Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/Ranged/Ammunition/AmmoComponent.cs
2020-10-22 10:26:24 +02:00

187 lines
6.3 KiB
C#

using System;
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timing;
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.Utility;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition
{
/// <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]
public class AmmoComponent : Component, IExamine
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "Ammo";
public BallisticCaliber Caliber => _caliber;
private BallisticCaliber _caliber;
public bool Spent
{
get
{
if (_ammoIsProjectile)
{
return false;
}
return _spent;
}
}
private bool _spent;
/// <summary>
/// Used for anything without a case that fires itself
/// </summary>
private bool _ammoIsProjectile;
/// <summary>
/// Used for something that is deleted when the projectile is retrieved
/// </summary>
public bool Caseless => _caseless;
private bool _caseless;
// 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>
public int ProjectilesFired => _projectilesFired;
private int _projectilesFired;
private string _projectileId;
// How far apart each entity is if multiple are shot
public float EvenSpreadAngle => _evenSpreadAngle;
private float _evenSpreadAngle;
/// <summary>
/// How fast the shot entities travel
/// </summary>
public float Velocity => _velocity;
private float _velocity;
private string _muzzleFlashSprite;
public string SoundCollectionEject => _soundCollectionEject;
private string _soundCollectionEject;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// For shotty of whatever as well
serializer.DataField(ref _projectileId, "projectile", null);
serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
serializer.DataField(ref _projectilesFired, "projectilesFired", 1);
// Used for shotty to determine overall pellet spread
serializer.DataField(ref _evenSpreadAngle, "ammoSpread", 0);
serializer.DataField(ref _velocity, "ammoVelocity", 20.0f);
serializer.DataField(ref _ammoIsProjectile, "isProjectile", false);
serializer.DataField(ref _caseless, "caseless", false);
// Being both caseless and shooting yourself doesn't make sense
DebugTools.Assert(!(_ammoIsProjectile && _caseless));
serializer.DataField(ref _muzzleFlashSprite, "muzzleFlash", "Objects/Weapons/Guns/Projectiles/bullet_muzzle.png");
serializer.DataField(ref _soundCollectionEject, "soundCollectionEject", "CasingEject");
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 IEntity TakeBullet(EntityCoordinates spawnAt)
{
if (_ammoIsProjectile)
{
return Owner;
}
if (_spent)
{
return null;
}
_spent = true;
if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
{
appearanceComponent.SetData(AmmoVisuals.Spent, true);
}
var entity = Owner.EntityManager.SpawnEntity(_projectileId, spawnAt);
DebugTools.AssertNotNull(entity);
return entity;
}
public void MuzzleFlash(IEntity 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.Uid,
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("It's [color=white]{0}[/color] ammo.", 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,
}
}