Add events for GunComponent values, muzzle flashes and cartridge spread (#24077)
* Add a modifier event for GunComponent values * Add docs * Add VV readwrite to modified values * Add more docs * More docs * Add Gun parameter to GunRefreshModifiersEvent * Add another event for handling cartridge spread * Fix pneumatic speed
This commit is contained in:
@@ -1,5 +1,7 @@
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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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@@ -8,23 +10,33 @@ 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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/// <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 +44,94 @@ 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"/>
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/// The maximum angle allowed for <see cref="CurrentAngle"/>
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/// <seealso cref="GunRefreshModifiersEvent"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("minAngle")]
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
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public Angle MaxAngleModified;
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/// <summary>
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/// The base value for the minimum 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 MinAngle = Angle.FromDegrees(1);
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/// <summary>
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/// The minimum angle allowed for <see cref="CurrentAngle"/>.
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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 Angle MinAngleModified;
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#endregion
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/// <summary>
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/// Whether this gun is shot via the use key or the alt-use key.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("useKey"), AutoNetworkedField]
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[DataField, AutoNetworkedField]
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public bool UseKey = true;
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/// <summary>
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@@ -93,6 +140,19 @@ public partial class GunComponent : Component
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[ViewVariables]
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public EntityCoordinates? ShootCoordinates = null;
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/// <summary>
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/// The base value for how many shots to fire per burst.
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/// </summary>
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[DataField, AutoNetworkedField]
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public int ShotsPerBurst = 3;
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/// <summary>
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/// How many shots to fire per burst.
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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 int ShotsPerBurstModified = 3;
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/// <summary>
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/// Used for tracking semi-auto / burst
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/// </summary>
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@@ -101,55 +161,69 @@ public partial class GunComponent : Component
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public int ShotCounter = 0;
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/// <summary>
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/// How many times it shoots per second.
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/// The base value for how many times it shoots per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("fireRate")]
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[DataField]
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[AutoNetworkedField]
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public float FireRate = 8f;
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/// <summary>
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/// How many times it shoots per second.
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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 float FireRateModified;
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/// <summary>
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/// Starts fire cooldown when equipped if true.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("resetOnHandSelected")]
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[DataField]
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public bool ResetOnHandSelected = true;
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/// <summary>
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/// Type of ammo the gun can work with
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("compatibleAmmo")]
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[DataField]
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public List<ProtoId<TagPrototype>>? CompatibleAmmo;
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/// <summary>
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/// Damage the gun deals when used with wrong ammo
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("damageOnWrongAmmo")]
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[DataField]
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public DamageSpecifier? DamageOnWrongAmmo = null;
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/// <summary>
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/// How fast the projectile moves.
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/// The base value for how fast the projectile moves.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("projectileSpeed")]
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[DataField]
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public float ProjectileSpeed = 25f;
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/// <summary>
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/// How fast the projectile moves.
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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 float ProjectileSpeedModified;
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/// <summary>
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/// When the gun is next available to be shot.
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/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
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/// </summary>
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[DataField("nextFire", customTypeSerializer:typeof(TimeOffsetSerializer))]
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[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
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[AutoNetworkedField]
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public TimeSpan NextFire = TimeSpan.Zero;
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/// <summary>
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/// What firemodes can be selected.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("availableModes")]
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[DataField]
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[AutoNetworkedField]
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public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;
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/// <summary>
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/// What firemode is currently selected.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("selectedMode")]
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[DataField]
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[AutoNetworkedField]
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public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;
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@@ -157,14 +231,14 @@ public partial class GunComponent : Component
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/// Whether or not information about
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/// the gun will be shown on examine.
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/// </summary>
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[DataField("showExamineText")]
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[DataField]
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public bool ShowExamineText = true;
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/// <summary>
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/// Whether or not someone with the
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/// clumsy trait can shoot this
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/// </summary>
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[DataField("clumsyProof"), ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public bool ClumsyProof = false;
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}
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@@ -0,0 +1,8 @@
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namespace Content.Shared.Weapons.Ranged.Events;
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/// <summary>
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/// Raised directed on the gun entity when ammo is shot to calculate its spread.
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/// </summary>
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/// <param name="Spread">The spread of the ammo, can be changed by handlers.</param>
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[ByRefEvent]
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public record struct GunGetAmmoSpreadEvent(Angle Spread);
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@@ -0,0 +1,8 @@
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namespace Content.Shared.Weapons.Ranged.Events;
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/// <summary>
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/// Raised directed on the gun entity when a muzzle flash is about to happen.
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/// </summary>
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/// <param name="Cancelled">If set to true, the muzzle flash will not be shown.</param>
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[ByRefEvent]
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public record struct GunMuzzleFlashAttemptEvent(bool Cancelled);
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@@ -0,0 +1,23 @@
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Audio;
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namespace Content.Shared.Weapons.Ranged.Events;
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/// <summary>
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/// Raised directed on the gun entity when <see cref="SharedGunSystem.RefreshModifiers"/>
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/// is called, to update the values of <see cref="GunComponent"/> from other systems.
