118 lines
3.6 KiB
C#
118 lines
3.6 KiB
C#
using System;
|
|
using Content.Server.GameObjects.Components.Mobs;
|
|
using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
|
|
using Content.Server.GameObjects.EntitySystems;
|
|
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.Log;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Players;
|
|
|
|
namespace Content.Server.GameObjects.Components.Weapon.Ranged
|
|
{
|
|
[RegisterComponent]
|
|
public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
|
|
{
|
|
private TimeSpan _lastFireTime;
|
|
|
|
public Func<bool> WeaponCanFireHandler;
|
|
public Func<IEntity, bool> UserCanFireHandler;
|
|
public Action<IEntity, GridCoordinates> FireHandler;
|
|
|
|
public ServerRangedBarrelComponent Barrel
|
|
{
|
|
get => _barrel;
|
|
set
|
|
{
|
|
if (_barrel != null && value != null)
|
|
{
|
|
Logger.Error("Tried setting Barrel on RangedWeapon that already has one");
|
|
throw new InvalidOperationException();
|
|
}
|
|
|
|
_barrel = value;
|
|
Dirty();
|
|
}
|
|
}
|
|
private ServerRangedBarrelComponent _barrel;
|
|
|
|
private FireRateSelector FireRateSelector => _barrel?.FireRateSelector ?? FireRateSelector.Safety;
|
|
|
|
private bool WeaponCanFire()
|
|
{
|
|
return WeaponCanFireHandler == null || WeaponCanFireHandler();
|
|
}
|
|
|
|
private bool UserCanFire(IEntity user)
|
|
{
|
|
return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
|
|
}
|
|
|
|
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 FirePosComponentMessage msg:
|
|
var user = session.AttachedEntity;
|
|
if (user == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_tryFire(user, msg.Target);
|
|
break;
|
|
}
|
|
}
|
|
|
|
public override ComponentState GetComponentState()
|
|
{
|
|
return new RangedWeaponComponentState(FireRateSelector);
|
|
}
|
|
|
|
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 / _barrel.FireRate)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_lastFireTime = curTime;
|
|
FireHandler?.Invoke(user, coordinates);
|
|
}
|
|
|
|
// Probably a better way to do this.
|
|
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
|
|
{
|
|
Dirty();
|
|
}
|
|
}
|
|
}
|