* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
188 lines
6.3 KiB
C#
188 lines
6.3 KiB
C#
using System;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged
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{
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[RegisterComponent]
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public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private TimeSpan _lastFireTime;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clumsyCheck")]
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public bool ClumsyCheck { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clumsyExplodeChance")]
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public float ClumsyExplodeChance { get; set; } = 0.5f;
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public Func<bool> WeaponCanFireHandler;
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public Func<IEntity, bool> UserCanFireHandler;
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public Action<IEntity, Vector2> FireHandler;
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public ServerRangedBarrelComponent Barrel
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{
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get => _barrel;
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set
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{
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if (_barrel != null && value != null)
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{
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Logger.Error("Tried setting Barrel on RangedWeapon that already has one");
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throw new InvalidOperationException();
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}
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_barrel = value;
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Dirty();
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}
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}
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private ServerRangedBarrelComponent _barrel;
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private FireRateSelector FireRateSelector => _barrel?.FireRateSelector ?? FireRateSelector.Safety;
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private bool WeaponCanFire()
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{
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return WeaponCanFireHandler == null || WeaponCanFireHandler();
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}
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private bool UserCanFire(IEntity user)
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{
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return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
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}
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/// <inheritdoc />
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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switch (message)
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{
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case FirePosComponentMessage msg:
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var user = session.AttachedEntity;
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if (user == null)
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{
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return;
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}
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if (msg.TargetGrid != GridId.Invalid)
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{
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// grid pos
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if (!_mapManager.TryGetGrid(msg.TargetGrid, out var grid))
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{
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// Client sent us a message with an invalid grid.
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break;
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}
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var targetPos = grid.LocalToWorld(msg.TargetPosition);
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TryFire(user, targetPos);
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}
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else
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{
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// map pos
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TryFire(user, msg.TargetPosition);
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}
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break;
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}
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new RangedWeaponComponentState(FireRateSelector);
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}
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/// <summary>
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/// Tries to fire a round of ammo out of the weapon.
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/// </summary>
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/// <param name="user">Entity that is operating the weapon, usually the player.</param>
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/// <param name="targetPos">Target position on the map to shoot at.</param>
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private void TryFire(IEntity user, Vector2 targetPos)
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{
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if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand?.Owner != Owner)
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{
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return;
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}
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if(!user.TryGetComponent(out CombatModeComponent combat) || !combat.IsInCombatMode) {
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return;
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}
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if (!UserCanFire(user) || !WeaponCanFire())
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{
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return;
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}
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var curTime = _gameTiming.CurTime;
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var span = curTime - _lastFireTime;
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if (span.TotalSeconds < 1 / _barrel.FireRate)
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{
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return;
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}
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_lastFireTime = curTime;
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if (ClumsyCheck && ClumsyComponent.TryRollClumsy(user, ClumsyExplodeChance))
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{
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var soundSystem = EntitySystem.Get<AudioSystem>();
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soundSystem.PlayAtCoords("/Audio/Items/bikehorn.ogg",
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Owner.Transform.Coordinates, AudioParams.Default, 5);
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soundSystem.PlayAtCoords("/Audio/Weapons/Guns/Gunshots/bang.ogg",
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Owner.Transform.Coordinates, AudioParams.Default, 5);
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if (user.TryGetComponent(out IDamageableComponent health))
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{
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health.ChangeDamage(DamageType.Blunt, 10, false, user);
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health.ChangeDamage(DamageType.Heat, 5, false, user);
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}
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if (user.TryGetComponent(out StunnableComponent stun))
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{
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stun.Paralyze(3f);
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}
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user.PopupMessage(Loc.GetString("The gun blows up in your face!"));
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Owner.Delete();
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return;
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}
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FireHandler?.Invoke(user, targetPos);
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}
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// Probably a better way to do this.
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void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
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{
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Dirty();
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}
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}
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}
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