using Content.Client.Items; using Content.Client.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged; using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Events; using Content.Shared.Weapons.Ranged.Systems; using Robust.Client.Animations; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Client.Input; using Robust.Client.Player; using Robust.Shared.Audio; using Robust.Shared.Input; using Robust.Shared.Map; using Robust.Shared.Player; using Robust.Shared.Utility; using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem; namespace Content.Client.Weapons.Ranged.Systems; public sealed partial class GunSystem : SharedGunSystem { [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IInputManager _inputManager = default!; [Dependency] private readonly IPlayerManager _player = default!; [Dependency] private readonly AnimationPlayerSystem _animPlayer = default!; [Dependency] private readonly EffectSystem _effects = default!; [Dependency] private readonly InputSystem _inputSystem = default!; public override void Initialize() { base.Initialize(); UpdatesOutsidePrediction = true; SubscribeLocalEvent(OnAmmoCounterCollect); // Plays animated effects on the client. SubscribeNetworkEvent(OnHitscan); InitializeSpentAmmo(); } private void OnHitscan(HitscanEvent ev) { // ALL I WANT IS AN ANIMATED EFFECT foreach (var a in ev.Sprites) { if (a.Sprite is not SpriteSpecifier.Rsi rsi) continue; var ent = Spawn("HitscanEffect", a.coordinates); var sprite = Comp(ent); var xform = Transform(ent); xform.LocalRotation = a.angle; sprite[EffectLayers.Unshaded].AutoAnimated = false; sprite.LayerSetSprite(EffectLayers.Unshaded, rsi); sprite.LayerSetState(EffectLayers.Unshaded, rsi.RsiState); sprite.Scale = new Vector2(a.Distance, 1f); sprite[EffectLayers.Unshaded].Visible = true; var anim = new Animation() { Length = TimeSpan.FromSeconds(0.48f), AnimationTracks = { new AnimationTrackSpriteFlick() { LayerKey = EffectLayers.Unshaded, KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(rsi.RsiState, 0f), } } } }; _animPlayer.Play(ent, null, anim, "hitscan-effect"); } } public override void Update(float frameTime) { if (!Timing.IsFirstTimePredicted) return; var entityNull = _player.LocalPlayer?.ControlledEntity; if (entityNull == null) { return; } var entity = entityNull.Value; var gun = GetGun(entity); if (gun == null) { return; } if (_inputSystem.CmdStates.GetState(EngineKeyFunctions.Use) != BoundKeyState.Down) { if (gun.ShotCounter != 0) EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = gun.Owner }); return; } if (gun.NextFire > Timing.CurTime) return; var mousePos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition); EntityCoordinates coordinates; // Bro why would I want a ternary here // ReSharper disable once ConvertIfStatementToConditionalTernaryExpression if (MapManager.TryFindGridAt(mousePos, out var grid)) { coordinates = EntityCoordinates.FromMap(grid.GridEntityId, mousePos, EntityManager); } else { coordinates = EntityCoordinates.FromMap(MapManager.GetMapEntityId(mousePos.MapId), mousePos, EntityManager); } Sawmill.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}"); EntityManager.RaisePredictiveEvent(new RequestShootEvent { Coordinates = coordinates, Gun = gun.Owner, }); } public override void Shoot(GunComponent gun, List ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null) { // Rather than splitting client / server for every ammo provider it's easier // to just delete the spawned entities. This is for programmer sanity despite the wasted perf. // This also means any ammo specific stuff can be grabbed as necessary. foreach (var ent in ammo) { switch (ent) { case CartridgeAmmoComponent cartridge: if (!cartridge.Spent) { SetCartridgeSpent(cartridge, true); MuzzleFlash(gun.Owner, cartridge, user); PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user); // TODO: Can't predict entity deletions. //if (cartridge.DeleteOnSpawn) // Del(cartridge.Owner); } else { PlaySound(gun.Owner, gun.SoundEmpty?.GetSound(Random, ProtoManager), user); } if (cartridge.Owner.IsClientSide()) Del(cartridge.Owner); break; case AmmoComponent newAmmo: MuzzleFlash(gun.Owner, newAmmo, user); PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user); if (newAmmo.Owner.IsClientSide()) Del(newAmmo.Owner); else RemComp(newAmmo.Owner); break; case HitscanPrototype: PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user); break; } } } protected override void PlaySound(EntityUid gun, string? sound, EntityUid? user = null) { if (sound == null || user == null || !Timing.IsFirstTimePredicted) return; SoundSystem.Play(Filter.Local(), sound, gun); } protected override void Popup(string message, EntityUid? uid, EntityUid? user) { if (uid == null || user == null || !Timing.IsFirstTimePredicted) return; PopupSystem.PopupEntity(message, uid.Value, Filter.Entities(user.Value)); } protected override void CreateEffect(EffectSystemMessage message, EntityUid? user = null) { _effects.CreateEffect(message); } }