* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
455 lines
17 KiB
C#
455 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Shared.Audio;
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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.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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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.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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/// <summary>
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/// All of the ranged weapon components inherit from this to share mechanics like shooting etc.
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/// Only difference between them is how they retrieve a projectile to shoot (battery, magazine, etc.)
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/// </summary>
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public abstract class ServerRangedBarrelComponent : SharedRangedBarrelComponent, IUse, IInteractUsing, IExamine, ISerializationHooks
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{
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// There's still some of py01 and PJB's work left over, especially in underlying shooting logic,
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// it's just when I re-organised it changed me as the contributor
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override FireRateSelector FireRateSelector => _fireRateSelector;
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[DataField("currentSelector")]
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private FireRateSelector _fireRateSelector = FireRateSelector.Safety;
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public override FireRateSelector AllRateSelectors => _fireRateSelector;
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[DataField("allSelectors")]
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private FireRateSelector _allRateSelectors;
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[field: DataField("fireRate")]
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public override float FireRate { get; } = 2f;
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// _lastFire is when we actually fired (so if we hold the button then recoil doesn't build up if we're not firing)
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private TimeSpan _lastFire;
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public abstract IEntity PeekAmmo();
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public abstract IEntity TakeProjectile(EntityCoordinates spawnAt);
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// Recoil / spray control
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[DataField("minAngle")]
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private float _minAngleDegrees;
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public Angle MinAngle { get; private set; }
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[DataField("maxAngle")]
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private float _maxAngleDegrees = 45;
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public Angle MaxAngle { get; private set; }
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private Angle _currentAngle = Angle.Zero;
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[DataField("angleDecay")]
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private float _angleDecayDegrees = 20;
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/// <summary>
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/// How slowly the angle's theta decays per second in radians
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/// </summary>
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public float AngleDecay { get; private set; }
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[DataField("angleIncrease")]
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private float? _angleIncreaseDegrees;
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/// <summary>
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/// How quickly the angle's theta builds for every shot fired in radians
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/// </summary>
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public float AngleIncrease { get; private set; }
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// Multiplies the ammo spread to get the final spread of each pellet
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[DataField("ammoSpreadRatio")]
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public float SpreadRatio { get; private set; }
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[field: DataField("canMuzzleFlash")]
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public bool CanMuzzleFlash { get; } = true;
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// Sounds
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[field: DataField("soundGunshot")]
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public string SoundGunshot { get; set; }
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[field: DataField("soundEmpty")]
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public string SoundEmpty { get; } = "/Audio/Weapons/Guns/Empty/empty.ogg";
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void ISerializationHooks.BeforeSerialization()
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{
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_minAngleDegrees = (float) (MinAngle.Degrees * 2);
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_maxAngleDegrees = (float) (MaxAngle.Degrees * 2);
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_angleIncreaseDegrees = MathF.Round(AngleIncrease / ((float) Math.PI / 180f), 2);
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AngleDecay = MathF.Round(AngleDecay / ((float) Math.PI / 180f), 2);
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}
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void ISerializationHooks.AfterDeserialization()
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{
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// This hard-to-read area's dealing with recoil
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// Use degrees in yaml as it's easier to read compared to "0.0125f"
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MinAngle = Angle.FromDegrees(_minAngleDegrees / 2f);
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// Random doubles it as it's +/- so uhh we'll just half it here for readability
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MaxAngle = Angle.FromDegrees(_maxAngleDegrees / 2f);
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_angleIncreaseDegrees ??= 40 / FireRate;
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AngleIncrease = _angleIncreaseDegrees.Value * (float) Math.PI / 180f;
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AngleDecay = _angleDecayDegrees * (float) Math.PI / 180f;
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// For simplicity we'll enforce it this way; ammo determines max spread
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if (SpreadRatio > 1.0f)
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{
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Logger.Error("SpreadRatio must be <= 1.0f for guns");
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throw new InvalidOperationException();
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}
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}
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public override void OnAdd()
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{
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base.OnAdd();
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Owner.EnsureComponentWarn(out ServerRangedWeaponComponent rangedWeaponComponent);
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rangedWeaponComponent.Barrel ??= this;
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rangedWeaponComponent.FireHandler += Fire;
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rangedWeaponComponent.WeaponCanFireHandler += WeaponCanFire;
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}
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public override void OnRemove()
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{
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base.OnRemove();
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if (Owner.TryGetComponent(out ServerRangedWeaponComponent rangedWeaponComponent))
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{
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rangedWeaponComponent.Barrel = null;
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rangedWeaponComponent.FireHandler -= Fire;
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rangedWeaponComponent.WeaponCanFireHandler -= WeaponCanFire;
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}
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}
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private Angle GetRecoilAngle(Angle direction)
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{
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var currentTime = _gameTiming.CurTime;
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var timeSinceLastFire = (currentTime - _lastFire).TotalSeconds;
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var newTheta = MathHelper.Clamp(_currentAngle.Theta + AngleIncrease - AngleDecay * timeSinceLastFire, MinAngle.Theta, MaxAngle.Theta);
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_currentAngle = new Angle(newTheta);
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var random = (_robustRandom.NextDouble() - 0.5) * 2;
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var angle = Angle.FromDegrees(direction.Degrees + _currentAngle.Degrees * random);
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return angle;
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}
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public abstract bool UseEntity(UseEntityEventArgs eventArgs);
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public abstract Task<bool> InteractUsing(InteractUsingEventArgs eventArgs);
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public void ChangeFireSelector(FireRateSelector rateSelector)
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{
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if ((rateSelector & AllRateSelectors) != 0)
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{
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_fireRateSelector = rateSelector;
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return;
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}
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throw new InvalidOperationException();
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}
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protected virtual bool WeaponCanFire()
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{
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// If the ServerRangedWeaponComponent gets re-done probably need to add the checks here
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return true;
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}
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/// <summary>
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/// Fires a round of ammo out of the weapon.
