Files
tbd-station-14/Content.Client/Weapons/Ranged/Systems/GunSystem.cs

409 lines
15 KiB
C#

using System.Numerics;
using Content.Client.Animations;
using Content.Client.Gameplay;
using Content.Client.Items;
using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Camera;
using Content.Shared.CombatMode;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Animations;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Client.Weapons.Ranged.Systems;
public sealed partial class GunSystem : SharedGunSystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IStateManager _state = default!;
[Dependency] private readonly AnimationPlayerSystem _animPlayer = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
[Dependency] private readonly SharedTransformSystem _xform = default!;
[Dependency] private readonly SpriteSystem _sprite = default!;
[ValidatePrototypeId<EntityPrototype>]
public const string HitscanProto = "HitscanEffect";
public bool SpreadOverlay
{
get => _spreadOverlay;
set
{
if (_spreadOverlay == value)
return;
_spreadOverlay = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();
if (_spreadOverlay)
{
overlayManager.AddOverlay(new GunSpreadOverlay(
EntityManager,
_eyeManager,
Timing,
_inputManager,
_player,
this,
TransformSystem));
}
else
{
overlayManager.RemoveOverlay<GunSpreadOverlay>();
}
}
}
private bool _spreadOverlay;
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<AmmoCounterComponent, ItemStatusCollectMessage>(OnAmmoCounterCollect);
SubscribeLocalEvent<AmmoCounterComponent, UpdateClientAmmoEvent>(OnUpdateClientAmmo);
SubscribeAllEvent<MuzzleFlashEvent>(OnMuzzleFlash);
// Plays animated effects on the client.
SubscribeNetworkEvent<HitscanEvent>(OnHitscan);
InitializeMagazineVisuals();
InitializeSpentAmmo();
}
private void OnUpdateClientAmmo(EntityUid uid, AmmoCounterComponent ammoComp, ref UpdateClientAmmoEvent args)
{
UpdateAmmoCount(uid, ammoComp);
}
private void OnMuzzleFlash(MuzzleFlashEvent args)
{
var gunUid = GetEntity(args.Uid);
CreateEffect(gunUid, args, gunUid);
}
private void OnHitscan(HitscanEvent ev)
{
// ALL I WANT IS AN ANIMATED EFFECT
// TODO EFFECTS
// This is very jank
// because the effect consists of three unrelatd entities, the hitscan beam can be split appart.
// E.g., if a grid rotates while part of the beam is parented to the grid, and part of it is parented to the map.
// Ideally, there should only be one entity, with one sprite that has multiple layers
// Or at the very least, have the other entities parented to the same entity to make sure they stick together.
foreach (var a in ev.Sprites)
{
if (a.Sprite is not SpriteSpecifier.Rsi rsi)
continue;
var coords = GetCoordinates(a.coordinates);
if (!TryComp(coords.EntityId, out TransformComponent? relativeXform))
continue;
var ent = Spawn(HitscanProto, coords);
var sprite = Comp<SpriteComponent>(ent);
var xform = Transform(ent);
var targetWorldRot = a.angle + _xform.GetWorldRotation(relativeXform);
var delta = targetWorldRot - _xform.GetWorldRotation(xform);
_xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform);
sprite[EffectLayers.Unshaded].AutoAnimated = false;
_sprite.LayerSetSprite((ent, sprite), EffectLayers.Unshaded, rsi);
_sprite.LayerSetRsiState((ent, sprite), EffectLayers.Unshaded, rsi.RsiState);
_sprite.SetScale((ent, sprite), new Vector2(a.Distance, 1f));
sprite[EffectLayers.Unshaded].Visible = true;
var anim = new Animation()
{
Length = TimeSpan.FromSeconds(0.48f),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = EffectLayers.Unshaded,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(rsi.RsiState, 0f),
}
}
}
};
_animPlayer.Play(ent, anim, "hitscan-effect");
}
}
public override void Update(float frameTime)
{
if (!Timing.IsFirstTimePredicted)
return;
var entityNull = _player.LocalEntity;
if (entityNull == null || !TryComp<CombatModeComponent>(entityNull, out var combat) || !combat.IsInCombatMode)
{
return;
}
var entity = entityNull.Value;
if (!TryGetGun(entity, out var gunUid, out var gun))
{
return;
}
var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary;
if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down && !gun.BurstActivated)
{
if (gun.ShotCounter != 0)
RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
return;
}
if (gun.NextFire > Timing.CurTime)
return;
var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);
if (mousePos.MapId == MapId.Nullspace)
{
if (gun.ShotCounter != 0)
RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
return;
}
// Define target coordinates relative to gun entity, so that network latency on moving grids doesn't fuck up the target location.
var coordinates = TransformSystem.ToCoordinates(entity, mousePos);
NetEntity? target = null;
if (_state.CurrentState is GameplayStateBase screen)
target = GetNetEntity(screen.GetClickedEntity(mousePos));
Log.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}");
RaisePredictiveEvent(new RequestShootEvent
{
Target = target,
Coordinates = GetNetCoordinates(coordinates),
Gun = GetNetEntity(gunUid),
});
}
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
{
userImpulse = true;
// Rather than splitting client / server for every ammo provider it's easier
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
// This also means any ammo specific stuff can be grabbed as necessary.
