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
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var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary;
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if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down)
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if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down && !gun.BurstActivated)
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{
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if (gun.ShotCounter != 0)
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EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
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@@ -1,4 +1,6 @@
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using Content.Shared.Damage;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Map;
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namespace Content.Server.Weapons.Ranged.Systems;
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@@ -13,17 +15,28 @@ public sealed partial class GunSystem
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*/
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// Automatic firing without stopping if the AutoShootGunComponent component is exist and enabled
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var query = EntityQueryEnumerator<AutoShootGunComponent, GunComponent>();
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var query = EntityQueryEnumerator<GunComponent>();
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while (query.MoveNext(out var uid, out var autoShoot, out var gun))
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while (query.MoveNext(out var uid, out var gun))
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{
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if (!autoShoot.Enabled)
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continue;
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if (gun.NextFire > Timing.CurTime)
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continue;
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AttemptShoot(uid, gun);
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if (TryComp(uid, out AutoShootGunComponent? autoShoot))
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{
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if (!autoShoot.Enabled)
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continue;
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AttemptShoot(uid, gun);
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}
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else if (gun.BurstActivated)
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{
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var parent = _transform.GetParentUid(uid);
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if (HasComp<DamageableComponent>(parent))
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AttemptShoot(parent, uid, gun, gun.ShootCoordinates ?? new EntityCoordinates(uid, gun.DefaultDirection));
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else
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AttemptShoot(uid, gun);
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}
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}
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}
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}
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@@ -1,3 +1,4 @@
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using System.Numerics;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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@@ -156,6 +157,30 @@ public sealed partial class GunComponent : Component
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public int ShotsPerBurstModified = 3;
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/// <summary>
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/// How long time must pass between burstfire shots.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float BurstCooldown = 0.25f;
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/// <summary>
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/// The fire rate of the weapon in burst fire mode.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float BurstFireRate = 8f;
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/// <summary>
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/// Whether the burst fire mode has been activated.
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/// </summary>
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public bool BurstActivated = false;
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/// <summary>
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/// The burst fire bullet count.
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/// </summary>
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public int BurstShotsCount = 0;
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/// <summary>
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/// Used for tracking semi-auto / burst
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/// </summary>
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@@ -232,6 +257,12 @@ public sealed partial class GunComponent : Component
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/// </summary>
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[DataField]
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public bool ClumsyProof = false;
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/// <summary>
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/// Firing direction for an item not being held (e.g. shuttle cannons, thrown guns still firing).
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/// </summary>
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[DataField]
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public Vector2 DefaultDirection = new Vector2(0, -1);
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}
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[Flags]
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@@ -218,7 +218,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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/// </summary>
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public void AttemptShoot(EntityUid gunUid, GunComponent gun)
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{
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var coordinates = new EntityCoordinates(gunUid, new Vector2(0, -1));
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var coordinates = new EntityCoordinates(gunUid, gun.DefaultDirection);
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gun.ShootCoordinates = coordinates;
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AttemptShoot(gunUid, gunUid, gun);
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gun.ShotCounter = 0;
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@@ -258,6 +258,9 @@ public abstract partial class SharedGunSystem : EntitySystem
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var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
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if (gun.SelectedMode == SelectiveFire.Burst || gun.BurstActivated)
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fireRate = TimeSpan.FromSeconds(1f / gun.BurstFireRate);
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// First shot
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// Previously we checked shotcounter but in some cases all the bullets got dumped at once
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// curTime - fireRate is insufficient because if you time it just right you can get a 3rd shot out slightly quicker.
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@@ -278,18 +281,24 @@ public abstract partial class SharedGunSystem : EntitySystem
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// Get how many shots we're actually allowed to make, due to clip size or otherwise.
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// Don't do this in the loop so we still reset NextFire.
