Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/RangedWeapon.cs
2020-06-24 02:21:20 +02:00

103 lines
3.2 KiB
C#

using System;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Players;
namespace Content.Server.GameObjects.Components.Weapon.Ranged
{
[RegisterComponent]
public sealed class RangedWeaponComponent : SharedRangedWeaponComponent
{
private TimeSpan _lastFireTime;
public Func<bool> WeaponCanFireHandler;
public Func<IEntity, bool> UserCanFireHandler;
public Action<IEntity, GridCoordinates> FireHandler;
private bool WeaponCanFire()
{
return WeaponCanFireHandler == null || WeaponCanFireHandler();
}
private bool UserCanFire(IEntity user)
{
return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
}
private void Fire(IEntity user, GridCoordinates clickLocation)
{
_lastFireTime = IoCManager.Resolve<IGameTiming>().CurTime;
FireHandler?.Invoke(user, clickLocation);
}
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 SyncFirePosMessage msg:
var user = session.AttachedEntity;
if (user == null)
{
return;
}
_tryFire(user, msg.Target);
break;
}
}
// Probably shouldn't be a separate method but don't want anything except NPCs calling this,
// and currently ranged combat is handled via player only messages
public void AiFire(IEntity entity, GridCoordinates coordinates)
{
if (!entity.HasComponent<AiControllerComponent>())
{
throw new InvalidOperationException("Only AIs should call AiFire");
}
_tryFire(entity, coordinates);
}
private void _tryFire(IEntity user, GridCoordinates coordinates)
{
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 / FireRate)
{
return;
}
Fire(user, coordinates);
}
}
}