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/// </summary>
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/// <param name="shooter">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 Fire(IEntity shooter, Vector2 targetPos)
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{
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if (ShotsLeft == 0)
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{
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if (SoundEmpty != null)
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{
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SoundSystem.Play(Filter.Broadcast(), SoundEmpty, Owner.Transform.Coordinates);
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}
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return;
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}
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var ammo = PeekAmmo();
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var projectile = TakeProjectile(shooter.Transform.Coordinates);
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if (projectile == null)
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{
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SoundSystem.Play(Filter.Broadcast(), SoundEmpty, Owner.Transform.Coordinates);
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return;
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}
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// At this point firing is confirmed
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var direction = (targetPos - shooter.Transform.WorldPosition).ToAngle();
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var angle = GetRecoilAngle(direction);
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// This should really be client-side but for now we'll just leave it here
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if (shooter.TryGetComponent(out CameraRecoilComponent recoilComponent))
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{
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recoilComponent.Kick(-angle.ToVec() * 0.15f);
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}
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// This section probably needs tweaking so there can be caseless hitscan etc.
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if (projectile.TryGetComponent(out HitscanComponent hitscan))
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{
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FireHitscan(shooter, hitscan, angle);
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}
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else if (projectile.HasComponent<ProjectileComponent>())
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{
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var ammoComponent = ammo.GetComponent<AmmoComponent>();
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FireProjectiles(shooter, projectile, ammoComponent.ProjectilesFired, ammoComponent.EvenSpreadAngle, angle, ammoComponent.Velocity, ammo);
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if (CanMuzzleFlash)
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{
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ammoComponent.MuzzleFlash(Owner, angle);
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}
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if (ammoComponent.Caseless)
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{
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ammo.Delete();
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}
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}
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else
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{
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// Invalid types
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throw new InvalidOperationException();
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}
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SoundSystem.Play(Filter.Broadcast(), SoundGunshot, Owner.Transform.Coordinates);
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_lastFire = _gameTiming.CurTime;
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return;
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}
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/// <summary>
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/// Drops a single cartridge / shell
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/// Made as a static function just because multiple places need it
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="playSound"></param>
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/// <param name="robustRandom"></param>
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/// <param name="prototypeManager"></param>
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/// <param name="ejectDirections"></param>
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public static void EjectCasing(
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IEntity entity,
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bool playSound = true,
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IRobustRandom robustRandom = null,
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IPrototypeManager prototypeManager = null,
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Direction[] ejectDirections = null)
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{
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if (robustRandom == null)
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{
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robustRandom = IoCManager.Resolve<IRobustRandom>();
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}
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if (ejectDirections == null)
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{
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ejectDirections = new[] {Direction.East, Direction.North, Direction.NorthWest, Direction.South, Direction.SouthEast, Direction.West};
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}
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const float ejectOffset = 1.8f;
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var ammo = entity.GetComponent<AmmoComponent>();
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var offsetPos = ((robustRandom.NextFloat() - 0.5f) * ejectOffset, (robustRandom.NextFloat() - 0.5f) * ejectOffset);
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entity.Transform.Coordinates = entity.Transform.Coordinates.Offset(offsetPos);
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entity.Transform.LocalRotation = robustRandom.Pick(ejectDirections).ToAngle();
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if (ammo.SoundCollectionEject == null || !playSound)
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{
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return;
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}
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if (prototypeManager == null)
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{
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prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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}
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var soundCollection = prototypeManager.Index<SoundCollectionPrototype>(ammo.SoundCollectionEject);
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var randomFile = robustRandom.Pick(soundCollection.PickFiles);
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SoundSystem.Play(Filter.Broadcast(), randomFile, entity.Transform.Coordinates, AudioParams.Default.WithVolume(-1));
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}
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/// <summary>
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/// Drops multiple cartridges / shells on the floor
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/// Wraps EjectCasing to make it less toxic for bulk ejections
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/// </summary>
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/// <param name="entities"></param>
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public static void EjectCasings(IEnumerable<IEntity> entities)
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{
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var ejectDirections = new[] {Direction.East, Direction.North, Direction.NorthWest, Direction.South, Direction.SouthEast, Direction.West};
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var soundPlayCount = 0;
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var playSound = true;
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foreach (var entity in entities)
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{
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EjectCasing(entity, playSound, robustRandom, prototypeManager, ejectDirections);
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soundPlayCount++;
