Gun stuff (#132)
* Guns can now be fully automatic. Take that BYOND. * Improve delay handling * Bullet spread * Fix firing guns on pickup
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@@ -1,35 +1,96 @@
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using SS14.Shared.GameObjects;
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using System;
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using SS14.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using SS14.Server.Interfaces.Player;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.IoC;
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using SS14.Shared.Log;
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using SS14.Shared.Map;
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using SS14.Shared.Timers;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged
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{
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public class RangedWeaponComponent : Component, IAfterAttack
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public sealed class RangedWeaponComponent : SharedRangedWeaponComponent
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{
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public override string Name => "RangedWeapon";
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private TimeSpan _lastFireTime;
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void IAfterAttack.Afterattack(IEntity user, GridLocalCoordinates clicklocation, IEntity attacked)
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public Func<bool> WeaponCanFireHandler;
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public Func<IEntity, bool> UserCanFireHandler;
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public Action<IEntity, GridLocalCoordinates> FireHandler;
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private const int MaxFireDelayAttempts = 2;
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private bool WeaponCanFire()
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{
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if (UserCanFire(user) && WeaponCanFire())
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return WeaponCanFireHandler == null || WeaponCanFireHandler();
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}
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private bool UserCanFire(IEntity user)
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{
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return UserCanFireHandler == null || UserCanFireHandler(user);
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}
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private void Fire(IEntity user, GridLocalCoordinates clickLocation)
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{
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_lastFireTime = IoCManager.Resolve<IGameTiming>().CurTime;
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FireHandler?.Invoke(user, clickLocation);
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
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IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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Fire(user, clicklocation);
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case FireMessage msg:
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var playerMgr = IoCManager.Resolve<IPlayerManager>();
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var session = playerMgr.GetSessionByChannel(netChannel);
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var user = session.AttachedEntity;
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if (user == null)
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{
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return;
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}
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_tryFire(user, msg.Target, 0);
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break;
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}
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}
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protected virtual bool WeaponCanFire()
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private void _tryFire(IEntity user, GridLocalCoordinates coordinates, int attemptCount)
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{
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return true;
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}
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if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand.Owner != Owner)
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{
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return;
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}
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protected virtual bool UserCanFire(IEntity user)
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{
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return true;
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}
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if (!UserCanFire(user) || !WeaponCanFire())
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{
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return;
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}
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protected virtual void Fire(IEntity user, GridLocalCoordinates clicklocation)
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{
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return;
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// Firing delays are quite complicated.
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// Sometimes the client's fire messages come in just too early.
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// Generally this is a frame or two of being early.
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// In that case we try them a few times the next frames to avoid having to drop them.
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var span = curTime - _lastFireTime;
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if (span.TotalSeconds < 1 / FireRate)
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{
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if (attemptCount >= MaxFireDelayAttempts)
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{
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return;
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}
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Timer.Spawn(TimeSpan.FromSeconds(1 / FireRate) - span,
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() => _tryFire(user, coordinates, attemptCount + 1));
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return;
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}
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Fire(user, coordinates);
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}
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}
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}
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