var direction = TransformSystem.ToMapCoordinates(fromCoordinates).Position - TransformSystem.ToMapCoordinates(toCoordinates).Position;
var worldAngle = direction.ToAngle().Opposite();
foreach (var (ent, shootable) in ammo)
{
if (throwItems)
{
Recoil(user, direction, gun.CameraRecoilScalarModified);
if (IsClientSide(ent!.Value))
Del(ent.Value);
else
RemoveShootable(ent.Value);
continue;
}
switch (shootable)
{
case CartridgeAmmoComponent cartridge:
if (!cartridge.Spent)
{
SetCartridgeSpent(ent!.Value, cartridge, true);
MuzzleFlash(gunUid, cartridge, worldAngle, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
// TODO: Can't predict entity deletions.
//if (cartridge.DeleteOnSpawn)
// Del(cartridge.Owner);
}
else
{
userImpulse = false;
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
}
if (IsClientSide(ent!.Value))
Del(ent.Value);
break;
case AmmoComponent newAmmo:
MuzzleFlash(gunUid, newAmmo, worldAngle, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
if (IsClientSide(ent!.Value))
Del(ent.Value);
else
RemoveShootable(ent.Value);
break;
case HitscanPrototype:
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
break;
}
}
}
private void Recoil(EntityUid? user, Vector2 recoil, float recoilScalar)
{
if (!Timing.IsFirstTimePredicted || user == null || recoil == Vector2.Zero || recoilScalar == 0)
return;
_recoil.KickCamera(user.Value, recoil.Normalized() * 0.5f * recoilScalar);
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (uid == null || user == null || !Timing.IsFirstTimePredicted)
return;
PopupSystem.PopupEntity(message, uid.Value, user.Value);
}
protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? tracked = null)
{
if (!Timing.IsFirstTimePredicted)
return;
// EntityUid check added to stop throwing exceptions due to https://github.com/space-wizards/space-station-14/issues/28252
// TODO: Check to see why invalid entities are firing effects.
if (gunUid == EntityUid.Invalid)
{
Log.Debug($"Invalid Entity sent MuzzleFlashEvent (proto: {message.Prototype}, gun: {ToPrettyString(gunUid)})");
return;
}
var gunXform = Transform(gunUid);
var gridUid = gunXform.GridUid;
EntityCoordinates coordinates;
if (TryComp(gridUid, out MapGridComponent? mapGrid))
{
coordinates = new EntityCoordinates(gridUid.Value, _maps.LocalToGrid(gridUid.Value, mapGrid, gunXform.Coordinates));
}
else if (gunXform.MapUid != null)
{
coordinates = new EntityCoordinates(gunXform.MapUid.Value, TransformSystem.GetWorldPosition(gunXform));
}
else
{
return;
}
var ent = Spawn(message.Prototype, coordinates);
TransformSystem.SetWorldRotationNoLerp(ent, message.Angle);
if (tracked != null)
{
var track = EnsureComp<TrackUserComponent>(ent);
track.User = tracked;
track.Offset = Vector2.UnitX / 2f;
}
var lifetime = 0.4f;
if (TryComp<TimedDespawnComponent>(gunUid, out var despawn))
{
lifetime = despawn.Lifetime;
}
var anim = new Animation()
{
Length = TimeSpan.FromSeconds(lifetime),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(1f), 0),
new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(0f), lifetime)
}
}
}
};
_animPlayer.Play(ent, anim, "muzzle-flash");
if (!TryComp(gunUid, out PointLightComponent? light))
{
light = Factory.GetComponent<PointLightComponent>();
light.NetSyncEnabled = false;
AddComp(gunUid, light);
}
Lights.SetEnabled(gunUid, true, light);
Lights.SetRadius(gunUid, 2f, light);
Lights.SetColor(gunUid, Color.FromHex("#cc8e2b"), light);
Lights.SetEnergy(gunUid, 5f, light);
var animTwo = new Animation()
{
Length = TimeSpan.FromSeconds(lifetime),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(PointLightComponent),
Property = nameof(PointLightComponent.Energy),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(5f, 0),
new AnimationTrackProperty.KeyFrame(0f, lifetime)
}
},
new AnimationTrackComponentProperty
{
ComponentType = typeof(PointLightComponent),
Property = nameof(PointLightComponent.AnimatedEnable),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(true, 0),
new AnimationTrackProperty.KeyFrame(false, lifetime)
}
}
}
};
var uidPlayer = EnsureComp<AnimationPlayerComponent>(gunUid);
_animPlayer.Stop(gunUid, uidPlayer, "muzzle-flash-light");
_animPlayer.Play((gunUid, uidPlayer), animTwo, "muzzle-flash-light");
}
}