Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/ServerRangedWeaponComponent.cs
Pieter-Jan Briers 2bd318e83f Make clown clumsy. (#1481)
Co-authored-by: scuffedjays <yetanotherscuffed@gmail.com>
2020-07-26 14:08:09 +02:00

171 lines
5.6 KiB
C#

using System;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
[RegisterComponent]
public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
{
private TimeSpan _lastFireTime;
[ViewVariables(VVAccess.ReadWrite)]
public bool ClumsyCheck { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float ClumsyExplodeChance { get; set; }
public Func<bool> WeaponCanFireHandler;
public Func<IEntity, bool> UserCanFireHandler;
public Action<IEntity, GridCoordinates> FireHandler;
public ServerRangedBarrelComponent Barrel
{
get => _barrel;
set
{
if (_barrel != null && value != null)
{
Logger.Error("Tried setting Barrel on RangedWeapon that already has one");
throw new InvalidOperationException();
}
_barrel = value;
Dirty();
}
}
private ServerRangedBarrelComponent _barrel;
private FireRateSelector FireRateSelector => _barrel?.FireRateSelector ?? FireRateSelector.Safety;
private bool WeaponCanFire()
{
return WeaponCanFireHandler == null || WeaponCanFireHandler();
}
private bool UserCanFire(IEntity user)
{
return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, p => p.ClumsyCheck, "clumsyCheck", true);
serializer.DataField(this, p => p.ClumsyExplodeChance, "clumsyExplodeChance", 0.5f);
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
{
base.HandleNetworkMessage(message, channel, session);
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
switch (message)
{
case FirePosComponentMessage msg:
var user = session.AttachedEntity;
if (user == null)
{
return;
}
_tryFire(user, msg.Target);
break;
}
}
public override ComponentState GetComponentState()
{
return new RangedWeaponComponentState(FireRateSelector);
}
private void _tryFire(IEntity user, GridCoordinates coordinates)
{
if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand?.Owner != Owner)
{
return;
}
if(!user.TryGetComponent(out CombatModeComponent combat) || !combat.IsInCombatMode) {
return;
}
if (!UserCanFire(user) || !WeaponCanFire())
{
return;
}
var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
var span = curTime - _lastFireTime;
if (span.TotalSeconds < 1 / _barrel.FireRate)
{
return;
}
_lastFireTime = curTime;
if (ClumsyCheck &&
user.HasComponent<ClumsyComponent>() &&
IoCManager.Resolve<IRobustRandom>().Prob(ClumsyExplodeChance))
{
var soundSystem = EntitySystem.Get<AudioSystem>();
soundSystem.PlayAtCoords("/Audio/Items/bikehorn.ogg",
Owner.Transform.GridPosition, AudioParams.Default, 5);
soundSystem.PlayAtCoords("/Audio/Weapons/Guns/Gunshots/bang.ogg",
Owner.Transform.GridPosition, AudioParams.Default, 5);
if (user.TryGetComponent(out DamageableComponent health))
{
health.TakeDamage(DamageType.Brute, 10);
health.TakeDamage(DamageType.Heat, 5);
}
if (user.TryGetComponent(out StunnableComponent stun))
{
stun.Paralyze(3f);
}
user.PopupMessage(user, Loc.GetString("The gun blows up in your face!"));
Owner.Delete();
return;
}
FireHandler?.Invoke(user, coordinates);
}
// Probably a better way to do this.
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
{
Dirty();
}
}
}