Files
tbd-station-14/Content.Server/Weapons/Ranged/Systems/GunSystem.cs

394 lines
16 KiB
C#

using System.Linq;
using Content.Server.Cargo.Systems;
using Content.Server.Examine;
using Content.Server.Interaction;
using Content.Server.Stunnable;
using Content.Server.Weapons.Melee;
using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Interaction.Components;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Melee;
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.Physics.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem : SharedGunSystem
{
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly PricingSystem _pricing = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
[Dependency] private readonly StunSystem _stun = default!;
public const float DamagePitchVariation = MeleeWeaponSystem.DamagePitchVariation;
public const float GunClumsyChance = 0.5f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BallisticAmmoProviderComponent, PriceCalculationEvent>(OnBallisticPrice);
}
private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args)
{
if (string.IsNullOrEmpty(component.FillProto) || component.UnspawnedCount == 0)
return;
if (!ProtoManager.TryIndex<EntityPrototype>(component.FillProto, out var proto))
{
Sawmill.Error($"Unable to find fill prototype for price on {component.FillProto} on {ToPrettyString(uid)}");
return;
}
// Probably good enough for most.
var price = _pricing.GetEstimatedPrice(proto);
args.Price += price * component.UnspawnedCount;
}
public override void Shoot(GunComponent gun, List<IShootable> ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null)
{
// Try a clumsy roll
if (TryComp<ClumsyComponent>(user, out var clumsy))
{
for (var i = 0; i < ammo.Count; i++)
{
if (_interaction.TryRollClumsy(user.Value, GunClumsyChance, clumsy))
{
// Wound them
Damageable.TryChangeDamage(user, clumsy.ClumsyDamage, origin: user);
_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
// Apply salt to the wound ("Honk!")
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gun.Owner);
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/bikehorn.ogg"), gun.Owner);
PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
Del(gun.Owner);
return;
}
}
}
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());
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
EntityCoordinates fromEnt = MapManager.TryFindGridAt(fromMap, out var grid)
? fromCoordinates.WithEntityId(grid.Owner, EntityManager)
: new(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
// Update shot based on the recoil
toMap = fromMap.Position + angle.ToVec() * mapDirection.Length;
mapDirection = toMap - fromMap.Position;
var gunVelocity = Physics.GetMapLinearVelocity(gun.Owner);
// 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 - cartridge.Spread / 2,
mapAngle + cartridge.Spread / 2, cartridge.Count);
for (var i = 0; i < cartridge.Count; i++)
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootProjectile(uid, angles[i].ToVec(), gunVelocity, user, gun.ProjectileSpeed);
shotProjectiles.Add(uid);
}
}
else
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootProjectile(uid, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
shotProjectiles.Add(uid);
}
//signal ChemicalAmmo to transfer solution
RaiseLocalEvent(cartridge.Owner, new AmmoShotEvent()
{
FiredProjectiles = shotProjectiles,
});
SetCartridgeSpent(cartridge, true);
MuzzleFlash(gun.Owner, cartridge, user);
Audio.PlayPredicted(gun.SoundGunshot, gun.Owner, user);
if (cartridge.DeleteOnSpawn)
Del(cartridge.Owner);
}
else
{
Audio.PlayPredicted(gun.SoundEmpty, gun.Owner, 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);
Audio.PlayPredicted(gun.SoundGunshot, gun.Owner, 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, gun.ProjectileSpeed, user);
break;
}
ShootProjectile(newAmmo.Owner, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
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 hitEntity = result.HitEntity;
var distance = result.Distance;
FireEffects(fromCoordinates, distance, mapDirection.ToAngle(), hitscan, hitEntity);
if (hitscan.StaminaDamage > 0f)
_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source:user);
var dmg = hitscan.Damage;
bool deleted = false;
string hitName = ToPrettyString(hitEntity);
if (dmg != null)
dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
// check null again, as TryChangeDamage returns modified damage values
if (dmg != null)
{
deleted = Deleted(hitEntity);
if (!deleted)
{
if (dmg.Total > FixedPoint2.Zero)
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {result.HitEntity}), Filter.Pvs(hitEntity, entityManager: EntityManager));
// TODO get fallback position for playing hit sound.
PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
}
if (user != null)
{
Logs.Add(LogType.HitScanHit,
$"{ToPrettyString(user.Value):user} hit {hitName:target} using hitscan and dealt {dmg.Total:damage} damage");
}
else
{
Logs.Add(LogType.HitScanHit,
$"Hit {hitName:target} using hitscan and dealt {dmg.Total:damage} damage");
}
}
}
else
{
FireEffects(fromCoordinates, hitscan.MaxLength, mapDirection.ToAngle(), hitscan);
}
Audio.PlayPredicted(gun.SoundGunshot, gun.Owner, user);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
RaiseLocalEvent(gun.Owner, new AmmoShotEvent()
{
FiredProjectiles = shotProjectiles,
}, false);
}
public void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid? user = null, float speed = 20f)
{
var physics = EnsureComp<PhysicsComponent>(uid);
Physics.SetBodyStatus(physics, BodyStatus.InAir);
var targetMapVelocity = gunVelocity + direction.Normalized * speed;
var currentMapVelocity = Physics.GetMapLinearVelocity(uid, physics);
var finalLinear = physics.LinearVelocity + targetMapVelocity - currentMapVelocity;
Physics.SetLinearVelocity(uid, finalLinear, body: physics);
if (user != null)
{
var projectile = EnsureComp<ProjectileComponent>(uid);
Projectiles.SetShooter(projectile, 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.NextFloat(-0.5f, 0.5f);
var spread = component.CurrentAngle.Theta * random;
var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
DebugTools.Assert(spread <= component.MaxAngle.Theta);
return angle;
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user) {}
protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
{
var filter = Filter.Pvs(uid, entityManager: EntityManager);
if (TryComp<ActorComponent>(user, out var actor))
filter.RemovePlayer(actor.PlayerSession);
RaiseNetworkEvent(message, filter);
}
public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
{
DebugTools.Assert(!Deleted(otherEntity), "Impact sound entity was deleted");
// 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)
{
Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
if (!playedSound && weaponSound != null)
{
Audio.PlayPvs(weaponSound, otherEntity);
}
}
// TODO: Pseudo RNG so the client can predict these.
#region Hitscan effects
private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle mapDirection, 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)>();
var gridUid = fromCoordinates.GetGridUid(EntityManager);
var angle = mapDirection;
// We'll get the effects relative to the grid / map of the firer
// Look you could probably optimise this a bit with redundant transforms at this point.
if (TryComp<TransformComponent>(gridUid, out var gridXform))
{
var (_, gridRot, gridInvMatrix) = gridXform.GetWorldPositionRotationInvMatrix();
fromCoordinates = new EntityCoordinates(gridUid.Value,
gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager)));
// Use the fallback angle I guess?
angle -= gridRot;
}
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
}