Merge branch 'final-version' into upupup
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Numerics;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Weapons.Melee.Components;
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@@ -89,6 +90,12 @@ public sealed partial class MeleeThrownComponent : Component
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoNetworkedField]
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public TimeSpan MinLifetimeTime;
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/// <summary>
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/// the status to which the entity will return when the thrown ends
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/// </summary>
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[DataField]
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public BodyStatus PreviousStatus;
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}
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/// <summary>
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@@ -71,6 +71,7 @@ public sealed class MeleeThrowOnHitSystem : EntitySystem
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(body.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
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return;
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comp.PreviousStatus = body.BodyStatus;
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comp.ThrownEndTime = _timing.CurTime + TimeSpan.FromSeconds(comp.Lifetime);
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comp.MinLifetimeTime = _timing.CurTime + TimeSpan.FromSeconds(comp.MinLifetime);
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_physics.SetBodyStatus(body, BodyStatus.InAir);
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@@ -82,7 +83,7 @@ public sealed class MeleeThrowOnHitSystem : EntitySystem
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private void OnThrownShutdown(Entity<MeleeThrownComponent> ent, ref ComponentShutdown args)
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{
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if (TryComp<PhysicsComponent>(ent, out var body))
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_physics.SetBodyStatus(body, BodyStatus.OnGround);
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_physics.SetBodyStatus(body,ent.Comp.PreviousStatus);
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var ev = new MeleeThrowOnHitEndEvent();
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RaiseLocalEvent(ent, ref ev);
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}
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@@ -534,24 +534,10 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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$"{ToPrettyString(user):actor} melee attacked (light) {ToPrettyString(target.Value):subject} using {ToPrettyString(meleeUid):tool} and dealt {damageResult.GetTotal():damage} damage");
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}
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PlayHitSound(target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
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}
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else
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{
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if (hitEvent.HitSoundOverride != null)
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{
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Audio.PlayPredicted(hitEvent.HitSoundOverride, meleeUid, user);
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}
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else if (!GetDamage(meleeUid, user, component).Any() && component.HitSound != null)
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{
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Audio.PlayPredicted(component.HitSound, meleeUid, user);
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}
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else
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{
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Audio.PlayPredicted(component.NoDamageSound, meleeUid, user);
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}
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}
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PlayHitSound(target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound, component.NoDamageSound);
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if (damageResult?.GetTotal() > FixedPoint2.Zero)
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{
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DoDamageEffect(targets, user, targetXform);
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@@ -687,22 +673,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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if (entities.Count != 0)
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{
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if (appliedDamage.GetTotal() > FixedPoint2.Zero)
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{
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var target = entities.First();
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PlayHitSound(target, user, GetHighestDamageSound(appliedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
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}
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else
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{
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if (hitEvent.HitSoundOverride != null)
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{
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Audio.PlayPredicted(hitEvent.HitSoundOverride, meleeUid, user);
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}
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else
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{
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Audio.PlayPredicted(component.NoDamageSound, meleeUid, user);
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}
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}
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var target = entities.First();
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PlayHitSound(target, user, GetHighestDamageSound(appliedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound, component.NoDamageSound);
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}
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if (appliedDamage.GetTotal() > FixedPoint2.Zero)
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@@ -746,7 +718,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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return true;
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}
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public void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
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public void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound, SoundSpecifier? noDamageSound)
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{
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var playedSound = false;
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@@ -788,6 +760,11 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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Audio.PlayPredicted(hitSound, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (noDamageSound != null)
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{
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Audio.PlayPredicted(noDamageSound, coords, user, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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}
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// Fallback to generic sounds.
