Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/ServerRangedWeaponComponent.cs
Acruid 9459400002 SoundSystem Improvements (#3697)
* Refactor all audio to use the new SoundSystem.

* Update submodule

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2021-03-21 17:12:03 +01:00

187 lines
6.3 KiB
C#

using System;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
[RegisterComponent]
public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private TimeSpan _lastFireTime;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clumsyCheck")]
public bool ClumsyCheck { get; set; } = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clumsyExplodeChance")]
public float ClumsyExplodeChance { get; set; } = 0.5f;
public Func<bool>? WeaponCanFireHandler;
public Func<IEntity, bool>? UserCanFireHandler;
public Action<IEntity, Vector2>? FireHandler;
public ServerRangedBarrelComponent? Barrel
{
get => _barrel;
set
{
if (_barrel != null && value != null)
{
Logger.Error("Tried setting Barrel on RangedWeapon that already has one");
throw new InvalidOperationException();
}
_barrel = value;
Dirty();
}
}
private ServerRangedBarrelComponent? _barrel;
private FireRateSelector FireRateSelector => _barrel?.FireRateSelector ?? FireRateSelector.Safety;
private bool WeaponCanFire()
{
return WeaponCanFireHandler == null || WeaponCanFireHandler();
}
private bool UserCanFire(IEntity user)
{
return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
}
/// <inheritdoc />
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
{
base.HandleNetworkMessage(message, channel, session);
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
switch (message)
{
case FirePosComponentMessage msg:
var user = session.AttachedEntity;
if (user == null)
{
return;
}
if (msg.TargetGrid != GridId.Invalid)
{
// grid pos
if (!_mapManager.TryGetGrid(msg.TargetGrid, out var grid))
{
// Client sent us a message with an invalid grid.
break;
}
var targetPos = grid.LocalToWorld(msg.TargetPosition);
TryFire(user, targetPos);
}
else
{
// map pos
TryFire(user, msg.TargetPosition);
}
break;
}
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new RangedWeaponComponentState(FireRateSelector);
}
/// <summary>
/// Tries to fire a round of ammo out of the weapon.
/// </summary>
/// <param name="user">Entity that is operating the weapon, usually the player.</param>
/// <param name="targetPos">Target position on the map to shoot at.</param>
private void TryFire(IEntity user, Vector2 targetPos)
{
if (!user.TryGetComponent(out HandsComponent? hands) || hands.GetActiveHand?.Owner != Owner)
{
return;
}
if(!user.TryGetComponent(out CombatModeComponent? combat) || !combat.IsInCombatMode) {
return;
}
if (!UserCanFire(user) || !WeaponCanFire())
{
return;
}
var curTime = _gameTiming.CurTime;
var span = curTime - _lastFireTime;
if (span.TotalSeconds < 1 / _barrel?.FireRate)
{
return;
}
_lastFireTime = curTime;
if (ClumsyCheck && ClumsyComponent.TryRollClumsy(user, ClumsyExplodeChance))
{
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Items/bikehorn.ogg",
Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Weapons/Guns/Gunshots/bang.ogg",
Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
if (user.TryGetComponent(out IDamageableComponent? health))
{
health.ChangeDamage(DamageType.Blunt, 10, false, user);
health.ChangeDamage(DamageType.Heat, 5, false, user);
}
if (user.TryGetComponent(out StunnableComponent? stun))
{
stun.Paralyze(3f);
}
user.PopupMessage(Loc.GetString("The gun blows up in your face!"));
Owner.Delete();
return;
}
FireHandler?.Invoke(user, targetPos);
}
// Probably a better way to do this.
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
{
Dirty();
}
}
}