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:
@@ -157,7 +157,7 @@ public sealed partial class GunSystem : SharedGunSystem
|
|||||||
|
|
||||||
var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary;
|
var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary;
|
||||||
|
|
||||||
if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down)
|
if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down && !gun.BurstActivated)
|
||||||
{
|
{
|
||||||
if (gun.ShotCounter != 0)
|
if (gun.ShotCounter != 0)
|
||||||
EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
|
EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
|
||||||
|
|||||||
@@ -1,4 +1,6 @@
|
|||||||
|
using Content.Shared.Damage;
|
||||||
using Content.Shared.Weapons.Ranged.Components;
|
using Content.Shared.Weapons.Ranged.Components;
|
||||||
|
using Robust.Shared.Map;
|
||||||
|
|
||||||
namespace Content.Server.Weapons.Ranged.Systems;
|
namespace Content.Server.Weapons.Ranged.Systems;
|
||||||
|
|
||||||
@@ -13,17 +15,28 @@ public sealed partial class GunSystem
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
// Automatic firing without stopping if the AutoShootGunComponent component is exist and enabled
|
// Automatic firing without stopping if the AutoShootGunComponent component is exist and enabled
|
||||||
var query = EntityQueryEnumerator<AutoShootGunComponent, GunComponent>();
|
var query = EntityQueryEnumerator<GunComponent>();
|
||||||
|
|
||||||
while (query.MoveNext(out var uid, out var autoShoot, out var gun))
|
while (query.MoveNext(out var uid, out var gun))
|
||||||
{
|
{
|
||||||
if (!autoShoot.Enabled)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
if (gun.NextFire > Timing.CurTime)
|
if (gun.NextFire > Timing.CurTime)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
AttemptShoot(uid, gun);
|
if (TryComp(uid, out AutoShootGunComponent? autoShoot))
|
||||||
|
{
|
||||||
|
if (!autoShoot.Enabled)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
AttemptShoot(uid, gun);
|
||||||
|
}
|
||||||
|
else if (gun.BurstActivated)
|
||||||
|
{
|
||||||
|
var parent = _transform.GetParentUid(uid);
|
||||||
|
if (HasComp<DamageableComponent>(parent))
|
||||||
|
AttemptShoot(parent, uid, gun, gun.ShootCoordinates ?? new EntityCoordinates(uid, gun.DefaultDirection));
|
||||||
|
else
|
||||||
|
AttemptShoot(uid, gun);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
using System.Numerics;
|
||||||
using Content.Shared.Weapons.Ranged.Events;
|
using Content.Shared.Weapons.Ranged.Events;
|
||||||
using Content.Shared.Weapons.Ranged.Systems;
|
using Content.Shared.Weapons.Ranged.Systems;
|
||||||
using Robust.Shared.Audio;
|
using Robust.Shared.Audio;
|
||||||
@@ -156,6 +157,30 @@ public sealed partial class GunComponent : Component
|
|||||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||||
public int ShotsPerBurstModified = 3;
|
public int ShotsPerBurstModified = 3;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// How long time must pass between burstfire shots.
|
||||||
|
/// </summary>
|
||||||
|
[DataField, AutoNetworkedField]
|
||||||
|
public float BurstCooldown = 0.25f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The fire rate of the weapon in burst fire mode.
|
||||||
|
/// </summary>
|
||||||
|
[DataField, AutoNetworkedField]
|
||||||
|
public float BurstFireRate = 8f;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether the burst fire mode has been activated.
|
||||||
|
/// </summary>
|
||||||
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||||
|
public bool BurstActivated = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// The burst fire bullet count.
|
||||||
|
/// </summary>
|
||||||
|
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||||
|
public int BurstShotsCount = 0;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Used for tracking semi-auto / burst
|
/// Used for tracking semi-auto / burst
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -232,6 +257,12 @@ public sealed partial class GunComponent : Component
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
[DataField]
|
[DataField]
|
||||||
public bool ClumsyProof = false;
|
public bool ClumsyProof = false;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Firing direction for an item not being held (e.g. shuttle cannons, thrown guns still firing).
|
||||||
|
/// </summary>
|
||||||
|
[DataField]
|
||||||
|
public Vector2 DefaultDirection = new Vector2(0, -1);
|
||||||
}
|
}
|
||||||
|
|
||||||
[Flags]
|
[Flags]
|
||||||
|
|||||||
@@ -218,7 +218,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void AttemptShoot(EntityUid gunUid, GunComponent gun)
|
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;
|
gun.ShootCoordinates = coordinates;
|
||||||
AttemptShoot(gunUid, gunUid, gun);
|
AttemptShoot(gunUid, gunUid, gun);
|
||||||
gun.ShotCounter = 0;
|
gun.ShotCounter = 0;
|
||||||
@@ -258,6 +258,9 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||||||
|
|
||||||
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
|
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
|
||||||
|
|
||||||
|
if (gun.SelectedMode == SelectiveFire.Burst || gun.BurstActivated)
|
||||||
|
fireRate = TimeSpan.FromSeconds(1f / gun.BurstFireRate);
|
||||||
|
|
||||||
// First shot
|
// First shot
|
||||||
// Previously we checked shotcounter but in some cases all the bullets got dumped at once
|
// 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.
|
// 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.
|
// 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.
|
// Don't do this in the loop so we still reset NextFire.