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@@ -0,0 +1,45 @@
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Allows battery weapons to fire different types of projectiles
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(BatteryWeaponFireModesSystem))]
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[AutoGenerateComponentState]
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public sealed partial class BatteryWeaponFireModesComponent : Component
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{
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/// <summary>
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/// A list of the different firing modes the weapon can switch between
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/// </summary>
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[DataField(required: true)]
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[AutoNetworkedField]
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public List<BatteryWeaponFireMode> FireModes = new();
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/// <summary>
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/// The currently selected firing mode
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/// </summary>
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[DataField]
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[AutoNetworkedField]
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public int CurrentFireMode;
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}
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[DataDefinition, Serializable, NetSerializable]
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public sealed partial class BatteryWeaponFireMode
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{
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/// <summary>
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/// The projectile prototype associated with this firing mode
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/// </summary>
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[DataField("proto", required: true)]
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public EntProtoId Prototype = default!;
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/// <summary>
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/// The battery cost to fire the projectile associated with this firing mode
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/// </summary>
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[DataField]
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public float FireCost = 100;
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}
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@@ -1,30 +1,41 @@
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using Content.Shared.Damage;
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using Content.Shared.Tag;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Weapons.Ranged.Components;
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[RegisterComponent, NetworkedComponent, Virtual]
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[AutoGenerateComponentState]
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public partial class GunComponent : Component
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedGunSystem))]
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public sealed partial class GunComponent : Component
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{
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#region Sound
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[ViewVariables(VVAccess.ReadWrite), DataField("soundGunshot")]
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public SoundSpecifier? SoundGunshot { get; set; } = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");
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/// <summary>
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/// The base sound to use when the gun is fired.
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/// </summary>
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[DataField]
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public SoundSpecifier? SoundGunshot = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");
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[ViewVariables(VVAccess.ReadWrite), DataField("soundEmpty")]
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/// <summary>
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/// The sound to use when the gun is fired.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? SoundGunshotModified;
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[DataField]
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public SoundSpecifier? SoundEmpty = new SoundPathSpecifier("/Audio/Weapons/Guns/Empty/empty.ogg");
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/// <summary>
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/// Sound played when toggling the <see cref="SelectedMode"/> for this gun.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("soundMode")]
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public SoundSpecifier? SoundModeToggle = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
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[DataField]
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public SoundSpecifier? SoundMode = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
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#endregion
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@@ -32,59 +43,94 @@ public partial class GunComponent : Component
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// These values are very small for now until we get a debug overlay and fine tune it
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/// <summary>
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/// The base scalar value applied to the vector governing camera recoil.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float CameraRecoilScalar = 1f;
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/// <summary>
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/// A scalar value applied to the vector governing camera recoil.
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/// If 0, there will be no camera recoil.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float CameraRecoilScalar = 1f;
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public float CameraRecoilScalarModified = 1f;
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/// <summary>
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/// Last time the gun fired.
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/// Used for recoil purposes.
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/// </summary>
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[DataField("lastFire")]
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[DataField]
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public TimeSpan LastFire = TimeSpan.Zero;
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/// <summary>
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/// What the current spread is for shooting. This gets changed every time the gun fires.
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/// </summary>
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[DataField("currentAngle")]
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[DataField]
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[AutoNetworkedField]
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public Angle CurrentAngle;
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/// <summary>
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/// How much the spread increases every time the gun fires.
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/// The base value for how much the spread increases every time the gun fires.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("angleIncrease")]
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[DataField]
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public Angle AngleIncrease = Angle.FromDegrees(0.5);
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/// <summary>
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/// How much the <see cref="CurrentAngle"/> decreases per second.
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/// How much the spread increases every time the gun fires.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[DataField("angleDecay")]
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public Angle AngleIncreaseModified;
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/// <summary>
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/// The base value for how much the <see cref="CurrentAngle"/> decreases per second.
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/// </summary>
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[DataField]
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public Angle AngleDecay = Angle.FromDegrees(4);
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/// <summary>
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/// The maximum angle allowed for <see cref="CurrentAngle"/>
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/// How much the <see cref="CurrentAngle"/> decreases per second.
