* BatteryWeaponPowerCell tweaks * add update ammo ev & shuttle guns tweaks * MilonPL requested changes * revert changes in OnPowerCellChanged * Add events to get charge info & change current charge --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
457 lines
19 KiB
C#
457 lines
19 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Cargo.Systems;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Weapons.Reflect;
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using Content.Shared.Damage.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Robust.Shared.Containers;
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using Content.Server.PowerCell;
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem : SharedGunSystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly PricingSystem _pricing = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly PowerCellSystem _powerCell = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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private const float DamagePitchVariation = 0.05f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BallisticAmmoProviderComponent, PriceCalculationEvent>(OnBallisticPrice);
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}
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private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args)
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{
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if (string.IsNullOrEmpty(component.Proto) || component.UnspawnedCount == 0)
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return;
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if (!ProtoManager.TryIndex<EntityPrototype>(component.Proto, out var proto))
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{
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Log.Error($"Unable to find fill prototype for price on {component.Proto} on {ToPrettyString(uid)}");
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return;
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}
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// Probably good enough for most.
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var price = _pricing.GetEstimatedPrice(proto);
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args.Price += price * component.UnspawnedCount;
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}
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public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
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{
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userImpulse = true;
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if (user != null)
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{
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var selfEvent = new SelfBeforeGunShotEvent(user.Value, (gunUid, gun), ammo);
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RaiseLocalEvent(user.Value, selfEvent);
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if (selfEvent.Cancelled)
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{
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userImpulse = false;
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return;
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}
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}
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var fromMap = TransformSystem.ToMapCoordinates(fromCoordinates);
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var toMap = TransformSystem.ToMapCoordinates(toCoordinates).Position;
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var mapDirection = toMap - fromMap.Position;
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var mapAngle = mapDirection.ToAngle();
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var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out _)
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? TransformSystem.WithEntityId(fromCoordinates, gridUid)
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: new EntityCoordinates(_map.GetMapOrInvalid(fromMap.MapId), fromMap.Position);
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// Update shot based on the recoil
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toMap = fromMap.Position + angle.ToVec() * mapDirection.Length();
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mapDirection = toMap - fromMap.Position;
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var gunVelocity = Physics.GetMapLinearVelocity(fromEnt);
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// I must be high because this was getting tripped even when true.
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// DebugTools.Assert(direction != Vector2.Zero);
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var shotProjectiles = new List<EntityUid>(ammo.Count);
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foreach (var (ent, shootable) in ammo)
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{
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// pneumatic cannon doesn't shoot bullets it just throws them, ignore ammo handling
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if (throwItems && ent != null)
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{
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ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
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continue;
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}
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switch (shootable)
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{
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// Cartridge shoots something else
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case CartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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var uid = Spawn(cartridge.Prototype, fromEnt);
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CreateAndFireProjectiles(uid, cartridge);
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RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
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{
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FiredProjectiles = shotProjectiles,
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});
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SetCartridgeSpent(ent.Value, cartridge, true);
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if (cartridge.DeleteOnSpawn)
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Del(ent.Value);
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}
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else
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{
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userImpulse = false;
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Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
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}
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// Something like ballistic might want to leave it in the container still
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if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
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EjectCartridge(ent.Value, angle);
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Dirty(ent!.Value, cartridge);
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break;
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// Ammo shoots itself
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case AmmoComponent newAmmo:
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if (ent == null)
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break;
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CreateAndFireProjectiles(ent.Value, newAmmo);
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break;
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case HitscanPrototype hitscan:
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EntityUid? lastHit = null;
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var from = fromMap;
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// can't use map coords above because funny FireEffects
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var fromEffect = fromCoordinates;
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var dir = mapDirection.Normalized();
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//in the situation when user == null, means that the cannon fires on its own (via signals). And we need the gun to not fire by itself in this case
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var lastUser = user ?? gunUid;
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if (hitscan.Reflective != ReflectType.None)
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{
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for (var reflectAttempt = 0; reflectAttempt < 3; reflectAttempt++)
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{
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var ray = new CollisionRay(from.Position, dir, hitscan.CollisionMask);
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var rayCastResults =
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Physics.IntersectRay(from.MapId, ray, hitscan.MaxLength, lastUser, false).ToList();
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if (!rayCastResults.Any())
