185 lines
5.6 KiB
C#
185 lines
5.6 KiB
C#
using System;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Sound;
|
|
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Log;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Server.Weapon.Ranged.Ammunition.Components
|
|
{
|
|
/// <summary>
|
|
/// Allows this entity to be loaded into a ranged weapon (if the caliber matches)
|
|
/// Generally used for bullets but can be used for other things like bananas
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
#pragma warning disable 618
|
|
public class AmmoComponent : Component, IExamine, ISerializationHooks
|
|
#pragma warning restore 618
|
|
{
|
|
[Dependency] private readonly IEntityManager _entMan = default!;
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
public override string Name => "Ammo";
|
|
|
|
[DataField("caliber")]
|
|
public BallisticCaliber Caliber { get; } = BallisticCaliber.Unspecified;
|
|
|
|
public bool Spent
|
|
{
|
|
get
|
|
{
|
|
if (_ammoIsProjectile)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return _spent;
|
|
}
|
|
}
|
|
|
|
private bool _spent;
|
|
|
|
/// <summary>
|
|
/// Used for anything without a case that fires itself
|
|
/// </summary>
|
|
[DataField("isProjectile")]
|
|
private bool _ammoIsProjectile;
|
|
|
|
/// <summary>
|
|
/// Used for something that is deleted when the projectile is retrieved
|
|
/// </summary>
|
|
[DataField("caseless")]
|
|
public bool Caseless { get; }
|
|
|
|
// Rather than managing bullet / case state seemed easier to just have 2 toggles
|
|
// ammoIsProjectile being for a beanbag for example and caseless being for ClRifle rounds
|
|
|
|
/// <summary>
|
|
/// For shotguns where they might shoot multiple entities
|
|
/// </summary>
|
|
[DataField("projectilesFired")]
|
|
public int ProjectilesFired { get; } = 1;
|
|
|
|
[DataField("projectile")]
|
|
private string? _projectileId;
|
|
|
|
// How far apart each entity is if multiple are shot
|
|
[DataField("ammoSpread")]
|
|
public float EvenSpreadAngle { get; } = default;
|
|
|
|
/// <summary>
|
|
/// How fast the shot entities travel
|
|
/// </summary>
|
|
[DataField("ammoVelocity")]
|
|
public float Velocity { get; } = 20f;
|
|
|
|
[DataField("muzzleFlash")]
|
|
private string _muzzleFlashSprite = "Objects/Weapons/Guns/Projectiles/bullet_muzzle.png";
|
|
|
|
[DataField("soundCollectionEject")]
|
|
public SoundSpecifier SoundCollectionEject { get; } = new SoundCollectionSpecifier("CasingEject");
|
|
|
|
void ISerializationHooks.AfterDeserialization()
|
|
{
|
|
// Being both caseless and shooting yourself doesn't make sense
|
|
DebugTools.Assert(!(_ammoIsProjectile == true && Caseless == true));
|
|
|
|
if (ProjectilesFired < 1)
|
|
{
|
|
Logger.Error("Ammo can't have less than 1 projectile");
|
|
}
|
|
|
|
if (EvenSpreadAngle > 0 && ProjectilesFired == 1)
|
|
{
|
|
Logger.Error("Can't have an even spread if only 1 projectile is fired");
|
|
throw new InvalidOperationException();
|
|
}
|
|
}
|
|
|
|
public EntityUid? TakeBullet(EntityCoordinates spawnAt)
|
|
{
|
|
if (_ammoIsProjectile)
|
|
{
|
|
return Owner;
|
|
}
|
|
|
|
if (_spent)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
_spent = true;
|
|
if (_entMan.TryGetComponent(Owner, out AppearanceComponent? appearanceComponent))
|
|
{
|
|
appearanceComponent.SetData(AmmoVisuals.Spent, true);
|
|
}
|
|
|
|
var entity = _entMan.SpawnEntity(_projectileId, spawnAt);
|
|
|
|
return entity;
|
|
}
|
|
|
|
public void MuzzleFlash(EntityUid entity, Angle angle)
|
|
{
|
|
if (_muzzleFlashSprite == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var time = _gameTiming.CurTime;
|
|
var deathTime = time + TimeSpan.FromMilliseconds(200);
|
|
// Offset the sprite so it actually looks like it's coming from the gun
|
|
var offset = angle.ToVec().Normalized / 2;
|
|
|
|
var message = new EffectSystemMessage
|
|
{
|
|
EffectSprite = _muzzleFlashSprite,
|
|
Born = time,
|
|
DeathTime = deathTime,
|
|
AttachedEntityUid = entity,
|
|
AttachedOffset = offset,
|
|
//Rotated from east facing
|
|
Rotation = (float) angle.Theta,
|
|
Color = Vector4.Multiply(new Vector4(255, 255, 255, 255), 1.0f),
|
|
ColorDelta = new Vector4(0, 0, 0, -1500f),
|
|
Shaded = false
|
|
};
|
|
EntitySystem.Get<EffectSystem>().CreateParticle(message);
|
|
}
|
|
|
|
public void Examine(FormattedMessage message, bool inDetailsRange)
|
|
{
|
|
var text = Loc.GetString("ammo-component-on-examine",("caliber", Caliber));
|
|
message.AddMarkup(text);
|
|
}
|
|
}
|
|
|
|
public enum BallisticCaliber
|
|
{
|
|
Unspecified = 0,
|
|
A357, // Placeholder?
|
|
ClRifle,
|
|
SRifle,
|
|
Pistol,
|
|
A35, // Placeholder?
|
|
LRifle,
|
|
Magnum,
|
|
AntiMaterial,
|
|
Shotgun,
|
|
Cap,
|
|
Rocket,
|
|
Dart, // Placeholder
|
|
Grenade,
|
|
Energy,
|
|
}
|
|
}
|