/// Recharges ammo upon the gun being cycled.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class RechargeCycleAmmoComponent : Component
{
}

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@@ -0,0 +1,7 @@
namespace Content.Shared.Weapons.Ranged.Events;
/// <summary>
/// Raised directed on a gun when it cycles.
/// </summary>
[ByRefEvent]
public readonly record struct GunCycledEvent;

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@@ -0,0 +1,31 @@
using Content.Shared.Interaction;
using Content.Shared.Weapons.Ranged.Components;
namespace Content.Shared.Weapons.Ranged.Systems;
/// <summary>
/// Recharges ammo whenever the gun is cycled.
/// </summary>
public sealed class RechargeCycleAmmoSystem : EntitySystem
{
[Dependency] private readonly SharedGunSystem _gun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RechargeCycleAmmoComponent, ActivateInWorldEvent>(OnRechargeCycled);
}
private void OnRechargeCycled(EntityUid uid, RechargeCycleAmmoComponent component, ActivateInWorldEvent args)
{
if (!TryComp<BasicEntityAmmoProviderComponent>(uid, out var basic) || args.Handled)
return;
if (basic.Count >= basic.Capacity || basic.Count == null)
return;
_gun.UpdateBasicEntityAmmoCount(uid, basic.Count.Value + 1, basic);
Dirty(basic);
args.Handled = true;
}
}

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@@ -162,7 +162,7 @@ public abstract partial class SharedGunSystem
var shots = GetBallisticShots(component); var shots = GetBallisticShots(component);
component.Cycled = true; component.Cycled = true;
Cycle(component, coordinates); Cycle(uid, component, coordinates);
var text = Loc.GetString(shots == 0 ? "gun-ballistic-cycled-empty" : "gun-ballistic-cycled"); var text = Loc.GetString(shots == 0 ? "gun-ballistic-cycled-empty" : "gun-ballistic-cycled");
@@ -171,7 +171,7 @@ public abstract partial class SharedGunSystem
UpdateAmmoCount(uid); UpdateAmmoCount(uid);
} }
protected abstract void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates); protected abstract void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates);
private void OnBallisticInit(EntityUid uid, BallisticAmmoProviderComponent component, ComponentInit args) private void OnBallisticInit(EntityUid uid, BallisticAmmoProviderComponent component, ComponentInit args)
{ {

View File

@@ -313,15 +313,16 @@ public abstract partial class SharedGunSystem : EntitySystem
} }
// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent). // Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, user, throwItems: attemptEv.ThrowItems); Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
var shotEv = new GunShotEvent(user); var shotEv = new GunShotEvent(user, ev.Ammo);
RaiseLocalEvent(gunUid, ref shotEv); RaiseLocalEvent(gunUid, ref shotEv);
// Projectiles cause impulses especially important in non gravity environments
if (TryComp<PhysicsComponent>(user, out var userPhysics)) if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
{ {
if (_gravity.IsWeightless(user, userPhysics)) if (_gravity.IsWeightless(user, userPhysics))
CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics); CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics);
} }
Dirty(gun); Dirty(gun);
} }
@@ -331,11 +332,12 @@ public abstract partial class SharedGunSystem : EntitySystem
EntityUid ammo, EntityUid ammo,
EntityCoordinates fromCoordinates, EntityCoordinates fromCoordinates,
EntityCoordinates toCoordinates, EntityCoordinates toCoordinates,
out bool userImpulse,
EntityUid? user = null, EntityUid? user = null,
bool throwItems = false) bool throwItems = false)
{ {
var shootable = EnsureComp<AmmoComponent>(ammo); var shootable = EnsureComp<AmmoComponent>(ammo);
Shoot(gunUid, gun, new List<(EntityUid? Entity, IShootable Shootable)>(1) { (ammo, shootable) }, fromCoordinates, toCoordinates, user, throwItems); Shoot(gunUid, gun, new List<(EntityUid? Entity, IShootable Shootable)>(1) { (ammo, shootable) }, fromCoordinates, toCoordinates, out userImpulse, user, throwItems);
} }
public abstract void Shoot( public abstract void Shoot(
@@ -344,6 +346,7 @@ public abstract partial class SharedGunSystem : EntitySystem
List<(EntityUid? Entity, IShootable Shootable)> ammo, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates fromCoordinates,
EntityCoordinates toCoordinates, EntityCoordinates toCoordinates,
out bool userImpulse,
EntityUid? user = null, EntityUid? user = null,
bool throwItems = false); bool throwItems = false);
@@ -436,7 +439,7 @@ public record struct AttemptShootEvent(EntityUid User, string? Message, bool Can
/// </summary> /// </summary>
/// <param name="User">The user that fired this gun.</param> /// <param name="User">The user that fired this gun.</param>
[ByRefEvent] [ByRefEvent]
public record struct GunShotEvent(EntityUid User); public record struct GunShotEvent(EntityUid User, List<(EntityUid? Uid, IShootable Shootable)> Ammo);
public enum EffectLayers : byte public enum EffectLayers : byte
{ {

