* Things and stuff with grids, unfinished w/ code debug changes. * Updated submodule and also lost some progress cause I fucked it up xd * First unfinished draft of the BodySystem. Doesn't compile. * More changes to make it compile, but still just a framework. Doesn't do anything at the moment. * Many cleanup changes. * Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system" This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing changes made to 12d0dd752706bdda8879393bd8191a1199a0c978. * Commit human.yml * Updated a lot of things to be more classy, more progress overall, etc. etc. * Latest update with many changes * Minor changes * Fixed Travis build bug * Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :) * Commit rest of stuff * Latest changes * Latest changes again * 14 naked cowboys * Yay! * Latest changes (probably doesnt compile) * Surgery!!!!!!!!!~1116y * Cleaned some stuff up * More cleanup * Refactoring of code. Basic surgery path now done. * Removed readme, has been added to HackMD * Fixes typo (and thus test errors) * WIP changes, committing so I can pull latest master changes * Still working on that god awful merge * Latest changes * Latest changes!! * Beginning of refactor to BoundUserInterface * Surgery! * Latest changes - fixes pr change requests and random fixes * oops * Fixes bodypart recursion * Beginning of work on revamping the damage system. * More latest changes * Latest changes * Finished merge * Commit before removing old healthcode * Almost done with removing speciescomponent... * It compiles!!! * yahoo more work * Fixes to make it work * Merge conflict fixes * Deleting species visualizer was a mistake * IDE warnings are VERBOTEN * makes the server not kill itself on startup, some cleanup (#1) * Namespaces, comments and exception fixes * Fix conveyor and conveyor switch serialization SS14 in reactive when * Move damage, acts and body to shared Damage cleanup Comment cleanup * Rename SpeciesComponent to RotationComponent and cleanup Damage cleanup Comment cleanup * Fix nullable warnings * Address old reviews Fix off welder suicide damage type, deathmatch and suspicion * Fix new test fail with units being able to accept items when unpowered * Remove RotationComponent, change references to IBodyManagerComponent * Add a bloodstream to humans * More cleanups * Add body conduits, connections, connectors substances and valves * Revert "Add body conduits, connections, connectors substances and valves" This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20. * Implement the heart mechanism behavior with the circulatory network * Added network property to mechanism behaviors * Changed human organ sprites and added missing ones * Fix tests * Add individual body part sprite rendering * Fix error where dropped mechanisms are not initialized * Implement client/server body damage * Make DamageContainer take care of raising events * Reimplement medical scanner with the new body system * Improve the medical scanner ui * Merge conflict fixes * Fix crash when colliding with something * Fix microwave suicides and eyes sprite rendering * Fix nullable reference error * Fix up surgery client side * Fix missing using from merge conflict * Add breathing *inhale * Merge conflict fixes * Fix accumulatedframetime being reset to 0 instead of decreased by the threshold https://github.com/space-wizards/space-station-14/pull/1617 * Use and add to the new AtmosHelpers * Fix feet * Add proper coloring to dropped body parts * Fix Urist's lungs being too strong * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes Co-authored-by: GlassEclipse <tsymall5@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
462 lines
18 KiB
C#
462 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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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.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Content.Shared.GameObjects.Components.Damage;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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/// <summary>
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/// All of the ranged weapon components inherit from this to share mechanics like shooting etc.
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/// Only difference between them is how they retrieve a projectile to shoot (battery, magazine, etc.)
