* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
117 lines
3.6 KiB
C#
117 lines
3.6 KiB
C#
using System;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged
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{
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[RegisterComponent]
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public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
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{
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private TimeSpan _lastFireTime;
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public Func<bool> WeaponCanFireHandler;
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public Func<IEntity, bool> UserCanFireHandler;
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public Action<IEntity, GridCoordinates> FireHandler;
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public ServerRangedBarrelComponent Barrel
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{
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get => _barrel;
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set
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{
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if (_barrel != null && value != null)
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{
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Logger.Error("Tried setting Barrel on RangedWeapon that already has one");
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throw new InvalidOperationException();
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}
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_barrel = value;
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Dirty();
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}
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}
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private ServerRangedBarrelComponent _barrel;
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private FireRateSelector FireRateSelector => _barrel?.FireRateSelector ?? FireRateSelector.Safety;
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private bool WeaponCanFire()
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{
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return WeaponCanFireHandler == null || WeaponCanFireHandler();
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}
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private bool UserCanFire(IEntity user)
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{
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return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
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}
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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if (session == null)
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{
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throw new ArgumentNullException(nameof(session));
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}
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switch (message)
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{
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case FirePosComponentMessage msg:
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var user = session.AttachedEntity;
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if (user == null)
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{
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return;
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}
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_tryFire(user, msg.Target);
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break;
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}
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}
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public override ComponentState GetComponentState()
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{
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return new RangedWeaponComponentState(FireRateSelector);
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}
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private void _tryFire(IEntity user, GridCoordinates coordinates)
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{
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if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand?.Owner != Owner)
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{
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return;
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}
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if(!user.TryGetComponent(out CombatModeComponent combat) || !combat.IsInCombatMode) {
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return;
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}
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if (!UserCanFire(user) || !WeaponCanFire())
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{
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return;
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}
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var span = curTime - _lastFireTime;
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if (span.TotalSeconds < 1 / _barrel.FireRate)
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{
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return;
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}
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_lastFireTime = curTime;
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FireHandler?.Invoke(user, coordinates);
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}
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// Probably a better way to do this.
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void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
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{
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Dirty();
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}
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}
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}
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