Fancy guns. (#152)
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using System;
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using Content.Shared.GameObjects.Components.Mobs;
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using SS14.Client.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.Maths;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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public sealed class CameraRecoilComponent : SharedCameraRecoilComponent
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{
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// Maximum rate of magnitude restore towards 0 kick.
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private const float RestoreRateMax = 1.5f;
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// Minimum rate of magnitude restore towards 0 kick.
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private const float RestoreRateMin = 0.5f;
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// Time in seconds since the last kick that lerps RestoreRateMin and RestoreRateMax
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private const float RestoreRateRamp = 0.05f;
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// The maximum magnitude of the kick applied to the camera at any point.
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private const float KickMagnitudeMax = 0.25f;
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private Vector2 _currentKick;
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private float _lastKickTime;
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private EyeComponent _eye;
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public override void Initialize()
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{
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base.Initialize();
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_eye = Owner.GetComponent<EyeComponent>();
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}
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public override void Kick(Vector2 recoil)
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{
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// Use really bad math to "dampen" kicks when we're already kicked.
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var existing = _currentKick.Length;
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var dampen = existing/KickMagnitudeMax;
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_currentKick += recoil * (1-dampen);
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if (_currentKick.Length > KickMagnitudeMax)
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{
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_currentKick = _currentKick.Normalized * KickMagnitudeMax;
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}
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_lastKickTime = 0;
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_updateEye();
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case RecoilKickMessage msg:
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Kick(msg.Recoil);
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break;
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}
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}
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public void FrameUpdate(float frameTime)
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{
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var magnitude = _currentKick.Length;
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if (magnitude <= 0.005f)
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{
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_currentKick = Vector2.Zero;
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_updateEye();
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return;
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}
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// Continually restore camera to 0.
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var normalized = _currentKick.Normalized;
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var restoreRate = FloatMath.Lerp(RestoreRateMin, RestoreRateMax, Math.Min(1, _lastKickTime/RestoreRateRamp));
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var restore = normalized * restoreRate * frameTime;
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_currentKick -= restore;
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_updateEye();
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}
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private void _updateEye()
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{
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_eye.Offset = _currentKick;
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}
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}
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}
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@@ -0,0 +1,41 @@
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.Utility;
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using SS14.Client.GameObjects;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Weapons.Ranged
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{
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public sealed class BallisticMagazineVisualizer2D : AppearanceVisualizer
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{
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private string _baseState;
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private int _steps;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_baseState = node.GetNode("base_state").AsString();
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_steps = node.GetNode("steps").AsInt();
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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if (!component.TryGetData(BallisticMagazineVisuals.AmmoCapacity, out int capacity))
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{
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return;
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}
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if (!component.TryGetData(BallisticMagazineVisuals.AmmoLeft, out int current))
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{
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return;
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}
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var step = ContentHelpers.RoundToLevels(current, capacity, _steps);
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sprite.LayerSetState(0, $"{_baseState}-{step}");
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}
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}
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}
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@@ -0,0 +1,50 @@
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.Utility;
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using SS14.Client.GameObjects;
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using SS14.Client.Interfaces.GameObjects.Components;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Weapons.Ranged
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{
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public sealed class BallisticMagazineWeaponVisualizer2D : AppearanceVisualizer
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{
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private string _baseState;
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private int _steps;
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_baseState = node.GetNode("base_state").AsString();
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_steps = node.GetNode("steps").AsInt();
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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var sprite = component.Owner.GetComponent<ISpriteComponent>();
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component.TryGetData(BallisticMagazineWeaponVisuals.MagazineLoaded, out bool loaded);
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if (loaded)
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{
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if (!component.TryGetData(BallisticMagazineWeaponVisuals.AmmoCapacity, out int capacity))
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{
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return;
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}
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if (!component.TryGetData(BallisticMagazineWeaponVisuals.AmmoLeft, out int current))
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{
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return;
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}
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var step = ContentHelpers.RoundToLevels(current, capacity, _steps);
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sprite.LayerSetState(0, $"{_baseState}-{step}");
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}
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else
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{
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sprite.LayerSetState(0, _baseState);
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}
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}
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}
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}
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@@ -0,0 +1,27 @@
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using Content.Client.GameObjects.Components.Mobs;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Systems;
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namespace Content.Client.GameObjects.EntitySystems
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{
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public sealed class CameraRecoilSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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EntityQuery = new TypeEntityQuery(typeof(CameraRecoilComponent));
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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foreach (var entity in RelevantEntities)
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{
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var recoil = entity.GetComponent<CameraRecoilComponent>();
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recoil.FrameUpdate(frameTime);
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}
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}
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}
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}
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