using System.Linq; using Content.Server.Cargo.Systems; using Content.Server.Damage.Systems; using Content.Server.Examine; using Content.Server.Interaction; using Content.Server.Interaction.Components; using Content.Server.Projectiles.Components; using Content.Server.Stunnable; using Content.Server.Weapon.Melee; using Content.Server.Weapon.Ranged.Components; using Content.Shared.Audio; using Content.Shared.Damage; using Content.Shared.Database; using Content.Shared.FixedPoint; using Content.Shared.StatusEffect; using Content.Shared.Weapons.Melee; using Content.Shared.Vehicle.Components; using Content.Shared.Weapons.Ranged; using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Events; using Robust.Server.GameObjects; using Robust.Shared.Audio; using Robust.Shared.Map; using Robust.Shared.Physics; using Robust.Shared.Physics.Components; using Robust.Shared.Player; using Robust.Shared.Prototypes; using Robust.Shared.Utility; using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem; namespace Content.Server.Weapon.Ranged.Systems; public sealed partial class GunSystem : SharedGunSystem { [Dependency] private readonly IComponentFactory _factory = default!; [Dependency] private readonly ExamineSystem _examine = default!; [Dependency] private readonly InteractionSystem _interaction = default!; [Dependency] private readonly PricingSystem _pricing = default!; [Dependency] private readonly StaminaSystem _stamina = default!; [Dependency] private readonly StunSystem _stun = default!; public const float DamagePitchVariation = MeleeWeaponSystem.DamagePitchVariation; public const float GunClumsyChance = 0.5f; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnBallisticPrice); } private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args) { if (string.IsNullOrEmpty(component.FillProto) || component.UnspawnedCount == 0) return; if (!ProtoManager.TryIndex(component.FillProto, out var proto)) { Sawmill.Error($"Unable to find fill prototype for price on {component.FillProto} on {ToPrettyString(uid)}"); return; } // Probably good enough for most. var price = _pricing.GetEstimatedPrice(proto); args.Price += price * component.UnspawnedCount; } public override void Shoot(GunComponent gun, List ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null) { // Try a clumsy roll if (TryComp(user, out var clumsy)) { for (var i = 0; i < ammo.Count; i++) { if (_interaction.TryRollClumsy(user.Value, GunClumsyChance, clumsy)) { // Wound them Damageable.TryChangeDamage(user, clumsy.ClumsyDamage); _stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true); // Apply salt to the wound ("Honk!") Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gun.Owner); Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/bikehorn.ogg"), gun.Owner); PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value, Filter.Pvs(user.Value, entityManager: EntityManager)); Del(gun.Owner); return; } } } var fromMap = fromCoordinates.ToMap(EntityManager); var toMap = toCoordinates.ToMapPos(EntityManager); var mapDirection = toMap - fromMap.Position; var mapAngle = mapDirection.ToAngle(); var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle()); // Update shot based on the recoil toMap = fromMap.Position + angle.ToVec() * mapDirection.Length; mapDirection = toMap - fromMap.Position; var entityDirection = Transform(fromCoordinates.EntityId).InvWorldMatrix.Transform(toMap) - fromCoordinates.Position; // I must be high because this was getting tripped even when true. // DebugTools.Assert(direction != Vector2.Zero); var shotProjectiles = new List(ammo.Count); foreach (var shootable in ammo) { switch (shootable) { // Cartridge shoots something else case CartridgeAmmoComponent cartridge: if (!cartridge.Spent) { if (cartridge.Count > 1) { var angles = LinearSpread(mapAngle - cartridge.Spread / 2, mapAngle + cartridge.Spread / 2, cartridge.Count); for (var i = 0; i < cartridge.Count; i++) { var uid = Spawn(cartridge.Prototype, fromMap); ShootProjectile(uid, angles[i].ToVec(), user, gun.ProjectileSpeed); shotProjectiles.Add(uid); } } else { var uid = Spawn(cartridge.Prototype, fromMap); ShootProjectile(uid, mapDirection, user, gun.ProjectileSpeed); shotProjectiles.Add(uid); } //signal ChemicalAmmo to transfer solution RaiseLocalEvent(cartridge.Owner, new AmmoShotEvent() { FiredProjectiles = shotProjectiles, }, false); SetCartridgeSpent(cartridge, true); MuzzleFlash(gun.Owner, cartridge, user); PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user); if (cartridge.DeleteOnSpawn) Del(cartridge.Owner); } else { PlaySound(gun.Owner, gun.SoundEmpty?.GetSound(Random, ProtoManager), user); } // Something like ballistic might want to leave it in the container still if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(cartridge.Owner)) EjectCartridge(cartridge.Owner); Dirty(cartridge); break; // Ammo shoots itself case AmmoComponent newAmmo: shotProjectiles.Add(newAmmo.Owner); MuzzleFlash(gun.Owner, newAmmo, user); PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user); // Do a throw if (!HasComp(newAmmo.Owner)) { RemComp(newAmmo.Owner); // TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack. ThrowingSystem.TryThrow(newAmmo.Owner, mapDirection, gun.ProjectileSpeed, user); break; } ShootProjectile(newAmmo.Owner, mapDirection, user, gun.ProjectileSpeed); break; case HitscanPrototype hitscan: var ray = new CollisionRay(fromMap.Position, mapDirection.Normalized, hitscan.CollisionMask); var rayCastResults = Physics.IntersectRay(fromMap.MapId, ray, hitscan.MaxLength, user, false).ToList(); if (rayCastResults.Count >= 1) { var result = rayCastResults[0]; var hitEntity = result.HitEntity; var distance = result.Distance; FireEffects(fromCoordinates, distance, mapDirection.ToAngle(), hitscan, hitEntity); if (hitscan.StaminaDamage > 0f) _stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage); var dmg = hitscan.Damage; if (dmg != null) dmg = Damageable.TryChangeDamage(hitEntity, dmg); if (dmg != null) { if (dmg.Total > FixedPoint2.Zero) { RaiseNetworkEvent(new DamageEffectEvent(hitEntity), Filter.Pvs(hitEntity, entityManager: EntityManager)); } PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound); if (user != null) { Logs.Add(LogType.HitScanHit, $"{ToPrettyString(user.Value):user} hit {ToPrettyString(hitEntity):target} using hitscan and dealt {dmg.Total:damage} damage"); } else { Logs.Add(LogType.HitScanHit, $"Hit {ToPrettyString(hitEntity):target} using hitscan and dealt {dmg.Total:damage} damage"); } } } else { FireEffects(fromCoordinates, hitscan.MaxLength, mapDirection.ToAngle(), hitscan); } PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user); break; default: throw new ArgumentOutOfRangeException(); } } RaiseLocalEvent(gun.Owner, new AmmoShotEvent() { FiredProjectiles = shotProjectiles, }, false); } public void ShootProjectile(EntityUid uid, Vector2 direction, EntityUid? user = null, float speed = 20f) { var physics = EnsureComp(uid); physics.BodyStatus = BodyStatus.InAir; physics.LinearVelocity = direction.Normalized * speed; if (user != null) { var projectile = EnsureComp(uid); Projectiles.SetShooter(projectile, user.Value); } Transform(uid).WorldRotation = direction.ToWorldAngle(); } /// /// Gets a linear spread of angles between start and end. /// /// Start angle in degrees /// End angle in degrees /// How many shots there are private Angle[] LinearSpread(Angle start, Angle end, int intervals) { var angles = new Angle[intervals]; DebugTools.Assert(intervals > 1); for (var i = 0; i <= intervals - 1; i++) { angles[i] = new Angle(start + (end - start) * i / (intervals - 1)); } return angles; } private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction) { var timeSinceLastFire = (curTime - component.LastFire).TotalSeconds; var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncrease.Theta - component.AngleDecay.Theta * timeSinceLastFire, component.MinAngle.Theta, component.MaxAngle.Theta); component.CurrentAngle = new Angle(newTheta); component.LastFire = component.NextFire; // Convert it so angle can go either side. var random = Random.NextFloat(-0.5f, 0.5f); var spread = component.CurrentAngle.Theta * random; var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random); DebugTools.Assert(spread <= component.MaxAngle.Theta); return angle; } protected override void PlaySound(EntityUid gun, string? sound, EntityUid? user = null) { if (string.IsNullOrEmpty(sound)) return; SoundSystem.Play(sound, Filter.Pvs(gun, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user), gun); } protected override void Popup(string message, EntityUid? uid, EntityUid? user) {} protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null) { var filter = Filter.Pvs(uid, entityManager: EntityManager); if (TryComp(user, out var actor)) filter.RemovePlayer(actor.PlayerSession); RaiseNetworkEvent(message, filter); } public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound) { if (Deleted(otherEntity)) return; // Like projectiles and melee, // 1. Entity specific sound // 2. Ammo's sound // 3. Nothing var playedSound = false; // woops the other entity is deleted // someone needs to handle this better. for now i'm just gonna make it not crash the server -rane if (Deleted(otherEntity)) return; if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.Total > 0 && TryComp(otherEntity, out var rangedSound)) { var type = MeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager); if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true) { Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation)); playedSound = true; } else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true) { Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation)); playedSound = true; } } if (!playedSound && weaponSound != null) { Audio.PlayPvs(weaponSound, otherEntity); } } // TODO: Pseudo RNG so the client can predict these. #region Hitscan effects private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle mapDirection, HitscanPrototype hitscan, EntityUid? hitEntity = null) { // Lord // Forgive me for the shitcode I am about to do // Effects tempt me not var sprites = new List<(EntityCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>(); var gridUid = fromCoordinates.GetGridUid(EntityManager); var angle = mapDirection; // We'll get the effects relative to the grid / map of the firer // Look you could probably optimise this a bit with redundant transforms at this point. if (TryComp(gridUid, out var gridXform)) { var (_, gridRot, gridInvMatrix) = gridXform.GetWorldPositionRotationInvMatrix(); fromCoordinates = new EntityCoordinates(gridUid.Value, gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager))); // Use the fallback angle I guess? angle -= gridRot; } if (distance >= 1f) { if (hitscan.MuzzleFlash != null) { sprites.Add((fromCoordinates.Offset(angle.ToVec().Normalized / 2), angle, hitscan.MuzzleFlash, 1f)); } if (hitscan.TravelFlash != null) { sprites.Add((fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2), angle, hitscan.TravelFlash, distance - 1.5f)); } } if (hitscan.ImpactFlash != null) { sprites.Add((fromCoordinates.Offset(angle.ToVec() * distance), angle.FlipPositive(), hitscan.ImpactFlash, 1f)); } if (sprites.Count > 0) { RaiseNetworkEvent(new HitscanEvent { Sprites = sprites, }, Filter.Pvs(fromCoordinates, entityMan: EntityManager)); } } #endregion }