Gun stuff (#132)

* Guns can now be fully automatic.

Take that BYOND.

* Improve delay handling

* Bullet spread

* Fix firing guns on pickup
This commit is contained in:
Pieter-Jan Briers
2018-12-13 14:49:57 +01:00
committed by GitHub
parent 69946c79d8
commit 7ca90d11b3
14 changed files with 309 additions and 29 deletions

View File

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