View File

@@ -9,7 +9,6 @@ using Content.Shared.Popups;
using Content.Shared.Verbs; using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee.Events; using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Melee.Components; using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Systems; using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Wieldable.Components; using Content.Shared.Wieldable.Components;

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@@ -2,3 +2,8 @@
license: "CC0-1.0" license: "CC0-1.0"
copyright: "Watering by elittle13. Converted to .OGG and MONO by EmoGarbage404 (github)" copyright: "Watering by elittle13. Converted to .OGG and MONO by EmoGarbage404 (github)"
source: "https://freesound.org/people/elittle13/sounds/568558" source: "https://freesound.org/people/elittle13/sounds/568558"
- files: ["harpoon.ogg"]
license: "CC0-1.0"
copyright: "grappling hook by 16bitstudios. Converted to .OGG and MONO by metalgearsloth"
source: "https://freesound.org/people/16bitstudios/sounds/541975/"

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@@ -2,3 +2,8 @@
license: "CC-BY-SA-3.0" license: "CC-BY-SA-3.0"
copyright: "Taken from Citadel station." copyright: "Taken from Citadel station."
source: "https://github.com/Citadel-Station-13/Citadel-Station-13-RP/blob/5b43cb2545a19957ec6ce3352dceac5e347e77df/sound/weapons/plasma_cutter.ogg" source: "https://github.com/Citadel-Station-13/Citadel-Station-13-RP/blob/5b43cb2545a19957ec6ce3352dceac5e347e77df/sound/weapons/plasma_cutter.ogg"
- files: ["reel.ogg"]
license: "CC0-1.0"
copyright: "User tosha73 on freesound.org"
source: "https://freesound.org/people/tosha73/sounds/509902/"

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@@ -34,6 +34,7 @@ research-technology-basic-xenoarcheology = Basic XenoArcheology
research-technology-alternative-research = Alternative Research research-technology-alternative-research = Alternative Research
research-technology-magnets-tech = Localized Magnetism research-technology-magnets-tech = Localized Magnetism
research-technology-advanced-parts = Advanced Parts research-technology-advanced-parts = Advanced Parts
research-technology-grappling = Grappling
research-technology-abnormal-artifact-manipulation = Abnormal Artifact Manipulation research-technology-abnormal-artifact-manipulation = Abnormal Artifact Manipulation
research-technology-gravity-manipulation = Gravity Manipulation research-technology-gravity-manipulation = Gravity Manipulation
research-technology-mobile-anomaly-tech = Mobile Anomaly Tech research-technology-mobile-anomaly-tech = Mobile Anomaly Tech

