* setup codebase * make auto-fire, but its broken * collider problem * fix rate, add toggle port * add laser * power cages * ginormous cells * fix inhand * add pirate cannon * salvage gun * functional Nuke cannon * rewrite to standart grenade * fix naming, add emp sprite * grenade cartridge * thruster fix * nuke cannon * audio + visual polish * balance tweak * tweaks * laser balance tweak: new Electronic damage modifier set, reduce structural cannon damage * resprite energy cages, start implementing in game * fix cage recharger craft * add small laser gun * fix colliders * add lasers and ptk to research and crafting * finish implementing weapon to rnd and sec * some fixes * splitted grenades and cannon balls * integrate new cannon balls * tweaks stick * move circuits to sectechfab, fix * fix? * add ability to E shoot, without signals * fix! * fix?!?! and naming tweak * go! * Lank fix * oh * mornings don't start with coffee. * the morning starts with bug fixes. * fucking bugs! * finally * it is now possible to craft projectiles separately from cartridges * +2 fix * refactor * piu * More weight * add AutoShootGunComponent * move autoshoot to partial * SetEnabled() * some fixes * remove CanShootWithoutUser field * remove null-checks ToCoordinates from AttemptShoot() * war without reason * return to home * ? * forgot remove it * review * Fix formatting and update path --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
180 lines
5.7 KiB
C#
180 lines
5.7 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Weapons.Ranged.Components;
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[RegisterComponent, NetworkedComponent, Virtual]
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[AutoGenerateComponentState]
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public partial class GunComponent : Component
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{
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#region Sound
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[ViewVariables(VVAccess.ReadWrite), DataField("soundGunshot")]
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public SoundSpecifier? SoundGunshot = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("soundEmpty")]
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public SoundSpecifier? SoundEmpty = new SoundPathSpecifier("/Audio/Weapons/Guns/Empty/empty.ogg");
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/// <summary>
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/// Sound played when toggling the <see cref="SelectedMode"/> for this gun.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("soundMode")]
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public SoundSpecifier? SoundModeToggle = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
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#endregion
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#region Recoil
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// These values are very small for now until we get a debug overlay and fine tune it
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/// <summary>
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/// A scalar value applied to the vector governing camera recoil.
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/// If 0, there will be no camera recoil.
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/// </summary>
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[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float CameraRecoilScalar = 1f;
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/// <summary>
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/// Last time the gun fired.
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/// Used for recoil purposes.
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/// </summary>
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[DataField("lastFire")]
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public TimeSpan LastFire = TimeSpan.Zero;
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/// <summary>
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/// What the current spread is for shooting. This gets changed every time the gun fires.
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/// </summary>
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[DataField("currentAngle")]
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[AutoNetworkedField]
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public Angle CurrentAngle;
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/// <summary>
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/// How much the spread increases every time the gun fires.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("angleIncrease")]
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public Angle AngleIncrease = Angle.FromDegrees(0.5);
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/// <summary>
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/// How much the <see cref="CurrentAngle"/> decreases per second.
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/// </summary>
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[DataField("angleDecay")]
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public Angle AngleDecay = Angle.FromDegrees(4);
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/// <summary>
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/// The maximum angle allowed for <see cref="CurrentAngle"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle")]
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[AutoNetworkedField]
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public Angle MaxAngle = Angle.FromDegrees(2);
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/// <summary>
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/// The minimum angle allowed for <see cref="CurrentAngle"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("minAngle")]
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[AutoNetworkedField]
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public Angle MinAngle = Angle.FromDegrees(1);
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#endregion
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/// <summary>
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/// Whether this gun is shot via the use key or the alt-use key.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("useKey"), AutoNetworkedField]
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public bool UseKey = true;
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/// <summary>
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/// Where the gun is being requested to shoot.
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/// </summary>
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[ViewVariables]
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public EntityCoordinates? ShootCoordinates = null;
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/// <summary>
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/// Used for tracking semi-auto / burst
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/// </summary>
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[ViewVariables]
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[AutoNetworkedField]
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public int ShotCounter = 0;
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/// <summary>
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/// How many times it shoots per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("fireRate")]
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[AutoNetworkedField]
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public float FireRate = 8f;
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/// <summary>
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/// Starts fire cooldown when equipped if true.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("resetOnHandSelected")]
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public bool ResetOnHandSelected = true;
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/// <summary>
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/// Type of ammo the gun can work with
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("compatibleAmmo")]
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public List<ProtoId<TagPrototype>>? CompatibleAmmo;
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/// <summary>
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/// Damage the gun deals when used with wrong ammo
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("damageOnWrongAmmo")]
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public DamageSpecifier? DamageOnWrongAmmo = null;
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/// <summary>
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/// How fast the projectile moves.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("projectileSpeed")]
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public float ProjectileSpeed = 25f;
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/// <summary>
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/// When the gun is next available to be shot.
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/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
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/// </summary>
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[DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
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[AutoNetworkedField]
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public TimeSpan NextFire = TimeSpan.Zero;
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/// <summary>
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/// What firemodes can be selected.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("availableModes")]
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[AutoNetworkedField]
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public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;
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/// <summary>
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/// What firemode is currently selected.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("selectedMode")]
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[AutoNetworkedField]
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public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;
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/// <summary>
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/// Whether or not information about
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/// the gun will be shown on examine.
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/// </summary>
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[DataField("showExamineText")]
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public bool ShowExamineText = true;
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/// <summary>
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/// Whether or not someone with the
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/// clumsy trait can shoot this
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/// </summary>
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[DataField("clumsyProof"), ViewVariables(VVAccess.ReadWrite)]
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public bool ClumsyProof = false;
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}
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[Flags]
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public enum SelectiveFire : byte
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{
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Invalid = 0,
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// Combat mode already functions as the equivalent of Safety
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SemiAuto = 1 << 0,
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Burst = 1 << 1,
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FullAuto = 1 << 2, // Not in the building!
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}
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