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/// </summary>
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public abstract class ServerRangedBarrelComponent : SharedRangedBarrelComponent, IUse, IInteractUsing, IExamine
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{
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// There's still some of py01 and PJB's work left over, especially in underlying shooting logic,
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// it's just when I re-organised it changed me as the contributor
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#pragma warning disable 649
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[Dependency] private IGameTiming _gameTiming;
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[Dependency] private IRobustRandom _robustRandom;
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#pragma warning restore 649
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public override FireRateSelector FireRateSelector => _fireRateSelector;
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private FireRateSelector _fireRateSelector;
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public override FireRateSelector AllRateSelectors => _fireRateSelector;
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private FireRateSelector _allRateSelectors;
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public override float FireRate => _fireRate;
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private float _fireRate;
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// _lastFire is when we actually fired (so if we hold the button then recoil doesn't build up if we're not firing)
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private TimeSpan _lastFire;
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public abstract IEntity PeekAmmo();
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public abstract IEntity TakeProjectile(GridCoordinates spawnAtGrid, MapCoordinates spawnAtMap);
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// Recoil / spray control
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private Angle _minAngle;
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private Angle _maxAngle;
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private Angle _currentAngle = Angle.Zero;
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/// <summary>
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/// How slowly the angle's theta decays per second in radians
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/// </summary>
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private float _angleDecay;
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/// <summary>
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/// How quickly the angle's theta builds for every shot fired in radians
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/// </summary>
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private float _angleIncrease;
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// Multiplies the ammo spread to get the final spread of each pellet
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private float _spreadRatio;
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public bool CanMuzzleFlash => _canMuzzleFlash;
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private bool _canMuzzleFlash = true;
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// Sounds
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public string SoundGunshot
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{
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get => _soundGunshot;
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set => _soundGunshot = value;
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}
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private string _soundGunshot;
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public string SoundEmpty => _soundEmpty;
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private string _soundEmpty;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fireRateSelector, "currentSelector", FireRateSelector.Safety);
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serializer.DataField(ref _fireRate, "fireRate", 2.0f);
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// This hard-to-read area's dealing with recoil
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// Use degrees in yaml as it's easier to read compared to "0.0125f"
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serializer.DataReadWriteFunction(
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"minAngle",
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0,
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angle => _minAngle = Angle.FromDegrees(angle / 2f),
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() => _minAngle.Degrees * 2);
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// Random doubles it as it's +/- so uhh we'll just half it here for readability
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serializer.DataReadWriteFunction(
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"maxAngle",
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45,
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angle => _maxAngle = Angle.FromDegrees(angle / 2f),
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() => _maxAngle.Degrees * 2);
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serializer.DataReadWriteFunction(
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"angleIncrease",
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40 / _fireRate,
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angle => _angleIncrease = angle * (float) Math.PI / 180f,
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() => MathF.Round(_angleIncrease / ((float) Math.PI / 180f), 2));
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serializer.DataReadWriteFunction(
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"angleDecay",
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20f,
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angle => _angleDecay = angle * (float) Math.PI / 180f,
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() => MathF.Round(_angleDecay / ((float) Math.PI / 180f), 2));
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serializer.DataField(ref _spreadRatio, "ammoSpreadRatio", 1.0f);
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serializer.DataReadWriteFunction(
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"allSelectors",
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new List<FireRateSelector>(),
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selectors => selectors.ForEach(selector => _allRateSelectors |= selector),
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() =>
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{
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var types = new List<FireRateSelector>();
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foreach (FireRateSelector selector in Enum.GetValues(typeof(FireRateSelector)))
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{
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if ((_allRateSelectors & selector) != 0)
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{
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types.Add(selector);
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}
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}
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return types;
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});
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// For simplicity we'll enforce it this way; ammo determines max spread
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if (_spreadRatio > 1.0f)
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{
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Logger.Error("SpreadRatio must be <= 1.0f for guns");
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throw new InvalidOperationException();
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}
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serializer.DataField(ref _canMuzzleFlash, "canMuzzleFlash", true);
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// Sounds
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serializer.DataField(ref _soundGunshot, "soundGunshot", null);
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serializer.DataField(ref _soundEmpty, "soundEmpty", "/Audio/Weapons/Guns/Empty/empty.ogg");
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}
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public override void OnAdd()
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{
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base.OnAdd();
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var rangedWeaponComponent = Owner.GetComponent<ServerRangedWeaponComponent>();
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rangedWeaponComponent.Barrel = this;
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rangedWeaponComponent.FireHandler += Fire;
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rangedWeaponComponent.WeaponCanFireHandler += WeaponCanFire;
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}
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public override void OnRemove()
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{
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base.OnRemove();
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if (Owner.TryGetComponent(out ServerRangedWeaponComponent rangedWeaponComponent))
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{
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rangedWeaponComponent.Barrel = null;
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rangedWeaponComponent.FireHandler -= Fire;
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rangedWeaponComponent.WeaponCanFireHandler -= WeaponCanFire;
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}
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}
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private Angle GetRecoilAngle(Angle direction)
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{
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var currentTime = _gameTiming.CurTime;
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var timeSinceLastFire = (currentTime - _lastFire).TotalSeconds;
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var newTheta = FloatMath.Clamp(_currentAngle.Theta + _angleIncrease - _angleDecay * timeSinceLastFire, _minAngle.Theta, _maxAngle.Theta);
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_currentAngle = new Angle(newTheta);
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var random = (_robustRandom.NextDouble() - 0.5) * 2;
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var angle = Angle.FromDegrees(direction.Degrees + _currentAngle.Degrees * random);
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return angle;
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}
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public abstract bool UseEntity(UseEntityEventArgs eventArgs);
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public abstract bool InteractUsing(InteractUsingEventArgs eventArgs);
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public void ChangeFireSelector(FireRateSelector rateSelector)
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{
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if ((rateSelector & AllRateSelectors) != 0)
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{
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_fireRateSelector = rateSelector;
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return;
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}
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throw new InvalidOperationException();
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}
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protected virtual bool WeaponCanFire()
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{
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// If the ServerRangedWeaponComponent gets re-done probably need to add the checks here
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return true;
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}
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/// <summary>
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/// Fires a round of ammo out of the weapon.