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if (soundPlayCount > 3)
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{
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playSound = false;
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}
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}
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}
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#region Firing
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/// <summary>
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/// Handles firing one or many projectiles
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/// </summary>
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private void FireProjectiles(IEntity shooter, IEntity baseProjectile, int count, float evenSpreadAngle, Angle angle, float velocity, IEntity ammo)
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{
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List<Angle> sprayAngleChange = null;
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if (count > 1)
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{
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evenSpreadAngle *= SpreadRatio;
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sprayAngleChange = Linspace(-evenSpreadAngle / 2, evenSpreadAngle / 2, count);
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}
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var firedProjectiles = new List<IEntity>();
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for (var i = 0; i < count; i++)
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{
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IEntity projectile;
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if (i == 0)
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{
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projectile = baseProjectile;
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}
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else
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{
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projectile =
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Owner.EntityManager.SpawnEntity(baseProjectile.Prototype.ID, baseProjectile.Transform.Coordinates);
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}
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firedProjectiles.Add(projectile);
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Angle projectileAngle;
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if (sprayAngleChange != null)
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{
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projectileAngle = angle + sprayAngleChange[i];
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}
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else
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{
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projectileAngle = angle;
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}
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var physics = projectile.GetComponent<IPhysBody>();
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physics.BodyStatus = BodyStatus.InAir;
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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projectileComponent.IgnoreEntity(shooter);
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projectile
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.GetComponent<IPhysBody>()
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.LinearVelocity = projectileAngle.ToVec() * velocity;
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projectile.Transform.LocalRotation = projectileAngle + MathHelper.PiOver2;
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}
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ammo.SendMessage(this, new BarrelFiredMessage(firedProjectiles));
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}
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/// <summary>
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/// Returns a list of numbers that form a set of equal intervals between the start and end value. Used to calculate shotgun spread angles.
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/// </summary>
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private List<Angle> Linspace(double start, double end, int intervals)
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{
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DebugTools.Assert(intervals > 1);
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var linspace = new List<Angle>(intervals);
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for (var i = 0; i <= intervals - 1; i++)
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{
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linspace.Add(Angle.FromDegrees(start + (end - start) * i / (intervals - 1)));
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}
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return linspace;
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}
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/// <summary>
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/// Fires hitscan entities and then displays their effects
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/// </summary>
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private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
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{
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var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask);
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var physicsManager = EntitySystem.Get<SharedBroadPhaseSystem>();
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var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
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if (rayCastResults.Count >= 1)
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{
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var result = rayCastResults[0];
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var distance = result.Distance;
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hitscan.FireEffects(shooter, distance, angle, result.HitEntity);
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if (!result.HitEntity.TryGetComponent(out IDamageableComponent damageable))
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return;
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damageable.ChangeDamage(hitscan.DamageType, (int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero), false, Owner);
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//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
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//even numbers if halfway between two numbers, rather than rounding to nearest
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}
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else
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{
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hitscan.FireEffects(shooter, hitscan.MaxLength, angle);
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}
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}
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#endregion
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public virtual void Examine(FormattedMessage message, bool inDetailsRange)
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{
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var fireRateMessage = Loc.GetString(FireRateSelector switch
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{
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FireRateSelector.Safety => "Its safety is enabled.",
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FireRateSelector.Single => "It's in single fire mode.",
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FireRateSelector.Automatic => "It's in automatic fire mode.",
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_ => throw new IndexOutOfRangeException()
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});
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message.AddText(fireRateMessage);
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}
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}
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public class BarrelFiredMessage : ComponentMessage
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{
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public readonly List<IEntity> FiredProjectiles;
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public BarrelFiredMessage(List<IEntity> firedProjectiles)
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{
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FiredProjectiles = firedProjectiles;
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}
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}
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}
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