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle")]
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public Angle AngleDecayModified;
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/// <summary>
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/// The base value for the maximum angle allowed for <see cref="CurrentAngle"/>
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/// </summary>
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||||
[DataField]
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||||
[AutoNetworkedField]
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||||
public Angle MaxAngle = Angle.FromDegrees(2);
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||||
|
||||
/// <summary>
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||||
/// The minimum angle allowed for <see cref="CurrentAngle"/>
|
||||
/// The maximum angle allowed for <see cref="CurrentAngle"/>
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("minAngle")]
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public Angle MaxAngleModified;
|
||||
|
||||
/// <summary>
|
||||
/// The base value for the minimum angle allowed for <see cref="CurrentAngle"/>
|
||||
/// </summary>
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public Angle MinAngle = Angle.FromDegrees(1);
|
||||
|
||||
/// <summary>
|
||||
/// The minimum angle allowed for <see cref="CurrentAngle"/>.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public Angle MinAngleModified;
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Whether this gun is shot via the use key or the alt-use key.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("useKey"), AutoNetworkedField]
|
||||
[DataField, AutoNetworkedField]
|
||||
public bool UseKey = true;
|
||||
|
||||
/// <summary>
|
||||
@@ -93,6 +139,19 @@ public partial class GunComponent : Component
|
||||
[ViewVariables]
|
||||
public EntityCoordinates? ShootCoordinates = null;
|
||||
|
||||
/// <summary>
|
||||
/// The base value for how many shots to fire per burst.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public int ShotsPerBurst = 3;
|
||||
|
||||
/// <summary>
|
||||
/// How many shots to fire per burst.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public int ShotsPerBurstModified = 3;
|
||||
|
||||
/// <summary>
|
||||
/// Used for tracking semi-auto / burst
|
||||
/// </summary>
|
||||
@@ -101,55 +160,57 @@ public partial class GunComponent : Component
|
||||
public int ShotCounter = 0;
|
||||
|
||||
/// <summary>
|
||||
/// How many times it shoots per second.
|
||||
/// The base value for how many times it shoots per second.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("fireRate")]
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public float FireRate = 8f;
|
||||
|
||||
/// <summary>
|
||||
/// How many times it shoots per second.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public float FireRateModified;
|
||||
|
||||
/// <summary>
|
||||
/// Starts fire cooldown when equipped if true.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("resetOnHandSelected")]
|
||||
[DataField]
|
||||
public bool ResetOnHandSelected = true;
|
||||
|
||||
/// <summary>
|
||||
/// Type of ammo the gun can work with
|
||||
/// The base value for how fast the projectile moves.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("compatibleAmmo")]
|
||||
public List<ProtoId<TagPrototype>>? CompatibleAmmo;
|
||||
|
||||
/// <summary>
|
||||
/// Damage the gun deals when used with wrong ammo
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("damageOnWrongAmmo")]
|
||||
public DamageSpecifier? DamageOnWrongAmmo = null;
|
||||
[DataField]
|
||||
public float ProjectileSpeed = 25f;
|
||||
|
||||
/// <summary>
|
||||
/// How fast the projectile moves.
|
||||
/// <seealso cref="GunRefreshModifiersEvent"/>
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("projectileSpeed")]
|
||||
public float ProjectileSpeed = 25f;
|
||||
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
|
||||
public float ProjectileSpeedModified;
|
||||
|
||||
/// <summary>
|
||||
/// When the gun is next available to be shot.
|
||||
/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
|
||||
/// </summary>
|
||||
[DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
|
||||
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
|
||||
[AutoNetworkedField]
|
||||
public TimeSpan NextFire = TimeSpan.Zero;
|
||||
|
||||
/// <summary>
|
||||
/// What firemodes can be selected.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("availableModes")]
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;
|
||||
|
||||
/// <summary>
|
||||
/// What firemode is currently selected.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("selectedMode")]
|
||||
[DataField]
|
||||
[AutoNetworkedField]
|
||||
public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;
|
||||
|
||||
@@ -157,14 +218,14 @@ public partial class GunComponent : Component
|
||||
/// Whether or not information about
|
||||
/// the gun will be shown on examine.
|
||||
/// </summary>
|
||||
[DataField("showExamineText")]
|
||||
[DataField]
|
||||
public bool ShowExamineText = true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not someone with the
|
||||
/// clumsy trait can shoot this
|
||||
/// </summary>
|
||||
[DataField("clumsyProof"), ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField]
|
||||
public bool ClumsyProof = false;
|
||||
|
||||
// WD START
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Content.Shared.Weapons.Ranged.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed on the gun entity when ammo is shot to calculate its spread.
|
||||
/// </summary>
|
||||
/// <param name="Spread">The spread of the ammo, can be changed by handlers.</param>
|
||||
[ByRefEvent]
|
||||
public record struct GunGetAmmoSpreadEvent(Angle Spread);
|
||||
@@ -0,0 +1,8 @@
|
||||
namespace Content.Shared.Weapons.Ranged.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed on the gun entity when a muzzle flash is about to happen.
