Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/ServerRangedWeaponComponent.cs
DrSmugleaf b051261485 Bodysystem and damagesystem rework (#1544)
* 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>
2020-08-16 16:42:42 -07:00

197 lines
6.6 KiB
C#

using System;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
[RegisterComponent]
public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
{
private TimeSpan _lastFireTime;
[ViewVariables(VVAccess.ReadWrite)]
public bool ClumsyCheck { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float ClumsyExplodeChance { get; set; }
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)) && ActionBlockerSystem.CanAttack(user);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, p => p.ClumsyCheck, "clumsyCheck", true);
serializer.DataField(this, p => p.ClumsyExplodeChance, "clumsyExplodeChance", 0.5f);
}
/// <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 (!IoCManager.Resolve<IMapManager>().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()
{
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 = IoCManager.Resolve<IGameTiming>().CurTime;
var span = curTime - _lastFireTime;
if (span.TotalSeconds < 1 / _barrel.FireRate)
{
return;
}
_lastFireTime = curTime;
if (ClumsyCheck &&
user.HasComponent<ClumsyComponent>() &&
IoCManager.Resolve<IRobustRandom>().Prob(ClumsyExplodeChance))
{
var soundSystem = EntitySystem.Get<AudioSystem>();
soundSystem.PlayAtCoords("/Audio/Items/bikehorn.ogg",
Owner.Transform.GridPosition, AudioParams.Default, 5);
soundSystem.PlayAtCoords("/Audio/Weapons/Guns/Gunshots/bang.ogg",
Owner.Transform.GridPosition, AudioParams.Default, 5);
if (user.TryGetComponent(out IDamageableComponent health))
{
health.ChangeDamage(DamageType.Blunt, 10, false, user);
health.ChangeDamage(DamageType.Heat, 5, false, user);
}
if (user.TryGetComponent(out StunnableComponent stun))
{
stun.Paralyze(3f);
}
user.PopupMessage(user, Loc.GetString("The gun blows up in your face!"));
Owner.Delete();
return;
}
FireHandler?.Invoke(user, targetPos);
}
// Probably a better way to do this.
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
{
Dirty();
}
}
}