200 lines
6.8 KiB
C#
200 lines
6.8 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;
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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.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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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.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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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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[Dependency] private readonly IRobustRandom _random = default!;
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private TimeSpan _lastFireTime;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool ClumsyCheck { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float ClumsyExplodeChance { get; set; }
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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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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, p => p.ClumsyCheck, "clumsyCheck", true);
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serializer.DataField(this, p => p.ClumsyExplodeChance, "clumsyExplodeChance", 0.5f);
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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()
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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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