|
||||
/// </summary>
|
||||
/// <param name="Cancelled">If set to true, the muzzle flash will not be shown.</param>
|
||||
[ByRefEvent]
|
||||
public record struct GunMuzzleFlashAttemptEvent(bool Cancelled);
|
||||
@@ -0,0 +1,23 @@
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Content.Shared.Weapons.Ranged.Systems;
|
||||
using Robust.Shared.Audio;
|
||||
|
||||
namespace Content.Shared.Weapons.Ranged.Events;
|
||||
|
||||
/// <summary>
|
||||
/// Raised directed on the gun entity when <see cref="SharedGunSystem.RefreshModifiers"/>
|
||||
/// is called, to update the values of <see cref="GunComponent"/> from other systems.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct GunRefreshModifiersEvent(
|
||||
Entity<GunComponent> Gun,
|
||||
SoundSpecifier? SoundGunshot,
|
||||
float CameraRecoilScalar,
|
||||
Angle AngleIncrease,
|
||||
Angle AngleDecay,
|
||||
Angle MaxAngle,
|
||||
Angle MinAngle,
|
||||
int ShotsPerBurst,
|
||||
float FireRate,
|
||||
float ProjectileSpeed
|
||||
);
|
||||
@@ -0,0 +1,113 @@
|
||||
using System.Linq;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Verbs;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.Weapons.Ranged.Systems;
|
||||
|
||||
public sealed class BatteryWeaponFireModesSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<BatteryWeaponFireModesComponent, ActivateInWorldEvent>(OnInteractHandEvent);
|
||||
SubscribeLocalEvent<BatteryWeaponFireModesComponent, GetVerbsEvent<Verb>>(OnGetVerb);
|
||||
SubscribeLocalEvent<BatteryWeaponFireModesComponent, ExaminedEvent>(OnExamined);
|
||||
}
|
||||
|
||||
private void OnExamined(EntityUid uid, BatteryWeaponFireModesComponent component, ExaminedEvent args)
|
||||
{
|
||||
if (component.FireModes.Count < 2)
|
||||
return;
|
||||
|
||||
var fireMode = GetMode(component);
|
||||
|
||||
if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var proto))
|
||||
return;
|
||||
|
||||
args.PushMarkup(Loc.GetString("gun-set-fire-mode", ("mode", proto.Name)));
|
||||
}
|
||||
|
||||
private BatteryWeaponFireMode GetMode(BatteryWeaponFireModesComponent component)
|
||||
{
|
||||
return component.FireModes[component.CurrentFireMode];
|
||||
}
|
||||
|
||||
private void OnGetVerb(EntityUid uid, BatteryWeaponFireModesComponent component, GetVerbsEvent<Verb> args)
|
||||
{
|
||||
if (!args.CanAccess || !args.CanInteract || args.Hands == null)
|
||||
return;
|
||||
|
||||
if (component.FireModes.Count < 2)
|
||||
return;
|
||||
|
||||
for (var i = 0; i < component.FireModes.Count; i++)
|
||||
{
|
||||
var fireMode = component.FireModes[i];
|
||||
var entProto = _prototypeManager.Index<EntityPrototype>(fireMode.Prototype);
|
||||
var index = i;
|
||||
|
||||
var v = new Verb
|
||||
{
|
||||
Priority = 1,
|
||||
Category = VerbCategory.SelectType,
|
||||
Text = entProto.Name,
|
||||
Disabled = i == component.CurrentFireMode,
|
||||
Impact = LogImpact.Low,
|
||||
DoContactInteraction = true,
|
||||
Act = () =>
|
||||
{
|
||||
SetFireMode(uid, component, index, args.User);
|
||||
}
|
||||
};
|
||||
|
||||
args.Verbs.Add(v);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnInteractHandEvent(EntityUid uid, BatteryWeaponFireModesComponent component, ActivateInWorldEvent args)
|
||||
{
|
||||
if (component.FireModes.Count < 2)
|
||||
return;
|
||||
|
||||
CycleFireMode(uid, component, args.User);
|
||||
}
|
||||
|
||||
private void CycleFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, EntityUid user)
|
||||
{
|
||||
if (component.FireModes.Count < 2)
|
||||
return;
|
||||
