* HandsGuiState * Gui state setting methods * code cleanup * Removes TryGetHands * ClientHand * Gui Hands * Refactor WIP 1 * Hand index * refactors 2 * wip 3 * wip 4 * wiip 4 * wip 5 * wip 6 * wip 7 * wip 8 * wip 9 * wip 11 * Hand ui mostly looks fine * hands gui cleanup 1 * cleanup 2 * wip 13 * hand enabled * stuff * Hands gui gap fix * onpressed test * hand gui buttons events work * bag activation works * fix item use * todo comment * hands activate fix * Moves Client Hands back to using strings to identify active hand * fixes action hand highlighting * diff fix * serverhand * SharedHand * SharedHand, IReadOnlyHand * Client Hands only stores SharedHand * cleanup server hands * server hand container shutdown * misc renames, refactors of serverhand * stuff 1 * stuff 3 * server hand refactor 1 * Undo API changes to remove massive diff * More API name fixes * server hands cleanup 2 * cleanup 3 * dropping cleanup * Cleanup 4 * MoveItemFromHand * Stuff * region sorting * Hand Putter methods cleanup * stuff 2 * Merges all of serverhand and clienthand into sharedhand * Other hands systems, hack to make inhands update (gui state set every frame, visualzier updated every frame) * GetFinalDropCoordinates cleanup * SwapHands cleanup * Moves server hands code to shared hands * Fixed hand selected and deselected * Naming fixes * Server hands system cleanup * Hands privacy fixes * Client hand updates when containers are modified * HeldItemVisualizer * Fixes hand gui item status panel * method name fix * Swap hands prediction * Dropping prediction * Fixes pickup entity animation * Fixes HeldItemsVisualizer * moves item pickup to shared * PR cleanup * fixes hand enabling/disabling * build fix * Conflict fixes * Fixes pickup animation * Uses component directed message subscriptions * event unsubscriptions in hand system * unsubscribe fix * CanInsertEntityIntoHand checks if hand is enabled * Moving items from one hand to another checks if the hands can pick up and drop * Fixes stop pulling not re-enabling hand * Fixes pickup animation for entities containers on the floor * Fixes using held items * Fixes multiple hands guis appearing * test fix * removes obsolete system sunsubscribes * Checks IsFirstTimePredicted before playing drop animation * fixes hand item deleted crash * Uses Get to get other system * Replaces AppearanceComponent with SharedAppearanceComponent * Replaces EnsureComponent with TryGetComponent * Improves event class names * Moves property up to top of class * Moves code for determining the hand visualizer rsi state into the visualizer instead of being determined on hand component * Eventbus todo comment * Yaml fix for changed visualizer name * Makes HandsVisuals a byte * Removes state from HandsVisualizer * Fixes hand using interaction method name * Namespace changes fixes * Fix for changed hand interaction method * missing } * conflict build fix * Moves cleint HandsSystem to correct folder * Moved namespace fix for interaction test * Moves Handsvisualizer ot correct folder * Moves SharedHandsSystem to correct folder * Fixes errors from moving namespace of hand systems * Fixes PDA component changes * Fixes ActionsComponent diff * Fixes inventory component diff * fixes null ref * Replaces obsolete Loc.GetString usage with fluent translations * Fluent for hands disarming * SwapHands and Drop user input specify to the server which hand * Pickup animation WorldPosiiton todo * Cleans up hands gui subscription handling * Fixes change in ActionBlockerSystem access * Namespace references fixes * HandsComponent PlayerAttached/Detached messages are handled through eventbus * Fixes GasCanisterSystem drop method usage * Fix gameticker equipping method at new location Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
108 lines
3.3 KiB
C#
108 lines
3.3 KiB
C#
using System;
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using Content.Client.CombatMode;
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using Content.Client.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Weapons.Ranged.Components;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Input;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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namespace Content.Client.Weapons.Ranged
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{
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[UsedImplicitly]
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public class RangedWeaponSystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEyeManager _eyeManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IInputManager _inputManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private InputSystem _inputSystem = default!;
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private CombatModeSystem _combatModeSystem = default!;
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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 = Get<InputSystem>();
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_combatModeSystem = Get<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 SharedHandsComponent? hands))
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{
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return;
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}
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if (!hands.TryGetActiveHeldEntity(out var held) || !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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{
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weapon.SyncFirePos(GridId.Invalid, worldPos.Position);
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}
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else
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{
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weapon.SyncFirePos(grid.Index, grid.MapToGrid(worldPos).Position);
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}
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}
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}
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}
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