|
||||||
switch (gun.SelectedMode)
|
if (!gun.BurstActivated)
|
||||||
{
|
{
|
||||||
case SelectiveFire.SemiAuto:
|
switch (gun.SelectedMode)
|
||||||
shots = Math.Min(shots, 1 - gun.ShotCounter);
|
{
|
||||||
break;
|
case SelectiveFire.SemiAuto:
|
||||||
case SelectiveFire.Burst:
|
shots = Math.Min(shots, 1 - gun.ShotCounter);
|
||||||
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
|
break;
|
||||||
break;
|
case SelectiveFire.Burst:
|
||||||
case SelectiveFire.FullAuto:
|
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
|
||||||
break;
|
break;
|
||||||
default:
|
case SelectiveFire.FullAuto:
|
||||||
throw new ArgumentOutOfRangeException($"No implemented shooting behavior for {gun.SelectedMode}!");
|
break;
|
||||||
|
default:
|
||||||
|
throw new ArgumentOutOfRangeException($"No implemented shooting behavior for {gun.SelectedMode}!");
|
||||||
|
}
|
||||||
|
} else
|
||||||
|
{
|
||||||
|
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
|
||||||
}
|
}
|
||||||
|
|
||||||
var attemptEv = new AttemptShootEvent(user, null);
|
var attemptEv = new AttemptShootEvent(user, null);
|
||||||
@@ -301,7 +310,8 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||||||
{
|
{
|
||||||
PopupSystem.PopupClient(attemptEv.Message, gunUid, user);
|
PopupSystem.PopupClient(attemptEv.Message, gunUid, user);
|
||||||
}
|
}
|
||||||
|
gun.BurstActivated = false;
|
||||||
|
gun.BurstShotsCount = 0;
|
||||||
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
|
gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -328,6 +338,10 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||||||
var emptyGunShotEvent = new OnEmptyGunShotEvent();
|
var emptyGunShotEvent = new OnEmptyGunShotEvent();
|
||||||
RaiseLocalEvent(gunUid, ref emptyGunShotEvent);
|
RaiseLocalEvent(gunUid, ref emptyGunShotEvent);
|
||||||
|
|
||||||
|
gun.BurstActivated = false;
|
||||||
|
gun.BurstShotsCount = 0;
|
||||||
|
gun.NextFire += TimeSpan.FromSeconds(gun.BurstCooldown);
|
||||||
|
|
||||||
// Play empty gun sounds if relevant
|
// Play empty gun sounds if relevant
|
||||||
// If they're firing an existing clip then don't play anything.
|
// If they're firing an existing clip then don't play anything.
|
||||||
if (shots > 0)
|
if (shots > 0)
|
||||||
@@ -347,6 +361,22 @@ public abstract partial class SharedGunSystem : EntitySystem
|
|||||||
return;
|
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 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);
|
Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
|
||||||
var shotEv = new GunShotEvent(user, ev.Ammo);
|
var shotEv = new GunShotEvent(user, ev.Ammo);
|
||||||
|
|||||||
@@ -19,6 +19,7 @@
|
|||||||
minAngle: 2
|
minAngle: 2
|
||||||
maxAngle: 16
|
maxAngle: 16
|
||||||
fireRate: 8
|
fireRate: 8
|
||||||
|
burstFireRate: 8
|
||||||
angleIncrease: 3
|
angleIncrease: 3
|
||||||
angleDecay: 16
|
angleDecay: 16
|
||||||
selectedMode: FullAuto
|
selectedMode: FullAuto
|
||||||
@@ -27,6 +28,7 @@
|
|||||||
- FullAuto
|
- FullAuto
|
||||||
soundGunshot:
|
soundGunshot:
|
||||||
path: /Audio/Weapons/Guns/Gunshots/smg.ogg
|
path: /Audio/Weapons/Guns/Gunshots/smg.ogg
|
||||||
|
defaultDirection: 1, 0
|
||||||
- type: ChamberMagazineAmmoProvider
|
- type: ChamberMagazineAmmoProvider
|
||||||
soundRack:
|
soundRack:
|
||||||
path: /Audio/Weapons/Guns/Cock/smg_cock.ogg
|
path: /Audio/Weapons/Guns/Cock/smg_cock.ogg
|
||||||
@@ -140,12 +142,15 @@
|
|||||||
- type: Gun
|
- type: Gun
|
||||||
minAngle: 21
|
minAngle: 21
|
||||||
maxAngle: 32
|
maxAngle: 32
|
||||||
fireRate: 6
|
fireRate: 12
|
||||||
selectedMode: FullAuto
|
burstFireRate: 12
|
||||||
|
selectedMode: Burst
|
||||||
soundGunshot:
|
soundGunshot:
|
||||||
path: /Audio/Weapons/Guns/Gunshots/atreides.ogg
|
path: /Audio/Weapons/Guns/Gunshots/atreides.ogg
|
||||||
availableModes:
|
availableModes:
|
||||||
- FullAuto
|
- Burst
|
||||||
|
shotsPerBurst: 3
|
||||||
|
burstCooldown: 0.25
|
||||||
- type: ItemSlots
|
- type: ItemSlots
|
||||||
slots:
|
slots:
|
||||||
gun_magazine:
|
gun_magazine:
|
||||||
@@ -250,6 +255,8 @@
|
|||||||
angleDecay: 6
|
angleDecay: 6
|
||||||
selectedMode: FullAuto
|
selectedMode: FullAuto
|
||||||
shotsPerBurst: 5
|
shotsPerBurst: 5
|
||||||
|
burstCooldown: 0.2
|
||||||
|
burstFireRate: 7
|
||||||
availableModes:
|
availableModes:
|
||||||
- SemiAuto
|
- SemiAuto
|
||||||
- Burst
|
- Burst
|
||||||
|
|||||||
Reference in New Issue
Block a user