|
||||
var index = (component.CurrentFireMode + 1) % component.FireModes.Count;
|
||||
SetFireMode(uid, component, index, user);
|
||||
}
|
||||
|
||||
private void SetFireMode(EntityUid uid, BatteryWeaponFireModesComponent component, int index, EntityUid? user = null)
|
||||
{
|
||||
var fireMode = component.FireModes[index];
|
||||
component.CurrentFireMode = index;
|
||||
Dirty(uid, component);
|
||||
|
||||
if (TryComp(uid, out ProjectileBatteryAmmoProviderComponent? projectileBatteryAmmoProvider))
|
||||
{
|
||||
if (!_prototypeManager.TryIndex<EntityPrototype>(fireMode.Prototype, out var prototype))
|
||||
return;
|
||||
|
||||
projectileBatteryAmmoProvider.Prototype = fireMode.Prototype;
|
||||
projectileBatteryAmmoProvider.FireCost = fireMode.FireCost;
|
||||
|
||||
if (user != null)
|
||||
{
|
||||
_popupSystem.PopupClient(Loc.GetString("gun-set-fire-mode", ("mode", prototype.Name)), uid, user.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -195,10 +195,10 @@ public abstract partial class SharedGunSystem
|
||||
|
||||
// Reset shotting for cycling
|
||||
if (Resolve(uid, ref gunComp, false) &&
|
||||
gunComp is { FireRate: > 0f } &&
|
||||
gunComp is { FireRateModified: > 0f } &&
|
||||
!Paused(uid))
|
||||
{
|
||||
gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRate);
|
||||
gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRateModified);
|
||||
}
|
||||
|
||||
Dirty(uid, component);
|
||||
|
||||
@@ -19,7 +19,7 @@ public abstract partial class SharedGunSystem
|
||||
args.PushMarkup(Loc.GetString("gun-selected-mode-examine", ("color", ModeExamineColor),
|
||||
("mode", GetLocSelector(component.SelectedMode))));
|
||||
args.PushMarkup(Loc.GetString("gun-fire-rate-examine", ("color", FireRateExamineColor),
|
||||
("fireRate", $"{component.FireRate:0.0}")));
|
||||
("fireRate", $"{component.FireRateModified:0.0}")));
|
||||
|
||||
if (!TryComp<TwoModeEnergyAmmoProviderComponent>(uid, out var comp))
|
||||
return;
|
||||
@@ -91,7 +91,7 @@ public abstract partial class SharedGunSystem
|
||||
component.NextFire += cooldown;
|
||||
}
|
||||
|
||||
Audio.PlayPredicted(component.SoundModeToggle, uid, user);
|
||||
Audio.PlayPredicted(component.SoundMode, uid, user);
|
||||
Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), uid, user);
|
||||
Dirty(uid, component);
|
||||
}
|
||||
@@ -123,7 +123,7 @@ public abstract partial class SharedGunSystem
|
||||
|
||||
private void OnGunSelected(EntityUid uid, GunComponent component, HandSelectedEvent args)
|
||||
{
|
||||
var fireDelay = 1f / component.FireRate;
|
||||
var fireDelay = 1f / component.FireRateModified;
|
||||
if (fireDelay.Equals(0f))
|
||||
return;
|
||||
|
||||
|
||||
@@ -69,7 +69,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
private const float EjectOffset = 0.4f;
|
||||
protected const string AmmoExamineColor = "yellow";
|
||||
protected const string FireRateExamineColor = "yellow";
|
||||
protected const string ModeExamineColor = "cyan";
|
||||
public const string ModeExamineColor = "cyan";
|
||||
protected const string TwoModeExamineColor = "red";
|
||||
|
||||
public override void Initialize()
|
||||
@@ -97,18 +97,19 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
SubscribeLocalEvent<GunComponent, CycleModeEvent>(OnCycleMode);
|
||||
SubscribeLocalEvent<GunComponent, HandSelectedEvent>(OnGunSelected);
|
||||
SubscribeLocalEvent<GunComponent, EntityUnpausedEvent>(OnGunUnpaused);
|
||||
|
||||
#if DEBUG
|
||||
SubscribeLocalEvent<GunComponent, MapInitEvent>(OnMapInit);