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switch (gun.SelectedMode)
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if (!gun.BurstActivated)
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{
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case SelectiveFire.SemiAuto:
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shots = Math.Min(shots, 1 - gun.ShotCounter);
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break;
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case SelectiveFire.Burst:
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shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
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break;
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case SelectiveFire.FullAuto:
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break;
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default:
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throw new ArgumentOutOfRangeException($"No implemented shooting behavior for {gun.SelectedMode}!");
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switch (gun.SelectedMode)
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{
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case SelectiveFire.SemiAuto:
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shots = Math.Min(shots, 1 - gun.ShotCounter);
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break;
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case SelectiveFire.Burst:
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shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
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break;
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case SelectiveFire.FullAuto:
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break;
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default:
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throw new ArgumentOutOfRangeException($"No implemented shooting behavior for {gun.SelectedMode}!");
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}
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} else
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{
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shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
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}
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var attemptEv = new AttemptShootEvent(user, null);
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@@ -301,7 +310,8 @@ public abstract partial class SharedGunSystem : EntitySystem
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{
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PopupSystem.PopupClient(attemptEv.Message, gunUid, user);
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}
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gun.BurstActivated = false;
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gun.BurstShotsCount = 0;
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gun.NextFire = TimeSpan.FromSeconds(Math.Max(lastFire.TotalSeconds + SafetyNextFire, gun.NextFire.TotalSeconds));
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return;
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}
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@@ -328,6 +338,10 @@ public abstract partial class SharedGunSystem : EntitySystem
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var emptyGunShotEvent = new OnEmptyGunShotEvent();
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RaiseLocalEvent(gunUid, ref emptyGunShotEvent);
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gun.BurstActivated = false;
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gun.BurstShotsCount = 0;
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gun.NextFire += TimeSpan.FromSeconds(gun.BurstCooldown);
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// Play empty gun sounds if relevant
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// If they're firing an existing clip then don't play anything.
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if (shots > 0)
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@@ -347,6 +361,22 @@ public abstract partial class SharedGunSystem : EntitySystem
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return;
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}
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// Handle burstfire
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if (gun.SelectedMode == SelectiveFire.Burst)
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{
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gun.BurstActivated = true;
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}
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if (gun.BurstActivated)
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{
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gun.BurstShotsCount += shots;
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if (gun.BurstShotsCount >= gun.ShotsPerBurstModified)
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{
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gun.NextFire += TimeSpan.FromSeconds(gun.BurstCooldown);
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gun.BurstActivated = false;
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gun.BurstShotsCount = 0;
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}
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}
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// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
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Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
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var shotEv = new GunShotEvent(user, ev.Ammo);
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@@ -19,6 +19,7 @@
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minAngle: 2
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maxAngle: 16
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fireRate: 8
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burstFireRate: 8
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angleIncrease: 3
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angleDecay: 16
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selectedMode: FullAuto
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@@ -27,6 +28,7 @@
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- FullAuto
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soundGunshot:
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path: /Audio/Weapons/Guns/Gunshots/smg.ogg
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defaultDirection: 1, 0
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- type: ChamberMagazineAmmoProvider
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soundRack:
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path: /Audio/Weapons/Guns/Cock/smg_cock.ogg
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@@ -140,12 +142,15 @@
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- type: Gun
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minAngle: 21
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maxAngle: 32
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fireRate: 6
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selectedMode: FullAuto
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fireRate: 12
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burstFireRate: 12
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selectedMode: Burst
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soundGunshot:
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path: /Audio/Weapons/Guns/Gunshots/atreides.ogg
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availableModes:
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- FullAuto
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- Burst
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shotsPerBurst: 3
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burstCooldown: 0.25
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- type: ItemSlots
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slots:
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gun_magazine:
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@@ -250,6 +255,8 @@
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angleDecay: 6
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selectedMode: FullAuto
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shotsPerBurst: 5
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burstCooldown: 0.2
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burstFireRate: 7
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availableModes:
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- SemiAuto
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- Burst
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