Star Wars 14: Shuttle weapon update (#23644)

* setup codebase

* make auto-fire, but its broken

* collider problem

* fix rate, add toggle port

* add laser

* power cages

* ginormous cells

* fix inhand

* add pirate cannon

* salvage gun

* functional Nuke cannon

* rewrite to standart grenade

* fix naming, add emp sprite

* grenade cartridge

* thruster fix

* nuke cannon

* audio + visual polish

* balance tweak

* tweaks

* laser balance tweak: new Electronic damage modifier set, reduce structural cannon damage

* resprite energy cages, start implementing in game

* fix cage recharger craft

* add small laser gun

* fix colliders

* add  lasers and ptk to research and crafting

* finish implementing weapon to rnd and sec

* some fixes

* splitted grenades and cannon balls

* integrate new cannon balls

* tweaks stick

* move circuits to sectechfab, fix

* fix?

* add ability to E shoot, without signals

* fix!

* fix?!?! and naming tweak

* go!

* Lank fix

* oh

* mornings don't start with coffee.

* the morning starts with bug fixes.

* fucking bugs!

* finally

* it is now possible to craft projectiles separately from cartridges

* +2 fix

* refactor

* piu

* More weight

* add AutoShootGunComponent

* move autoshoot to partial

* SetEnabled()

* some fixes

* remove CanShootWithoutUser field

* remove null-checks ToCoordinates from AttemptShoot()

* war without reason

* return to home

* ?

* forgot remove it

* review

* Fix formatting and update path

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Ed
2024-01-21 11:58:40 +03:00
committed by GitHub
parent 2cf77d3a57
commit a2d5d74b46
93 changed files with 1570 additions and 21 deletions

View File

@@ -37,7 +37,7 @@ namespace Content.Shared.Weapons.Ranged.Systems;
public abstract partial class SharedGunSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] private readonly INetManager _netManager = default!;
@@ -214,6 +214,17 @@ public abstract partial class SharedGunSystem : EntitySystem
gun.ShotCounter = 0;
}
/// <summary>
/// Shoots by assuming the gun is the user at default coordinates.
/// </summary>
public void AttemptShoot(EntityUid gunUid, GunComponent gun)
{
var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
gun.ShootCoordinates = coordinates;
AttemptShoot(gunUid, gunUid, gun);
gun.ShotCounter = 0;
}
private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
{
if (gun.FireRate <= 0f ||
@@ -385,12 +396,9 @@ public abstract partial class SharedGunSystem : EntitySystem
var finalLinear = physics.LinearVelocity + targetMapVelocity - currentMapVelocity;
Physics.SetLinearVelocity(uid, finalLinear, body: physics);
if (user != null)
{
var projectile = EnsureComp<ProjectileComponent>(uid);
Projectiles.SetShooter(uid, projectile, user.Value);
projectile.Weapon = gunUid;
}
var projectile = EnsureComp<ProjectileComponent>(uid);
Projectiles.SetShooter(uid, projectile, user ?? gunUid);
projectile.Weapon = gunUid;
TransformSystem.SetWorldRotation(uid, direction.ToWorldAngle());
}