Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/Projectile/BaseProjectileWeaponComponent.cs
2020-05-31 19:58:49 +02:00

100 lines
4.6 KiB
C#

using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Projectiles;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System.Collections.Generic;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
{
/// <summary>
/// Methods to shoot projectiles.
/// </summary>
public abstract class BaseProjectileWeaponComponent : Component
{
private string _soundGunshot;
[ViewVariables(VVAccess.ReadWrite)]
public string SoundGunshot
{ get => _soundGunshot; set => _soundGunshot = value; }
#pragma warning disable 649
[Dependency] private IRobustRandom _spreadRandom;
#pragma warning restore 649
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _soundGunshot, "sound_gunshot", "/Audio/Guns/Gunshots/smg.ogg");
}
/// <summary>
/// Fires projectile from an entity at a coordinate.
/// </summary>
protected void FireAtCoord(IEntity source, GridCoordinates coord, string projectileType, double spreadStdDev, int projectilesFired = 1, double evenSpreadAngle = 0, float velocity = 0)
{
var angle = GetAngleFromClickLocation(source, coord);
FireAtAngle(source, angle, projectileType, spreadStdDev, projectilesFired, evenSpreadAngle, velocity);
}
/// <summary>
/// Fires projectile in the direction of an angle.
/// </summary>
protected void FireAtAngle(IEntity source, Angle angle, string projectileType = null, double spreadStdDev = 0, int projectilesFired = 1, double evenSpreadAngle = 0, float velocity = 0)
{
List<Angle> sprayanglechange = null;
if (evenSpreadAngle != 0 & projectilesFired > 1)
{
sprayanglechange = Linspace(-evenSpreadAngle/2, evenSpreadAngle/2, projectilesFired);
}
for (var i = 1; i <= projectilesFired; i++)
{
Angle finalangle = angle + Angle.FromDegrees(_spreadRandom.NextGaussian(0, spreadStdDev)) + (sprayanglechange != null ? sprayanglechange[i - 1] : 0);
var projectile = Owner.EntityManager.SpawnEntity(projectileType, Owner.Transform.GridPosition);
projectile.Transform.GridPosition = source.Transform.GridPosition; //move projectile to entity it is being fired from
projectile.GetComponent<ProjectileComponent>().IgnoreEntity(source);//make sure it doesn't hit the source entity
var finalvelocity = projectile.GetComponent<ProjectileComponent>().Velocity + velocity;//add velocity
var physicsComponent = projectile.GetComponent<PhysicsComponent>();
physicsComponent.Status = BodyStatus.InAir;
physicsComponent.LinearVelocity = finalangle.ToVec() * finalvelocity;//Rotate the bullets sprite to the correct direction
projectile.Transform.LocalRotation = finalangle.Theta;
}
PlayFireSound();
if (source.TryGetComponent(out CameraRecoilComponent recoil))
{
var recoilVec = angle.ToVec() * -0.15f;
recoil.Kick(recoilVec);
}
}
private void PlayFireSound() => EntitySystem.Get<AudioSystem>().Play(_soundGunshot, Owner);
/// <summary>
/// Gets the angle from an entity to a coordinate.
/// </summary>
protected Angle GetAngleFromClickLocation(IEntity source, GridCoordinates clickLocation) => new Angle(clickLocation.Position - source.Transform.GridPosition.Position);
/// <summary>
/// Returns a list of numbers that form a set of equal intervals between the start and end value. Used to calculate shotgun spread angles.
/// </summary>
protected List<Angle> Linspace(double start, double end, int intervals)
{
var linspace = new List<Angle> { };
for (var i = 0; i <= intervals - 1; i++)
{
linspace.Add(Angle.FromDegrees(start + (end - start) * i / (intervals - 1)));
}
return linspace;
}
}
}