Changes to "Burst" firemode; Drozd, WT550 and C20-r (#31292)

* Initial commit

* Change burst fire variable to be a set value rather than a multiplier
This commit is contained in:
SlamBamActionman
2024-11-06 15:39:16 +01:00
committed by GitHub
parent e72d63e8a9
commit b15d5a7f27
5 changed files with 104 additions and 23 deletions

View File

@@ -218,7 +218,7 @@ public abstract partial class SharedGunSystem : EntitySystem
/// </summary>
public void AttemptShoot(EntityUid gunUid, GunComponent gun)
{
var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
var coordinates = new EntityCoordinates(gunUid, gun.DefaultDirection);
gun.ShootCoordinates = coordinates;
AttemptShoot(gunUid, gunUid, gun);
gun.ShotCounter = 0;
@@ -258,6 +258,9 @@ public abstract partial class SharedGunSystem : EntitySystem
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
if (gun.SelectedMode == SelectiveFire.Burst || gun.BurstActivated)
fireRate = TimeSpan.FromSeconds(1f / gun.BurstFireRate);
// First shot
// Previously we checked shotcounter but in some cases all the bullets got dumped at once
// curTime - fireRate is insufficient because if you time it just right you can get a 3rd shot out slightly quicker.
@@ -278,18 +281,24 @@ public abstract partial class SharedGunSystem : EntitySystem
// Get how many shots we're actually allowed to make, due to clip size or otherwise.
// Don't do this in the loop so we still reset NextFire.
switch (gun.SelectedMode)
if (!gun.BurstActivated)
{
case SelectiveFire.SemiAuto:
shots = Math.Min(shots, 1 - gun.ShotCounter);
break;
case SelectiveFire.Burst:
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
break;
case SelectiveFire.FullAuto:
break;
default:
throw new ArgumentOutOfRangeException($"No implemented shooting behavior for {gun.SelectedMode}!");
switch (gun.SelectedMode)
{
case SelectiveFire.SemiAuto:
shots = Math.Min(shots, 1 - gun.ShotCounter);
break;
case SelectiveFire.Burst:
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
break;
case SelectiveFire.FullAuto:
break;
default:
throw new ArgumentOutOfRangeException($"No implemented shooting behavior for {gun.SelectedMode}!");
}
} else
{
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
}
var attemptEv = new AttemptShootEvent(user, null);
@@ -301,7 +310,8 @@ public abstract partial class SharedGunSystem : EntitySystem
{
PopupSystem.PopupClient(attemptEv.Message, gunUid, user);
}
gun.BurstActivated = false;
gun.BurstShotsCount = 0;
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
return;
}
@@ -328,6 +338,10 @@ public abstract partial class SharedGunSystem : EntitySystem
var emptyGunShotEvent = new OnEmptyGunShotEvent();
RaiseLocalEvent(gunUid, ref emptyGunShotEvent);
gun.BurstActivated = false;
gun.BurstShotsCount = 0;
gun.NextFire += TimeSpan.FromSeconds(gun.BurstCooldown);
// Play empty gun sounds if relevant
// If they're firing an existing clip then don't play anything.
if (shots > 0)
@@ -347,6 +361,22 @@ public abstract partial class SharedGunSystem : EntitySystem
return;
}
// Handle burstfire
if (gun.SelectedMode == SelectiveFire.Burst)
{
gun.BurstActivated = true;
}
if (gun.BurstActivated)
{
gun.BurstShotsCount += shots;
if (gun.BurstShotsCount >= gun.ShotsPerBurstModified)
{
gun.NextFire += TimeSpan.FromSeconds(gun.BurstCooldown);
gun.BurstActivated = false;
gun.BurstShotsCount = 0;
}
}
// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
var shotEv = new GunShotEvent(user, ev.Ammo);