Ranged weapon firing does not depend on DefaultGrid anymore.
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
using Content.Server.GameObjects.Components.GUI;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
|
||||
@@ -12,6 +12,7 @@ using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
@@ -19,6 +20,7 @@ using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
@@ -38,7 +40,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
|
||||
|
||||
public Func<bool> WeaponCanFireHandler;
|
||||
public Func<IEntity, bool> UserCanFireHandler;
|
||||
public Action<IEntity, GridCoordinates> FireHandler;
|
||||
public Action<IEntity, Vector2> FireHandler;
|
||||
|
||||
public ServerRangedBarrelComponent Barrel
|
||||
{
|
||||
@@ -77,6 +79,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
|
||||
serializer.DataField(this, p => p.ClumsyExplodeChance, "clumsyExplodeChance", 0.5f);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
|
||||
{
|
||||
base.HandleNetworkMessage(message, channel, session);
|
||||
@@ -95,7 +98,24 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
|
||||
return;
|
||||
}
|
||||
|
||||
_tryFire(user, msg.Target);
|
||||
if (msg.TargetGrid != GridId.Invalid)
|
||||
{
|
||||
// grid pos
|
||||
if (!IoCManager.Resolve<IMapManager>().TryGetGrid(msg.TargetGrid, out var grid))
|
||||
{
|
||||
// Client sent us a message with an invalid grid.
|
||||
break;
|
||||
}
|
||||
|
||||
var targetPos = grid.LocalToWorld(msg.TargetPosition);
|
||||
TryFire(user, targetPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
// map pos
|
||||
TryFire(user, msg.TargetPosition);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -105,7 +125,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
|
||||
return new RangedWeaponComponentState(FireRateSelector);
|
||||
}
|
||||
|
||||
private void _tryFire(IEntity user, GridCoordinates coordinates)
|
||||
/// <summary>
|
||||
/// Tries to fire a round of ammo out of the weapon.
|
||||
/// </summary>
|
||||
/// <param name="user">Entity that is operating the weapon, usually the player.</param>
|
||||
/// <param name="targetPos">Target position on the map to shoot at.</param>
|
||||
private void TryFire(IEntity user, Vector2 targetPos)
|
||||
{
|
||||
if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand?.Owner != Owner)
|
||||
{
|
||||
@@ -158,7 +183,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
|
||||
return;
|
||||
}
|
||||
|
||||
FireHandler?.Invoke(user, coordinates);
|
||||
FireHandler?.Invoke(user, targetPos);
|
||||
}
|
||||
|
||||
// Probably a better way to do this.
|
||||
|
||||
Reference in New Issue
Block a user