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/// </summary>
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/// <param name="shooter">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 Fire(IEntity shooter, Vector2 targetPos)
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{
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var soundSystem = EntitySystem.Get<AudioSystem>();
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if (ShotsLeft == 0)
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{
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if (_soundEmpty != null)
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{
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soundSystem.PlayAtCoords(_soundEmpty, Owner.Transform.GridPosition);
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}
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return;
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}
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var ammo = PeekAmmo();
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var projectile = TakeProjectile(shooter.Transform.GridPosition, shooter.Transform.MapPosition);
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if (projectile == null)
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{
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soundSystem.PlayAtCoords(_soundEmpty, Owner.Transform.GridPosition);
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return;
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}
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// At this point firing is confirmed
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var direction = (targetPos - shooter.Transform.WorldPosition).ToAngle();
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var angle = GetRecoilAngle(direction);
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// This should really be client-side but for now we'll just leave it here
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if (shooter.TryGetComponent(out CameraRecoilComponent recoilComponent))
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{
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recoilComponent.Kick(-angle.ToVec() * 0.15f);
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}
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// This section probably needs tweaking so there can be caseless hitscan etc.
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if (projectile.TryGetComponent(out HitscanComponent hitscan))
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{
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FireHitscan(shooter, hitscan, angle);
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}
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else if (projectile.HasComponent<ProjectileComponent>())
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{
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var ammoComponent = ammo.GetComponent<AmmoComponent>();
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FireProjectiles(shooter, projectile, ammoComponent.ProjectilesFired, ammoComponent.EvenSpreadAngle, angle, ammoComponent.Velocity);
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if (CanMuzzleFlash)
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{
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ammoComponent.MuzzleFlash(Owner.Transform.GridPosition, angle);
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}
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if (ammoComponent.Caseless)
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{
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ammo.Delete();
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}
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}
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else
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{
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// Invalid types
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throw new InvalidOperationException();
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}
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soundSystem.PlayAtCoords(_soundGunshot, Owner.Transform.GridPosition);
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_lastFire = _gameTiming.CurTime;
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return;
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}
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/// <summary>
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/// Drops a single cartridge / shell
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/// Made as a static function just because multiple places need it
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="playSound"></param>
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/// <param name="robustRandom"></param>
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/// <param name="prototypeManager"></param>
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/// <param name="ejectDirections"></param>
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public static void EjectCasing(
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IEntity entity,
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bool playSound = true,
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IRobustRandom robustRandom = null,
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IPrototypeManager prototypeManager = null,
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Direction[] ejectDirections = null)
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{
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if (robustRandom == null)
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{
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robustRandom = IoCManager.Resolve<IRobustRandom>();
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}
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if (ejectDirections == null)
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{
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ejectDirections = new[] {Direction.East, Direction.North, Direction.South, Direction.West};
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}
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const float ejectOffset = 0.2f;
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var ammo = entity.GetComponent<AmmoComponent>();
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var offsetPos = (robustRandom.NextFloat() * ejectOffset, robustRandom.NextFloat() * ejectOffset);
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entity.Transform.GridPosition = entity.Transform.GridPosition.Offset(offsetPos);
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entity.Transform.LocalRotation = robustRandom.Pick(ejectDirections).ToAngle();
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if (ammo.SoundCollectionEject == null || !playSound)
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{
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return;
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}
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if (prototypeManager == null)
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{
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prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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}
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var soundCollection = prototypeManager.Index<SoundCollectionPrototype>(ammo.SoundCollectionEject);
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var randomFile = robustRandom.Pick(soundCollection.PickFiles);
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EntitySystem.Get<AudioSystem>().PlayAtCoords(randomFile, entity.Transform.GridPosition, AudioParams.Default.WithVolume(-1));
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}
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/// <summary>
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/// Drops multiple cartridges / shells on the floor
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/// Wraps EjectCasing to make it less toxic for bulk ejections
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/// </summary>
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/// <param name="entities"></param>
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public static void EjectCasings(IEnumerable<IEntity> entities)
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{
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var ejectDirections = new[] {Direction.East, Direction.North, Direction.South, Direction.West};
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var soundPlayCount = 0;
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var playSound = true;
