* 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
207 lines
7.0 KiB
C#
207 lines
7.0 KiB
C#
using System;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.CombatMode;
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using Content.Server.Hands.Components;
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using Content.Server.Interaction.Components;
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using Content.Server.Stunnable;
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using Content.Server.Stunnable.Components;
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using Content.Server.Weapon.Ranged.Barrels.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Damage;
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using Content.Shared.Hands;
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using Content.Shared.Popups;
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using Content.Shared.Sound;
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using Content.Shared.Stunnable;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.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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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private TimeSpan _lastFireTime;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clumsyCheck")]
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public bool ClumsyCheck { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clumsyExplodeChance")]
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public float ClumsyExplodeChance { get; set; } = 0.5f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("canHotspot")]
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private bool _canHotspot = true;
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[DataField("clumsyWeaponHandlingSound")]
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private SoundSpecifier _clumsyWeaponHandlingSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
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[DataField("clumsyWeaponShotSound")]
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private SoundSpecifier _clumsyWeaponShotSound = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg");
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clumsyDamage")]
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public DamageSpecifier? ClumsyDamage;
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public Func<bool>? WeaponCanFireHandler;
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public Func<IEntity, bool>? UserCanFireHandler;
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public Action<IEntity, Vector2>? 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)) && EntitySystem.Get<ActionBlockerSystem>().CanInteract(user);
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}
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/// <inheritdoc />
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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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if (msg.TargetGrid != GridId.Invalid)
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{
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// grid pos
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if (!_mapManager.TryGetGrid(msg.TargetGrid, out var grid))
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{
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// Client sent us a message with an invalid grid.
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break;
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}
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var targetPos = grid.LocalToWorld(msg.TargetPosition);
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TryFire(user, targetPos);
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}
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else
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{
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// map pos
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TryFire(user, msg.TargetPosition);
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}
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break;
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}
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new RangedWeaponComponentState(FireRateSelector);
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}
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/// <summary>
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/// Tries to fire a round of ammo out of the weapon.
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/// </summary>
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/// <param name="user">Entity that is operating the weapon, usually the player.</param>
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/// <param name="targetPos">Target position on the map to shoot at.</param>
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private void TryFire(IEntity user, Vector2 targetPos)
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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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{
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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 = _gameTiming.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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if (ClumsyCheck && ClumsyDamage != null && ClumsyComponent.TryRollClumsy(user, ClumsyExplodeChance))
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{
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//Wound them
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(user.Uid, ClumsyDamage);
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EntitySystem.Get<StunSystem>().TryParalyze(user.Uid, TimeSpan.FromSeconds(3f));
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// Apply salt to the wound ("Honk!")
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SoundSystem.Play(
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Filter.Pvs(Owner), _clumsyWeaponHandlingSound.GetSound(),
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Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
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SoundSystem.Play(
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Filter.Pvs(Owner), _clumsyWeaponShotSound.GetSound(),
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Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
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user.PopupMessage(Loc.GetString("server-ranged-weapon-component-try-fire-clumsy"));
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Owner.Delete();
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return;
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}
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if (_canHotspot)
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{
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EntitySystem.Get<AtmosphereSystem>().HotspotExpose(user.Transform.Coordinates, 700, 50);
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}
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FireHandler?.Invoke(user, targetPos);
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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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