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break;
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var result = rayCastResults[0];
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// Check if laser is shot from in a container
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if (!_container.IsEntityOrParentInContainer(lastUser))
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{
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// Checks if the laser should pass over unless targeted by its user
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foreach (var collide in rayCastResults)
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{
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if (collide.HitEntity != gun.Target &&
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CompOrNull<RequireProjectileTargetComponent>(collide.HitEntity)?.Active == true)
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{
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continue;
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}
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result = collide;
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break;
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}
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}
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var hit = result.HitEntity;
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lastHit = hit;
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FireEffects(fromEffect, result.Distance, dir.Normalized().ToAngle(), hitscan, hit);
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var ev = new HitScanReflectAttemptEvent(user, gunUid, hitscan.Reflective, dir, false);
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RaiseLocalEvent(hit, ref ev);
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if (!ev.Reflected)
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break;
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fromEffect = Transform(hit).Coordinates;
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from = TransformSystem.ToMapCoordinates(fromEffect);
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dir = ev.Direction;
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lastUser = hit;
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}
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}
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if (lastHit != null)
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{
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var hitEntity = lastHit.Value;
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if (hitscan.StaminaDamage > 0f)
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_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
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var dmg = hitscan.Damage;
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var hitName = ToPrettyString(hitEntity);
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if (dmg != null)
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dmg = Damageable.TryChangeDamage(hitEntity, dmg * Damageable.UniversalHitscanDamageModifier, origin: user);
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// check null again, as TryChangeDamage returns modified damage values
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if (dmg != null)
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{
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if (!Deleted(hitEntity))
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{
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if (dmg.AnyPositive())
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
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}
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// TODO get fallback position for playing hit sound.
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PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
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}
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if (user != null)
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{
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Logs.Add(LogType.HitScanHit,
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$"{ToPrettyString(user.Value):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
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}
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else
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{
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Logs.Add(LogType.HitScanHit,
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$"{hitName:target} hit by hitscan dealing {dmg.GetTotal():damage} damage");
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}
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}
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}
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else
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{
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FireEffects(fromEffect, hitscan.MaxLength, dir.ToAngle(), hitscan);
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}
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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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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}
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RaiseLocalEvent(gunUid, new AmmoShotEvent()
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{
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FiredProjectiles = shotProjectiles,
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});
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void CreateAndFireProjectiles(EntityUid ammoEnt, AmmoComponent ammoComp)
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{
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if (TryComp<ProjectileSpreadComponent>(ammoEnt, out var ammoSpreadComp))
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{
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var spreadEvent = new GunGetAmmoSpreadEvent(ammoSpreadComp.Spread);
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RaiseLocalEvent(gunUid, ref spreadEvent);
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var angles = LinearSpread(mapAngle - spreadEvent.Spread / 2,
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mapAngle + spreadEvent.Spread / 2, ammoSpreadComp.Count);
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ShootOrThrow(ammoEnt, angles[0].ToVec(), gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(ammoEnt);
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for (var i = 1; i < ammoSpreadComp.Count; i++)
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{
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var newuid = Spawn(ammoSpreadComp.Proto, fromEnt);
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ShootOrThrow(newuid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(newuid);
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}
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}
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else
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{
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ShootOrThrow(ammoEnt, mapDirection, gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(ammoEnt);
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}
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MuzzleFlash(gunUid, ammoComp, mapDirection.ToAngle(), user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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}
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}
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private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid gunUid, EntityUid? user)
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{
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if (gun.Target is { } target && !TerminatingOrDeleted(target))
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{
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var targeted = EnsureComp<TargetedProjectileComponent>(uid);
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targeted.Target = target;
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Dirty(uid, targeted);
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}
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// Do a throw
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if (!HasComp<ProjectileComponent>(uid))
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{
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RemoveShootable(uid);
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// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
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ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeedModified, user);
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return;
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}
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ShootProjectile(uid, mapDirection, gunVelocity, gunUid, user, gun.ProjectileSpeedModified);
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}
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/// <summary>
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/// Gets a linear spread of angles between start and end.
