Files
tbd-station-14/Content.Server/Weapon/Ranged/Systems/GunSystem.cs
2022-06-02 19:13:13 +10:00

304 lines
12 KiB
C#

using System.Linq;
using Content.Server.Projectiles.Components;
using Content.Server.Weapon.Melee;
using Content.Server.Weapon.Ranged.Components;
using Content.Shared.Audio;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Sound;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
namespace Content.Server.Weapon.Ranged.Systems;
public sealed partial class GunSystem : SharedGunSystem
{
[Dependency] private readonly EffectSystem _effects = default!;
public const float DamagePitchVariation = MeleeWeaponSystem.DamagePitchVariation;
public override void Shoot(GunComponent gun, List<IShootable> ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null)
{
var fromMap = fromCoordinates.ToMap(EntityManager);
var toMap = toCoordinates.ToMapPos(EntityManager);
var mapDirection = toMap - fromMap.Position;
var mapAngle = mapDirection.ToAngle();
var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
// Update shot based on the recoil
toMap = fromMap.Position + angle.ToVec() * mapDirection.Length;
mapDirection = toMap - fromMap.Position;
var entityDirection = Transform(fromCoordinates.EntityId).InvWorldMatrix.Transform(toMap) - fromCoordinates.Position;
// I must be high because this was getting tripped even when true.
// DebugTools.Assert(direction != Vector2.Zero);
var shotProjectiles = new List<EntityUid>(ammo.Count);
foreach (var shootable in ammo)
{
switch (shootable)
{
// Cartridge shoots something else
case CartridgeAmmoComponent cartridge:
if (!cartridge.Spent)
{
if (cartridge.Count > 1)
{
var angles = LinearSpread(mapAngle - Angle.FromDegrees(cartridge.Spread / 2f),
mapAngle + Angle.FromDegrees(cartridge.Spread / 2f), cartridge.Count);
for (var i = 0; i < cartridge.Count; i++)
{
var uid = Spawn(cartridge.Prototype, fromCoordinates);
ShootProjectile(uid, angles[i].ToVec(), user);
shotProjectiles.Add(uid);
}
}
else
{
var uid = Spawn(cartridge.Prototype, fromCoordinates);
ShootProjectile(uid, mapDirection, user);
shotProjectiles.Add(uid);
}
SetCartridgeSpent(cartridge, true);
MuzzleFlash(gun.Owner, cartridge, user);
PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user);
if (cartridge.DeleteOnSpawn)
Del(cartridge.Owner);
}
else
{
PlaySound(gun.Owner, gun.SoundEmpty?.GetSound(Random, ProtoManager), user);
}
// Something like ballistic might want to leave it in the container still
if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(cartridge.Owner))
EjectCartridge(cartridge.Owner);
Dirty(cartridge);
break;
// Ammo shoots itself
case AmmoComponent newAmmo:
shotProjectiles.Add(newAmmo.Owner);
MuzzleFlash(gun.Owner, newAmmo, user);
PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user);
// Do a throw
if (!HasComp<ProjectileComponent>(newAmmo.Owner))
{
RemComp<AmmoComponent>(newAmmo.Owner);
// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
ThrowingSystem.TryThrow(newAmmo.Owner, mapDirection, 20f, user);
break;
}
ShootProjectile(newAmmo.Owner, mapDirection, user);
break;
case HitscanPrototype hitscan:
var ray = new CollisionRay(fromMap.Position, mapDirection.Normalized, hitscan.CollisionMask);
var rayCastResults = Physics.IntersectRay(fromMap.MapId, ray, hitscan.MaxLength, user, false).ToList();
if (rayCastResults.Count >= 1)
{
var result = rayCastResults[0];
var distance = result.Distance;
FireEffects(fromCoordinates, distance, entityDirection.ToAngle(), hitscan, result.HitEntity);
var dmg = hitscan.Damage;
if (dmg != null)
dmg = Damageable.TryChangeDamage(result.HitEntity, dmg);
if (dmg != null)
{
PlayImpactSound(result.HitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
if (user != null)
{
Logs.Add(LogType.HitScanHit,
$"{ToPrettyString(user.Value):user} hit {ToPrettyString(result.HitEntity):target} using hitscan and dealt {dmg.Total:damage} damage");
}
else
{
Logs.Add(LogType.HitScanHit,
$"Hit {ToPrettyString(result.HitEntity):target} using hitscan and dealt {dmg.Total:damage} damage");
}
}
}
else
{
FireEffects(fromCoordinates, hitscan.MaxLength, entityDirection.ToAngle(), hitscan);
}
PlaySound(gun.Owner, gun.SoundGunshot?.GetSound(Random, ProtoManager), user);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
RaiseLocalEvent(gun.Owner, new AmmoShotEvent()
{
FiredProjectiles = shotProjectiles,
}, false);
}
private void ShootProjectile(EntityUid uid, Vector2 direction, EntityUid? user = null)
{
var physics = EnsureComp<PhysicsComponent>(uid);
physics.BodyStatus = BodyStatus.InAir;
physics.LinearVelocity = direction.Normalized * 20f;
if (user != null)
{
var projectile = EnsureComp<ProjectileComponent>(uid);
projectile.IgnoreEntity(user.Value);
}
Transform(uid).WorldRotation = direction.ToWorldAngle();
}
/// <summary>
/// Gets a linear spread of angles between start and end.
