Files
tbd-station-14/Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
mirrorcult ae1ce0b31c Status effect refactor (#4868)
* Oops! All Changes In One Commit

* try desperately to fix prediction issues and fail

* oops

* test

* actually fixes prediction issues

* port jittering to status effect

* default merge behavior + alert cooldown stuff

* silly test issue

* zabloing

* address reviews
2021-10-15 23:45:04 +02:00

207 lines
7.0 KiB
C#

using System;
using Content.Server.Atmos.EntitySystems;
using Content.Server.CombatMode;
using Content.Server.Hands.Components;
using Content.Server.Interaction.Components;
using Content.Server.Stunnable;
using Content.Server.Stunnable.Components;
using Content.Server.Weapon.Ranged.Barrels.Components;
using Content.Shared.ActionBlocker;
using Content.Shared.Damage;
using Content.Shared.Hands;
using Content.Shared.Popups;
using Content.Shared.Sound;
using Content.Shared.Stunnable;
using Content.Shared.Weapons.Ranged.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.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;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("canHotspot")]
private bool _canHotspot = true;
[DataField("clumsyWeaponHandlingSound")]
private SoundSpecifier _clumsyWeaponHandlingSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
[DataField("clumsyWeaponShotSound")]
private SoundSpecifier _clumsyWeaponShotSound = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg");
[ViewVariables(VVAccess.ReadWrite)]
[DataField("clumsyDamage")]
public DamageSpecifier? ClumsyDamage;
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)) && EntitySystem.Get<ActionBlockerSystem>().CanInteract(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 && ClumsyDamage != null && ClumsyComponent.TryRollClumsy(user, ClumsyExplodeChance))
{
//Wound them
EntitySystem.Get<DamageableSystem>().TryChangeDamage(user.Uid, ClumsyDamage);
EntitySystem.Get<StunSystem>().TryParalyze(user.Uid, TimeSpan.FromSeconds(3f));
// Apply salt to the wound ("Honk!")
SoundSystem.Play(
Filter.Pvs(Owner), _clumsyWeaponHandlingSound.GetSound(),
Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
SoundSystem.Play(
Filter.Pvs(Owner), _clumsyWeaponShotSound.GetSound(),
Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
user.PopupMessage(Loc.GetString("server-ranged-weapon-component-try-fire-clumsy"));
Owner.Delete();
return;
}
if (_canHotspot)
{
EntitySystem.Get<AtmosphereSystem>().HotspotExpose(user.Transform.Coordinates, 700, 50);
}
FireHandler?.Invoke(user, targetPos);
}
// Probably a better way to do this.
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
{
Dirty();
}
}
}