* ECS Atmos Part 3: Removes AtmosHelpers, add many methods to AtmosphereSystem * Adds API for adding/removing active tiles. * Adds API for FixVacuum. * Adds API for UpdateAdjacent. * Adds API for IsTileAirBlocked. * Re-organize hotspot code * Adds API for IsTileSpace. * RemoveGasCommand uses AtmosphereSystem * AddGasCommand uses AtmosphereSystem. * SetTemperatureCommand uses AtmosphereSystem. * Adds API for IsSimulatedGrid. * GasLeak uses AtmosphereSystem. * Makes Spark method in GasLeak ALSO use AtmosphereSystem. * GasPassiveVentSystem uses AtmosphereSystem. * GasMinerSystem uses AtmosphereSystem. * GasOutletInjectorSystem uses AtmosphereSystem. * GasVentPumpSystem uses AtmosphereSystem. * GasDualPortVentPumpSystem uses AtmosphereSystem. * GasVolumePumpSystem uses AtmosphereSystem. * GasAnalyzerComponent uses AtmosphereSystem. * Add API for GetAdjacentTileMixtures. * GasVentScrubberSystem uses AtmosphereSystem. * AirtightComponent uses AtmosphereSystem. * GasLeaks's TryFindRandomTile uses AtmosphereSystem. * Adds API for GetAdjacentTiles. * FirelockComponent's IsHoldingFire uses AtmosphereSystem. * Adds API for GetAllTileMixtures. * DeleteGasCommand uses AtmosphereSystem. * FixGridAtmos uses AtmosphereSystem. * FillGasCommand uses AtmosphereSystem. * SetAtmosTemperatureCommand uses AtmosphereSystem.
200 lines
6.6 KiB
C#
200 lines
6.6 KiB
C#
using System;
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using Content.Server.Atmos;
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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.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.Damage.Components;
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using Content.Shared.Hands;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Notification.Managers;
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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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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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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 && ClumsyComponent.TryRollClumsy(user, ClumsyExplodeChance))
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{
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Items/bikehorn.ogg",
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Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Weapons/Guns/Gunshots/bang.ogg",
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Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
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if (user.TryGetComponent(out IDamageableComponent? health))
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{
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health.ChangeDamage(DamageType.Blunt, 10, false, user);
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health.ChangeDamage(DamageType.Heat, 5, false, user);
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}
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if (user.TryGetComponent(out StunnableComponent? stun))
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{
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stun.Paralyze(3f);
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}
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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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