/// </summary>
/// <param name="start">Start angle in degrees</param>
/// <param name="end">End angle in degrees</param>
/// <param name="intervals">How many shots there are</param>
private Angle[] LinearSpread(Angle start, Angle end, int intervals)
{
var angles = new Angle[intervals];
DebugTools.Assert(intervals > 1);
for (var i = 0; i <= intervals - 1; i++)
{
angles[i] = new Angle(start + (end - start) * i / (intervals - 1));
}
return angles;
}
private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction)
{
var timeSinceLastFire = (curTime - component.LastFire).TotalSeconds;
var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncrease.Theta - component.AngleDecay.Theta * timeSinceLastFire, component.MinAngle.Theta, component.MaxAngle.Theta);
component.CurrentAngle = new Angle(newTheta);
component.LastFire = component.NextFire;
// Convert it so angle can go either side.
var random = Random.NextGaussian(0, 0.5);
var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
return angle;
}
protected override void PlaySound(EntityUid gun, string? sound, EntityUid? user = null)
{
if (string.IsNullOrEmpty(sound)) return;
SoundSystem.Play(Filter.Pvs(gun, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user), sound, gun);
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user) {}
protected override void CreateEffect(EffectSystemMessage message, EntityUid? user = null)
{
// TODO: Fucking bad
if (TryComp<ActorComponent>(user, out var actor))
{
_effects.CreateParticle(message, actor.PlayerSession);
}
else
{
_effects.CreateParticle(message);
}
}
public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
{
// Like projectiles and melee,
// 1. Entity specific sound
// 2. Ammo's sound
// 3. Nothing
var playedSound = false;
if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.Total > 0 && TryComp<RangedDamageSoundComponent>(otherEntity, out var rangedSound))
{
var type = MeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
SoundSystem.Play(
Filter.Pvs(otherEntity, entityManager: EntityManager),
damageSoundType!.GetSound(),
otherEntity,
AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
SoundSystem.Play(
Filter.Pvs(otherEntity, entityManager: EntityManager),
damageSoundGroup!.GetSound(),
otherEntity,
AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
if (!playedSound && weaponSound != null)
SoundSystem.Play(Filter.Pvs(otherEntity, entityManager: EntityManager), weaponSound.GetSound(), otherEntity);
}
// TODO: Pseudo RNG so the client can predict these.
#region Hitscan effects
private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle angle, HitscanPrototype hitscan, EntityUid? hitEntity = null)
{
// Lord
// Forgive me for the shitcode I am about to do
// Effects tempt me not
var sprites = new List<(EntityCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
// We'll get the effects relative to the grid / map of the firer
if (distance >= 1f)
{
if (hitscan.MuzzleFlash != null)
{
sprites.Add((fromCoordinates.Offset(angle.ToVec().Normalized / 2), angle, hitscan.MuzzleFlash, 1f));
}
if (hitscan.TravelFlash != null)
{
sprites.Add((fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2), angle, hitscan.TravelFlash, distance - 1.5f));
}
}
if (hitscan.ImpactFlash != null)
{
sprites.Add((fromCoordinates.Offset(angle.ToVec() * distance), angle.FlipPositive(), hitscan.ImpactFlash, 1f));
}
if (sprites.Count > 0)
{
RaiseNetworkEvent(new HitscanEvent()
{
Sprites = sprites,
}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
}
}
#endregion
}