Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/RangedWeaponSystem.cs
Pieter-Jan Briers 2ec493e2af Combat mode improvements.
You now need to hold the mouse for 0.15 seconds in combat mode to actually do an attack.

Otherwise it's regular item interaction (for now).
2020-01-26 03:38:51 +01:00

79 lines
2.4 KiB
C#

using Content.Client.GameObjects.Components.Weapons.Ranged;
using Content.Client.Interfaces.GameObjects;
using Content.Shared.Input;
using Robust.Client.GameObjects.EntitySystems;
using Robust.Client.Interfaces.Graphics.ClientEye;
using Robust.Client.Interfaces.Input;
using Robust.Client.Player;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.IoC;
namespace Content.Client.GameObjects.EntitySystems
{
public class RangedWeaponSystem : EntitySystem
{
#pragma warning disable 649
[Dependency] private readonly IPlayerManager _playerManager;
[Dependency] private readonly IEyeManager _eyeManager;
[Dependency] private readonly IInputManager _inputManager;
#pragma warning restore 649
private InputSystem _inputSystem;
private CombatModeSystem _combatModeSystem;
private bool _isFirstShot;
private bool _blocked;
public override void Initialize()
{
base.Initialize();
IoCManager.InjectDependencies(this);
_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
_combatModeSystem = EntitySystemManager.GetEntitySystem<CombatModeSystem>();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var canFireSemi = _isFirstShot;
var state = _inputSystem.CmdStates.GetState(ContentKeyFunctions.Attack);
if (!_combatModeSystem.UseOrAttackIsDown && state != BoundKeyState.Down)
{
_isFirstShot = true;
_blocked = false;
return;
}
_isFirstShot = false;
var entity = _playerManager.LocalPlayer.ControlledEntity;
if (entity == null || !entity.TryGetComponent(out IHandsComponent hands))
{
return;
}
var held = hands.ActiveHand;
if (held == null || !held.TryGetComponent(out ClientRangedWeaponComponent weapon))
{
_blocked = true;
return;
}
if (_blocked)
{
return;
}
var worldPos = _eyeManager.ScreenToWorld(_inputManager.MouseScreenPosition);
if (weapon.Automatic || canFireSemi)
{
weapon.SyncFirePos(worldPos);
}
}
}
}