Files
tbd-station-14/Content.Client/GameObjects/EntitySystems/RangedWeaponSystem.cs
DrSmugleaf 4b4e83d2bf Add changing the amount of hands on the GUI depending on your body parts (#1406)
* Multiple hands in gui first pass

* Remove IHandsComponent interface

* Create hand class and more hand textures

* Refactor ServerHandsComponent to use a single list of hands

* Seal SharedHand

* Fix picked up items not showing on top of the hand buttons

* Remove HandsGui buttons and panels dictionaries

* Fix items in hands rendering

* Fix wrong hand container comparison

* Fix not updating the location of duplicate hands

* Change ClientHandsComponent to use a SortedList instead of a dictionary

* More merge conflict fixes

* Change SortedList to List

* Fix hand button order

* Add item tooltip for more than 2 hands and updating when removing hands

* Add add hand and remove hand command

* Merge conflict fixes

* Remove nullable reference type from ContainerSlot

* Fix texture errors

* Fix error when reaching 0 hands

* Fix error when swapping hands with no hands

* Merged remove hand methods

* Fix item panel texture errors

* Merge conflict fixes

* Fix addhand and removehand command descriptions

* Add properly displaying tooltips for 2 hands

* Make hand indexes and locations consistent across the client and server

* Add dropping held entity if a hand is removed

* Change hand location to be calculated by index

* Made different hand gui updates more consistent

* Remove human body yml testing changes

* Sanitize addhand and removehand commands

* Merge conflict fixes

* Remove testing changes

* Revert body system changes

* Add missing imports

* Remove obsolete hands parameter in yml files

* Fix broken import

* Fix startup error and adding and removing hands on the same tick

* Make hand container id use an uint

In case someone gets more than 2 billion hands

* Rename hand component files

* Make hands state use an array
2020-07-25 15:11:16 +02:00

105 lines
3.3 KiB
C#

using System;
using Content.Client.GameObjects.Components.Items;
using Content.Client.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
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.Interfaces.Map;
using Robust.Shared.Interfaces.Timing;
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 IMapManager _mapManager;
[Dependency] private readonly IInputManager _inputManager;
[Dependency] private readonly IGameTiming _gameTiming;
#pragma warning restore 649
private InputSystem _inputSystem;
private CombatModeSystem _combatModeSystem;
private bool _blocked;
private int _shotCounter;
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);
if (!_gameTiming.IsFirstTimePredicted)
{
return;
}
var state = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
if (!_combatModeSystem.IsInCombatMode() || state != BoundKeyState.Down)
{
_shotCounter = 0;
_blocked = false;
return;
}
var entity = _playerManager.LocalPlayer.ControlledEntity;
if (entity == null || !entity.TryGetComponent(out HandsComponent hands))
{
return;
}
var held = hands.ActiveHand;
if (held == null || !held.TryGetComponent(out ClientRangedWeaponComponent weapon))
{
_blocked = true;
return;
}
switch (weapon.FireRateSelector)
{
case FireRateSelector.Safety:
_blocked = true;
return;
case FireRateSelector.Single:
if (_shotCounter >= 1)
{
_blocked = true;
return;
}
break;
case FireRateSelector.Automatic:
break;
default:
throw new ArgumentOutOfRangeException();
}
if (_blocked)
{
return;
}
var worldPos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
if (!_mapManager.TryFindGridAt(worldPos, out var grid))
grid = _mapManager.GetDefaultGrid(worldPos.MapId);
weapon.SyncFirePos(grid.MapToGrid(worldPos));
}
}
}