|
||||
}
|
||||
|
||||
private void OnMapInit(EntityUid uid, GunComponent component, MapInitEvent args)
|
||||
private void OnMapInit(Entity<GunComponent> gun, ref MapInitEvent args)
|
||||
{
|
||||
if (component.NextFire > Timing.CurTime)
|
||||
Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(uid)}");
|
||||
#if DEBUG
|
||||
if (gun.Comp.NextFire > Timing.CurTime)
|
||||
Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(gun)}");
|
||||
|
||||
DebugTools.Assert((component.AvailableModes & component.SelectedMode) != 0x0);
|
||||
DebugTools.Assert((gun.Comp.AvailableModes & gun.Comp.SelectedMode) != 0x0);
|
||||
#endif
|
||||
|
||||
RefreshModifiers((gun, gun));
|
||||
}
|
||||
|
||||
private void OnGunMelee(EntityUid uid, GunComponent component, MeleeHitEvent args)
|
||||
@@ -231,7 +232,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
|
||||
private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
|
||||
{
|
||||
if (gun.FireRate <= 0f ||
|
||||
if (gun.FireRateModified <= 0f ||
|
||||
!_actionBlockerSystem.CanAttack(user))
|
||||
return;
|
||||
|
||||
@@ -261,7 +262,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
if (gun.NextFire > curTime)
|
||||
return;
|
||||
|
||||
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRate);
|
||||
var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
|
||||
|
||||
// First shot
|
||||
// Previously we checked shotcounter but in some cases all the bullets got dumped at once
|
||||
@@ -293,7 +294,7 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
shots = Math.Min(shots, 1 - gun.ShotCounter);
|
||||
break;
|
||||
case SelectiveFire.Burst:
|
||||
shots = Math.Min(shots, 3 - gun.ShotCounter);
|
||||
shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
|
||||
break;
|
||||
case SelectiveFire.FullAuto:
|
||||
break;
|
||||
@@ -474,6 +475,11 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
|
||||
protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
|
||||
{
|
||||
var attemptEv = new GunMuzzleFlashAttemptEvent();
|
||||
RaiseLocalEvent(gun, ref attemptEv);
|
||||
if (attemptEv.Cancelled)
|
||||
return;
|
||||
|
||||
var sprite = component.MuzzleFlash;
|
||||
|
||||
if (sprite == null)
|
||||
@@ -493,6 +499,41 @@ public abstract partial class SharedGunSystem : EntitySystem
|
||||
var impulseVector = shotDirection * impulseStrength;
|
||||
Physics.ApplyLinearImpulse(user, -impulseVector, body: userPhysics);
|
||||
}
|
||||
|
||||
public void RefreshModifiers(Entity<GunComponent?> gun)
|
||||
{
|
||||
if (!Resolve(gun, ref gun.Comp))
|
||||
return;
|
||||
|
||||
var comp = gun.Comp;
|
||||
var ev = new GunRefreshModifiersEvent(
|
||||
(gun, comp),
|
||||
comp.SoundGunshot,
|
||||
comp.CameraRecoilScalar,
|
||||
comp.AngleIncrease,
|
||||
comp.AngleDecay,
|
||||
comp.MaxAngle,
|
||||
comp.MinAngle,
|
||||
comp.ShotsPerBurst,
|
||||
comp.FireRate,
|
||||
comp.ProjectileSpeed
|
||||
);
|
||||
|
||||
RaiseLocalEvent(gun, ref ev);
|
||||
|
||||
comp.SoundGunshotModified = ev.SoundGunshot;
|
||||
comp.CameraRecoilScalarModified = ev.CameraRecoilScalar;
|
||||
comp.AngleIncreaseModified = ev.AngleIncrease;
|
||||
comp.AngleDecayModified = ev.AngleDecay;
|
||||
comp.MaxAngleModified = ev.MaxAngle;
|
||||
comp.MinAngleModified = ev.MinAngle;
|
||||
comp.ShotsPerBurstModified = ev.ShotsPerBurst;
|
||||
comp.FireRateModified = ev.FireRate;
|
||||
comp.ProjectileSpeedModified = ev.ProjectileSpeed;
|
||||
|
||||
Dirty(gun);
|
||||
}
|
||||
|
||||
protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user