Files
tbd-station-14/Content.Server/Weapon/Ranged/GunSystem.Guns.cs
Leon Friedrich bfd95c493b hands ECS (#7081)
2022-03-17 18:13:31 +11:00

258 lines
9.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.CombatMode;
using Content.Server.Hands.Components;
using Content.Server.Interaction.Components;
using Content.Server.Projectiles.Components;
using Content.Server.Stunnable;
using Content.Server.Weapon.Ranged.Ammunition.Components;
using Content.Server.Weapon.Ranged.Barrels.Components;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Examine;
using Content.Shared.Popups;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Weapon.Ranged;
public sealed partial class GunSystem
{
/// <summary>
/// Tries to fire a round of ammo out of the weapon.
/// </summary>
private void TryFire(EntityUid user, EntityCoordinates targetCoords, ServerRangedWeaponComponent gun)
{
if (!TryComp(gun.Owner, out ServerRangedBarrelComponent? barrel)) return;
if (!TryComp(user, out HandsComponent? hands) || hands.ActiveHand?.HeldEntity != gun.Owner) return;
if (!TryComp(user, out CombatModeComponent? combat) ||
!combat.IsInCombatMode ||
!_blocker.CanInteract(user, gun.Owner)) return;
var fireAttempt = new GunFireAttemptEvent(user, gun);
EntityManager.EventBus.RaiseLocalEvent(gun.Owner, fireAttempt);
if (fireAttempt.Cancelled) return;
var curTime = _gameTiming.CurTime;
var span = curTime - gun.LastFireTime;
if (span.TotalSeconds < 1 / barrel.FireRate) return;
// TODO: Clumsy should be eventbus I think?
gun.LastFireTime = curTime;
var coordinates = Transform(gun.Owner).Coordinates;
if (gun.ClumsyCheck && EntityManager.TryGetComponent<ClumsyComponent>(user, out var clumsyComponent) && ClumsyComponent.TryRollClumsy(user, gun.ClumsyExplodeChance))
{
//Wound them
_damageable.TryChangeDamage(user, clumsyComponent.ClumsyDamage);
_stun.TryParalyze(user, TimeSpan.FromSeconds(3f), true);
// Apply salt to the wound ("Honk!")
SoundSystem.Play(
Filter.Pvs(gun.Owner), gun.ClumsyWeaponHandlingSound.GetSound(),
coordinates, AudioParams.Default.WithMaxDistance(5));
SoundSystem.Play(
Filter.Pvs(gun.Owner), gun.ClumsyWeaponShotSound.GetSound(),
coordinates, AudioParams.Default.WithMaxDistance(5));
user.PopupMessage(Loc.GetString("server-ranged-weapon-component-try-fire-clumsy"));
EntityManager.DeleteEntity(gun.Owner);
return;
}
// Firing confirmed
if (gun.CanHotspot)
_atmos.HotspotExpose(coordinates, 700, 50);
EntityManager.EventBus.RaiseLocalEvent(gun.Owner, new GunShotEvent());
Fire(user, barrel, targetCoords);
}
/// <summary>
/// Fires a round of ammo out of the weapon.
/// </summary>
private void Fire(EntityUid shooter, ServerRangedBarrelComponent component, EntityCoordinates coordinates)
{
if (component.ShotsLeft == 0)
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.SoundEmpty.GetSound(), component.Owner);
return;
}
var ammo = PeekAtAmmo(component);
if (TakeOutProjectile(component, Transform(shooter).Coordinates) is not {Valid: true} projectile)
{
SoundSystem.Play(Filter.Pvs(component.Owner), component.SoundEmpty.GetSound(), component.Owner);
return;
}
var targetPos = coordinates.ToMapPos(EntityManager);
// At this point firing is confirmed
var direction = (targetPos - Transform(shooter).WorldPosition).ToAngle();
var angle = GetRecoilAngle(component, direction);
// This should really be client-side but for now we'll just leave it here
if (HasComp<CameraRecoilComponent>(shooter))
{
var kick = -angle.ToVec() * 0.15f;
_recoil.KickCamera(shooter, kick);
}
// This section probably needs tweaking so there can be caseless hitscan etc.