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@@ -214,22 +214,54 @@
map: [ "unshaded" ] map: [ "unshaded" ]
shader: unshaded shader: unshaded
visible: false visible: false
- type: ToggleableLightVisuals - type: ToggleableLightVisuals
spriteLayer: unshaded spriteLayer: unshaded
inhandVisuals: inhandVisuals:
left: left:
- state: inhand-left-unshaded - state: inhand-left-unshaded
shader: unshaded shader: unshaded
right: right:
- state: inhand-right-unshaded - state: inhand-right-unshaded
shader: unshaded shader: unshaded
- type: Appearance
- type: GenericVisualizer
visuals:
enum.TetherVisualsStatus.Key:
unshaded:
True: { visible: true }
False: { visible: false }
- type: entity
name: grappling gun
parent: BaseItem
id: WeaponGrapplingGun
components:
- type: AmmoCounter
- type: GrapplingGun
- type: Gun
soundGunshot: /Audio/Weapons/Guns/Gunshots/harpoon.ogg
fireRate: 0.5
- type: RechargeCycleAmmo
- type: BasicEntityAmmoProvider
proto: GrapplingHook
capacity: 1
- type: Sprite
sprite: Objects/Weapons/Guns/Launchers/grappling_gun.rsi
layers:
- state: base
- state: base-unshaded
map: [ "unshaded" ]
shader: unshaded
visible: true
- type: UseDelay
delay: 1.5
- type: Appearance - type: Appearance
- type: GenericVisualizer - type: GenericVisualizer
visuals: visuals:
enum.TetherVisualsStatus.Key: enum.TetherVisualsStatus.Key:
unshaded: unshaded:
True: { visible: true } True: { state: base-unshaded }
False: { visible: false } False: { state: base-unshaded-off }
# Admeme # Admeme
- type: entity - type: entity

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@@ -670,3 +670,38 @@
radius: 1 radius: 1
color: orange color: orange
energy: 0.5 energy: 0.5
- type: entity
id: GrapplingHook
name: grappling hook
noSpawn: true
components:
- type: EmbeddableProjectile
- type: Clickable
- type: Sprite
noRot: false
sprite: Objects/Weapons/Guns/Launchers/grappling_gun.rsi
layers:
- state: hook
- state: hook-unshaded
shader: unshaded
- type: Physics
bodyType: Dynamic
linearDamping: 0
angularDamping: 0
- type: Projectile
deleteOnCollide: false
damage:
types:
Blunt: 0
- type: Fixtures
fixtures:
projectile:
shape:
!type:PhysShapeAabb
bounds: "-0.1,-0.1,0.1,0.1"
hard: false
mask:
- Impassable
- HighImpassable
- type: GrapplingProjectile

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@@ -243,6 +243,7 @@
- HolofanProjector - HolofanProjector
- WeaponForceGun - WeaponForceGun
- WeaponTetherGun - WeaponTetherGun
- WeaponGrapplingGun
- ClothingBackpackHolding - ClothingBackpackHolding
- ClothingBackpackSatchelHolding - ClothingBackpackSatchelHolding
- ClothingBackpackDuffelHolding - ClothingBackpackDuffelHolding

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@@ -120,3 +120,12 @@
Steel: 500 Steel: 500
Glass: 400 Glass: 400
Silver: 100 Silver: 100
- type: latheRecipe
id: WeaponGrapplingGun
result: WeaponGrapplingGun
completetime: 5
materials:
Steel: 500
Glass: 400
Gold: 100

View File

@@ -145,6 +145,18 @@
recipeUnlocks: recipeUnlocks:
- RPED - RPED
- type: technology
id: Grappling
name: research-technology-grappling
icon:
sprite: Objects/Weapons/Guns/Launchers/grappling_gun.rsi
state: base
discipline: Experimental
tier: 2
cost: 5000
recipeUnlocks:
- WeaponGrapplingGun
# Tier 3 # Tier 3
- type: technology - type: technology

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@@ -0,0 +1,45 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Sprited by discord Kheprep#7153",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "base"
},
{
"name": "base-unshaded"
},
{
"name": "base-unshaded-off"
},
{
"name": "inhand-left",
"directions": 4
},
{
"name": "inhand-right",
"directions": 4
},
{
"name": "inhand-left-unshaded",
"directions": 4
},
{
"name": "inhand-right-unshaded",
"directions": 4
},
{
"name": "rope"
},
{
"name": "hook"
},
{
"name": "hook-unshaded"
}
]
}

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