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foreach (var entity in entities)
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{
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EjectCasing(entity, playSound, robustRandom, prototypeManager, ejectDirections);
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soundPlayCount++;
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if (soundPlayCount > 3)
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{
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playSound = false;
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}
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}
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}
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#region Firing
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/// <summary>
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/// Handles firing one or many projectiles
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/// </summary>
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private void FireProjectiles(IEntity shooter, IEntity baseProjectile, int count, float evenSpreadAngle, Angle angle, float velocity)
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{
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List<Angle> sprayAngleChange = null;
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if (count > 1)
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{
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evenSpreadAngle *= _spreadRatio;
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sprayAngleChange = Linspace(-evenSpreadAngle / 2, evenSpreadAngle / 2, count);
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}
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for (var i = 0; i < count; i++)
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{
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IEntity projectile;
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if (i == 0)
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{
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projectile = baseProjectile;
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}
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else
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{
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projectile =
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Owner.EntityManager.SpawnEntity(baseProjectile.Prototype.ID, Owner.Transform.GridPosition);
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}
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Angle projectileAngle;
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if (sprayAngleChange != null)
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{
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projectileAngle = angle + sprayAngleChange[i];
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}
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else
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{
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projectileAngle = angle;
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}
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var collidableComponent = projectile.GetComponent<ICollidableComponent>();
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collidableComponent.Status = BodyStatus.InAir;
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projectile.Transform.GridPosition = Owner.Transform.GridPosition;
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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projectileComponent.IgnoreEntity(shooter);
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projectile
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.GetComponent<ICollidableComponent>()
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.EnsureController<BulletController>()
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.LinearVelocity = projectileAngle.ToVec() * velocity;
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projectile.Transform.LocalRotation = projectileAngle.Theta;
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}
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}
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/// <summary>
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/// Returns a list of numbers that form a set of equal intervals between the start and end value. Used to calculate shotgun spread angles.
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/// </summary>
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private List<Angle> Linspace(double start, double end, int intervals)
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{
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DebugTools.Assert(intervals > 1);
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var linspace = new List<Angle>(intervals);
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for (var i = 0; i <= intervals - 1; i++)
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{
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linspace.Add(Angle.FromDegrees(start + (end - start) * i / (intervals - 1)));
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}
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return linspace;
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}
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/// <summary>
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/// Fires hitscan entities and then displays their effects
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/// </summary>
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private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
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{
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var ray = new CollisionRay(Owner.Transform.GridPosition.Position, angle.ToVec(), (int) hitscan.CollisionMask);
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var physicsManager = IoCManager.Resolve<IPhysicsManager>();
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var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
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if (rayCastResults.Count >= 1)
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{
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var result = rayCastResults[0];
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var distance = result.HitEntity != null ? result.Distance : hitscan.MaxLength;
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hitscan.FireEffects(shooter, distance, angle, result.HitEntity);
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if (result.HitEntity == null || !result.HitEntity.TryGetComponent(out IDamageableComponent damageable))
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{
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return;
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}
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damageable.ChangeDamage(hitscan.DamageType, (int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero), false, Owner);
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//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
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//even numbers if halfway between two numbers, rather than rounding to nearest
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}
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else
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{
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hitscan.FireEffects(shooter, hitscan.MaxLength, angle);
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}
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}
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#endregion
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public virtual void Examine(FormattedMessage message, bool inDetailsRange)
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{
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var fireRateMessage = Loc.GetString(FireRateSelector switch
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{
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FireRateSelector.Safety => "Its safety is enabled.",
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FireRateSelector.Single => "It's in single fire mode.",
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FireRateSelector.Automatic => "It's in automatic fire mode.",
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_ => throw new IndexOutOfRangeException()
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});
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message.AddText(fireRateMessage);
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}
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}
|
|
}
|