Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/Hitscan/HitscanWeaponComponent.cs
ScumbagDog 1af1ee2ad4 Made a fancier lasergun (#174)
Laserguns now have an internal capacitor that can be recharged by using it with a power cell

Makes the final fix for #138
2019-04-01 20:06:43 +02:00

131 lines
5.3 KiB
C#
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using Content.Shared.GameObjects;
using SS14.Server.GameObjects.EntitySystems;
using SS14.Shared.Audio;
using SS14.Shared.GameObjects.EntitySystemMessages;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
using SS14.Shared.Interfaces.Physics;
using SS14.Shared.Interfaces.Timing;
using SS14.Shared.IoC;
using SS14.Shared.Map;
using SS14.Shared.Maths;
using SS14.Shared.Physics;
using SS14.Shared.Serialization;
using System;
using Content.Server.GameObjects.Components.Sound;
using SS14.Shared.GameObjects;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.Components.Power;
using Content.Shared.Interfaces;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
{
public class HitscanWeaponComponent : Component, IAttackby
{
private const float MaxLength = 20;
public override string Name => "HitscanWeapon";
string _spritename;
private int _damage;
private int _baseFireCost;
private float _lowerChargeLimit;
//As this is a component that sits on the weapon rather than a static value
//we just declare the field and then use GetComponent later to actually get it.
//Do remember to add it in both the .yaml prototype and the factory in EntryPoint.cs
//Otherwise you will get errors
private HitscanWeaponCapacitorComponent capacitorComponent;
public int Damage => _damage;
public int BaseFireCost => _baseFireCost;
public HitscanWeaponCapacitorComponent CapacitorComponent => capacitorComponent;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _spritename, "sprite", "Objects/laser.png");
serializer.DataField(ref _damage, "damage", 10);
serializer.DataField(ref _baseFireCost, "baseFireCost", 300);
serializer.DataField(ref _lowerChargeLimit, "lowerChargeLimit", 10);
}
public override void Initialize()
{
base.Initialize();
var rangedWeapon = Owner.GetComponent<RangedWeaponComponent>();
capacitorComponent = Owner.GetComponent<HitscanWeaponCapacitorComponent>();
rangedWeapon.FireHandler = Fire;
}
public bool Attackby(IEntity user, IEntity attackwith)
{
if (!attackwith.TryGetComponent(out PowerStorageComponent component))
{
return false;
}
if (capacitorComponent.Full)
{
Owner.PopupMessage(user, "Capacitor at max charge");
return false;
}
capacitorComponent.FillFrom(component);
return true;
}
private void Fire(IEntity user, GridCoordinates clickLocation)
{
if (capacitorComponent.Charge < _lowerChargeLimit)
{//If capacitor has less energy than the lower limit, do nothing
return;
}
float energyModifier = capacitorComponent.GetChargeFrom(_baseFireCost) / _baseFireCost;
var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
var angle = new Angle(clickLocation.Position - userPosition);
var ray = new Ray(userPosition, angle.ToVec());
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength,
Owner.Transform.GetMapTransform().Owner);
Hit(rayCastResults, energyModifier);
AfterEffects(user, rayCastResults, angle, energyModifier);
}
protected virtual void Hit(RayCastResults ray, float damageModifier)
{
if (ray.HitEntity != null && ray.HitEntity.TryGetComponent(out DamageableComponent damage))
{
damage.TakeDamage(DamageType.Heat, (int)Math.Round(_damage * damageModifier, MidpointRounding.AwayFromZero));
//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
//even numbers if halfway between two numbers, rather than rounding to nearest
}
}
protected virtual void AfterEffects(IEntity user, RayCastResults ray, Angle angle, float energyModifier)
{
var time = IoCManager.Resolve<IGameTiming>().CurTime;
var dist = ray.DidHitObject ? ray.Distance : MaxLength;
var offset = angle.ToVec() * dist / 2;
var message = new EffectSystemMessage
{
EffectSprite = _spritename,
Born = time,
DeathTime = time + TimeSpan.FromSeconds(1),
Size = new Vector2(dist, 1f),
Coordinates = user.Transform.GridPosition.Translated(offset),
//Rotated from east facing
Rotation = (float) angle.Theta,
ColorDelta = new Vector4(0, 0, 0, -1500f),
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), energyModifier),
Shaded = false
};
var mgr = IoCManager.Resolve<IEntitySystemManager>();
mgr.GetEntitySystem<EffectSystem>().CreateParticle(message);
Owner.GetComponent<SoundComponent>().Play("/Audio/laser.ogg", AudioParams.Default.WithVolume(-5));
}
}
}