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/// </summary>
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/// <param name="start">Start angle in degrees</param>
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/// <param name="end">End angle in degrees</param>
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/// <param name="intervals">How many shots there are</param>
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private Angle[] LinearSpread(Angle start, Angle end, int intervals)
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{
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var angles = new Angle[intervals];
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DebugTools.Assert(intervals > 1);
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for (var i = 0; i <= intervals - 1; i++)
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{
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angles[i] = new Angle(start + (end - start) * i / (intervals - 1));
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}
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return angles;
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}
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private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction)
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{
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var timeSinceLastFire = (curTime - component.LastFire).TotalSeconds;
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var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncreaseModified.Theta - component.AngleDecayModified.Theta * timeSinceLastFire, component.MinAngleModified.Theta, component.MaxAngleModified.Theta);
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component.CurrentAngle = new Angle(newTheta);
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component.LastFire = component.NextFire;
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// Convert it so angle can go either side.
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var random = Random.NextFloat(-0.5f, 0.5f);
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var spread = component.CurrentAngle.Theta * random;
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var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
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DebugTools.Assert(spread <= component.MaxAngleModified.Theta);
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return angle;
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
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protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null)
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{
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var filter = Filter.Pvs(gunUid, entityManager: EntityManager);
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if (TryComp<ActorComponent>(user, out var actor))
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filter.RemovePlayer(actor.PlayerSession);
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RaiseNetworkEvent(message, filter);
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}
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public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
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{
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DebugTools.Assert(!Deleted(otherEntity), "Impact sound entity was deleted");
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// Like projectiles and melee,
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// 1. Entity specific sound
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// 2. Ammo's sound
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// 3. Nothing
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var playedSound = false;
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if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.GetTotal() > 0 && TryComp<RangedDamageSoundComponent>(otherEntity, out var rangedSound))
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{
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var type = SharedMeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
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if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
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{
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Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
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{
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Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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}
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if (!playedSound && weaponSound != null)
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{
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Audio.PlayPvs(weaponSound, otherEntity);
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}
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}
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// TODO: Pseudo RNG so the client can predict these.
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#region Hitscan effects
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private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle angle, HitscanPrototype hitscan, EntityUid? hitEntity = null)
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{
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// Lord
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// Forgive me for the shitcode I am about to do
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// Effects tempt me not
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var sprites = new List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
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var fromXform = Transform(fromCoordinates.EntityId);
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// We'll get the effects relative to the grid / map of the firer
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// Look you could probably optimise this a bit with redundant transforms at this point.
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var gridUid = fromXform.GridUid;
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if (gridUid != fromCoordinates.EntityId && TryComp(gridUid, out TransformComponent? gridXform))
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{
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var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform);
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var map = TransformSystem.ToMapCoordinates(fromCoordinates);
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fromCoordinates = new EntityCoordinates(gridUid.Value, Vector2.Transform(map.Position, gridInvMatrix));
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angle -= gridRot;
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}
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else
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{
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angle -= TransformSystem.GetWorldRotation(fromXform);
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}
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if (distance >= 1f)
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{
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if (hitscan.MuzzleFlash != null)
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{
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var coords = fromCoordinates.Offset(angle.ToVec().Normalized() / 2);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle, hitscan.MuzzleFlash, 1f));
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}
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if (hitscan.TravelFlash != null)
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{
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var coords = fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle, hitscan.TravelFlash, distance - 1.5f));
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}
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}
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if (hitscan.ImpactFlash != null)
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{
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var coords = fromCoordinates.Offset(angle.ToVec() * distance);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle.FlipPositive(), hitscan.ImpactFlash, 1f));
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}
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if (sprites.Count > 0)
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{
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RaiseNetworkEvent(new HitscanEvent
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{
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Sprites = sprites,
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}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
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}
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}
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#endregion
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}
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