if (TryComp(projectile, out HitscanComponent? hitscan))
{
FireHitscan(shooter, hitscan, component, angle);
}
else if (HasComp<ProjectileComponent>(projectile) &&
TryComp(ammo, out AmmoComponent? ammoComponent))
{
FireProjectiles(shooter, projectile, component, ammoComponent.ProjectilesFired, ammoComponent.EvenSpreadAngle, angle, ammoComponent.Velocity, ammo!.Value);
if (component.CanMuzzleFlash)
{
MuzzleFlash(component.Owner, ammoComponent, angle);
}
if (ammoComponent.Caseless)
{
EntityManager.DeleteEntity(ammo.Value);
}
}
else
{
// Invalid types
throw new InvalidOperationException();
}
SoundSystem.Play(Filter.Broadcast(), component.SoundGunshot.GetSound(), component.Owner);
component.Dirty(EntityManager);
component.LastFire = _gameTiming.CurTime;
}
#region Firing
/// <summary>
/// Handles firing one or many projectiles
/// </summary>
private void FireProjectiles(EntityUid shooter, EntityUid baseProjectile, ServerRangedBarrelComponent component, int count, float evenSpreadAngle, Angle angle, float velocity, EntityUid ammo)
{
List<Angle>? sprayAngleChange = null;
if (count > 1)
{
evenSpreadAngle *= component.SpreadRatio;
sprayAngleChange = Linspace(-evenSpreadAngle / 2, evenSpreadAngle / 2, count);
}
var firedProjectiles = new EntityUid[count];
for (var i = 0; i < count; i++)
{
EntityUid projectile;
if (i == 0)
{
projectile = baseProjectile;
}
else
{
// TODO: Cursed as bruh
projectile = EntityManager.SpawnEntity(
MetaData(baseProjectile).EntityPrototype?.ID,
Transform(baseProjectile).Coordinates);
}
firedProjectiles[i] = projectile;
Angle projectileAngle;
if (sprayAngleChange != null)
{
projectileAngle = angle + sprayAngleChange[i];
}
else
{
projectileAngle = angle;
}
var physics = EntityManager.GetComponent<IPhysBody>(projectile);
physics.BodyStatus = BodyStatus.InAir;
var projectileComponent = EntityManager.GetComponent<ProjectileComponent>(projectile);
projectileComponent.IgnoreEntity(shooter);
// FIXME: Work around issue where inserting and removing an entity from a container,
// then setting its linear velocity in the same tick resets velocity back to zero.
// See SharedBroadphaseSystem.HandleContainerInsert()... It sets Awake to false, which causes this.
projectile.SpawnTimer(TimeSpan.FromMilliseconds(25), () =>
{
EntityManager.GetComponent<IPhysBody>(projectile)
.LinearVelocity = projectileAngle.ToVec() * velocity;
});
Transform(projectile).WorldRotation = projectileAngle + MathHelper.PiOver2;
}
EntityManager.EventBus.RaiseLocalEvent(component.Owner, new Barrels.Components.GunShotEvent(firedProjectiles));
EntityManager.EventBus.RaiseLocalEvent(ammo, new AmmoShotEvent(firedProjectiles));
}
/// <summary>
/// Returns a list of numbers that form a set of equal intervals between the start and end value. Used to calculate shotgun spread angles.
/// </summary>
private List<Angle> Linspace(double start, double end, int intervals)
{
DebugTools.Assert(intervals > 1);
var linspace = new List<Angle>(intervals);
for (var i = 0; i <= intervals - 1; i++)
{
linspace.Add(Angle.FromDegrees(start + (end - start) * i / (intervals - 1)));
}
return linspace;
}
/// <summary>
/// Fires hitscan entities and then displays their effects
/// </summary>
private void FireHitscan(EntityUid shooter, HitscanComponent hitscan, ServerRangedBarrelComponent component, Angle angle)
{
var ray = new CollisionRay(Transform(component.Owner).WorldPosition, angle.ToVec(), (int) hitscan.CollisionMask);
var rayCastResults = _physics.IntersectRay(Transform(component.Owner).MapID, ray, hitscan.MaxLength, shooter, false).ToList();
if (rayCastResults.Count >= 1)
{
var result = rayCastResults[0];
var distance = result.Distance;
hitscan.FireEffects(shooter, distance, angle, result.HitEntity);
var dmg = _damageable.TryChangeDamage(result.HitEntity, hitscan.Damage);
if (dmg != null)
_logs.Add(LogType.HitScanHit,
$"{EntityManager.ToPrettyString(shooter):user} hit {EntityManager.ToPrettyString(result.HitEntity):target} using {EntityManager.ToPrettyString(hitscan.Owner):used} and dealt {dmg.Total:damage} damage");
}
else
{
hitscan.FireEffects(shooter, hitscan.MaxLength, angle);
}
}
#endregion
}