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/// </summary>
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[ByRefEvent]
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public record struct GunRefreshModifiersEvent(
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Entity<GunComponent> Gun,
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SoundSpecifier? SoundGunshot,
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float CameraRecoilScalar,
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Angle AngleIncrease,
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Angle AngleDecay,
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Angle MaxAngle,
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Angle MinAngle,
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int ShotsPerBurst,
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float FireRate,
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float ProjectileSpeed
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);
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@@ -183,10 +183,10 @@ public abstract partial class SharedGunSystem
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// Reset shotting for cycling
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if (Resolve(uid, ref gunComp, false) &&
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gunComp is { FireRate: > 0f } &&
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gunComp is { FireRateModified: > 0f } &&
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!Paused(uid))
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{
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gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRate);
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gunComp.NextFire = Timing.CurTime + TimeSpan.FromSeconds(1 / gunComp.FireRateModified);
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}
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Dirty(uid, component);
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@@ -19,7 +19,7 @@ public abstract partial class SharedGunSystem
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args.PushMarkup(Loc.GetString("gun-selected-mode-examine", ("color", ModeExamineColor),
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("mode", GetLocSelector(component.SelectedMode))));
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args.PushMarkup(Loc.GetString("gun-fire-rate-examine", ("color", FireRateExamineColor),
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("fireRate", $"{component.FireRate:0.0}")));
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("fireRate", $"{component.FireRateModified:0.0}")));
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}
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}
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@@ -80,7 +80,7 @@ public abstract partial class SharedGunSystem
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component.NextFire += cooldown;
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}
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Audio.PlayPredicted(component.SoundModeToggle, uid, user);
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Audio.PlayPredicted(component.SoundMode, uid, user);
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Popup(Loc.GetString("gun-selected-mode", ("mode", GetLocSelector(fire))), uid, user);
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Dirty(uid, component);
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}
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@@ -112,7 +112,7 @@ public abstract partial class SharedGunSystem
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private void OnGunSelected(EntityUid uid, GunComponent component, HandSelectedEvent args)
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{
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var fireDelay = 1f / component.FireRate;
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var fireDelay = 1f / component.FireRateModified;
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if (fireDelay.Equals(0f))
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return;
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@@ -95,18 +95,19 @@ public abstract partial class SharedGunSystem : EntitySystem
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SubscribeLocalEvent<GunComponent, CycleModeEvent>(OnCycleMode);
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SubscribeLocalEvent<GunComponent, HandSelectedEvent>(OnGunSelected);
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SubscribeLocalEvent<GunComponent, EntityUnpausedEvent>(OnGunUnpaused);
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#if DEBUG
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SubscribeLocalEvent<GunComponent, MapInitEvent>(OnMapInit);
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}
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private void OnMapInit(EntityUid uid, GunComponent component, MapInitEvent args)
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private void OnMapInit(Entity<GunComponent> gun, ref MapInitEvent args)
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{
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if (component.NextFire > Timing.CurTime)
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Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(uid)}");
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#if DEBUG
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if (gun.Comp.NextFire > Timing.CurTime)
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Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(gun)}");
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DebugTools.Assert((component.AvailableModes & component.SelectedMode) != 0x0);
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DebugTools.Assert((gun.Comp.AvailableModes & gun.Comp.SelectedMode) != 0x0);
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#endif
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RefreshModifiers((gun, gun));
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}
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private void OnGunMelee(EntityUid uid, GunComponent component, MeleeHitEvent args)
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@@ -229,7 +230,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun)
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{
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if (gun.FireRate <= 0f ||
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if (gun.FireRateModified <= 0f ||
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!_actionBlockerSystem.CanAttack(user))
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return;
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@@ -259,7 +260,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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if (gun.NextFire > curTime)
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return;
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var fireRate = TimeSpan.FromSeconds(1f / gun.FireRate);
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var fireRate = TimeSpan.FromSeconds(1f / gun.FireRateModified);
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// First shot
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// Previously we checked shotcounter but in some cases all the bullets got dumped at once
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@@ -287,7 +288,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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shots = Math.Min(shots, 1 - gun.ShotCounter);
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break;
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case SelectiveFire.Burst:
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shots = Math.Min(shots, 3 - gun.ShotCounter);
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shots = Math.Min(shots, gun.ShotsPerBurstModified - gun.ShotCounter);
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break;
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case SelectiveFire.FullAuto:
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break;
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@@ -468,6 +469,11 @@ public abstract partial class SharedGunSystem : EntitySystem
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protected void MuzzleFlash(EntityUid gun, AmmoComponent component, EntityUid? user = null)
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{
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var attemptEv = new GunMuzzleFlashAttemptEvent();
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RaiseLocalEvent(gun, ref attemptEv);
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if (attemptEv.Cancelled)
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return;
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var sprite = component.MuzzleFlash;
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if (sprite == null)
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@@ -487,6 +493,41 @@ public abstract partial class SharedGunSystem : EntitySystem
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var impulseVector = shotDirection * impulseStrength;
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Physics.ApplyLinearImpulse(user, -impulseVector, body: userPhysics);
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}
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public void RefreshModifiers(Entity<GunComponent?> gun)
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{
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if (!Resolve(gun, ref gun.Comp))
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return;
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var comp = gun.Comp;
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var ev = new GunRefreshModifiersEvent(
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(gun, comp),
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comp.SoundGunshot,
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comp.CameraRecoilScalar,
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comp.AngleIncrease,
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comp.AngleDecay,
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comp.MaxAngle,
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comp.MinAngle,
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comp.ShotsPerBurst,
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comp.FireRate,
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comp.ProjectileSpeed
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);
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RaiseLocalEvent(gun, ref ev);
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comp.SoundGunshotModified = ev.SoundGunshot;
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comp.CameraRecoilScalarModified = ev.CameraRecoilScalar;
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comp.AngleIncreaseModified = ev.AngleIncrease;
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comp.AngleDecayModified = ev.AngleDecay;
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comp.MaxAngleModified = ev.MaxAngle;
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comp.MinAngleModified = ev.MinAngle;
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comp.ShotsPerBurstModified = ev.ShotsPerBurst;
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comp.FireRateModified = ev.FireRate;
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comp.ProjectileSpeedModified = ev.ProjectileSpeed;
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Dirty(gun);
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}
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protected abstract void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null);
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/// <summary>
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Block a user