* 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
105 lines
3.3 KiB
C#
105 lines
3.3 KiB
C#
using System;
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using Content.Client.GameObjects.Components.Items;
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using Content.Client.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Client.Interfaces.Graphics.ClientEye;
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using Robust.Client.Interfaces.Input;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Input;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects.EntitySystems
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{
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public class RangedWeaponSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IInputManager _inputManager;
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[Dependency] private readonly IGameTiming _gameTiming;
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#pragma warning restore 649
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private InputSystem _inputSystem;
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private CombatModeSystem _combatModeSystem;
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private bool _blocked;
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private int _shotCounter;
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.InjectDependencies(this);
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_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
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_combatModeSystem = EntitySystemManager.GetEntitySystem<CombatModeSystem>();
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_gameTiming.IsFirstTimePredicted)
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{
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return;
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}
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var state = _inputSystem.CmdStates.GetState(EngineKeyFunctions.Use);
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if (!_combatModeSystem.IsInCombatMode() || state != BoundKeyState.Down)
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{
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_shotCounter = 0;
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_blocked = false;
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return;
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}
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var entity = _playerManager.LocalPlayer.ControlledEntity;
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if (entity == null || !entity.TryGetComponent(out HandsComponent hands))
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{
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return;
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}
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var held = hands.ActiveHand;
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if (held == null || !held.TryGetComponent(out ClientRangedWeaponComponent weapon))
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{
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_blocked = true;
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return;
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}
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switch (weapon.FireRateSelector)
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{
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case FireRateSelector.Safety:
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_blocked = true;
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return;
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case FireRateSelector.Single:
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if (_shotCounter >= 1)
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{
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_blocked = true;
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return;
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}
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break;
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case FireRateSelector.Automatic:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (_blocked)
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{
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return;
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}
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var worldPos = _eyeManager.ScreenToMap(_inputManager.MouseScreenPosition);
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if (!_mapManager.TryFindGridAt(worldPos, out var grid))
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grid = _mapManager.GetDefaultGrid(worldPos.MapId);
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weapon.SyncFirePos(grid.MapToGrid(worldPos));
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}
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}
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}
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