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:
DrSmugleaf
2024-01-28 15:32:42 -08:00
committed by GitHub
parent 556545e324
commit 4e8b1fb0d3
16 changed files with 284 additions and 90 deletions

View File

@@ -1,5 +1,7 @@
using Content.Shared.Damage;
using Content.Shared.Tag;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
@@ -8,23 +10,33 @@ using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent, Virtual]
[AutoGenerateComponentState]
public partial class GunComponent : Component
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedGunSystem))]
public sealed partial class GunComponent : Component
{
#region Sound
[ViewVariables(VVAccess.ReadWrite), DataField("soundGunshot")]
/// <summary>
/// The base sound to use when the gun is fired.
/// </summary>
[DataField]
public SoundSpecifier? SoundGunshot = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");
[ViewVariables(VVAccess.ReadWrite), DataField("soundEmpty")]
/// <summary>
/// The sound to use when the gun is fired.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? SoundGunshotModified;
[DataField]
public SoundSpecifier? SoundEmpty = new SoundPathSpecifier("/Audio/Weapons/Guns/Empty/empty.ogg");
/// <summary>
/// Sound played when toggling the <see cref="SelectedMode"/> for this gun.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("soundMode")]
public SoundSpecifier? SoundModeToggle = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
[DataField]
public SoundSpecifier? SoundMode = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");
#endregion
@@ -32,59 +44,94 @@ public partial class GunComponent : Component
// These values are very small for now until we get a debug overlay and fine tune it
/// <summary>
/// The base scalar value applied to the vector governing camera recoil.
/// </summary>
[DataField, AutoNetworkedField]
public float CameraRecoilScalar = 1f;
/// <summary>
/// A scalar value applied to the vector governing camera recoil.
/// If 0, there will be no camera recoil.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[DataField("cameraRecoilScalar"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float CameraRecoilScalar = 1f;
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float CameraRecoilScalarModified = 1f;
/// <summary>
/// Last time the gun fired.
/// Used for recoil purposes.
/// </summary>
[DataField("lastFire")]
[DataField]
public TimeSpan LastFire = TimeSpan.Zero;
/// <summary>
/// What the current spread is for shooting. This gets changed every time the gun fires.
/// </summary>
[DataField("currentAngle")]
[DataField]
[AutoNetworkedField]
public Angle CurrentAngle;
/// <summary>
/// How much the spread increases every time the gun fires.
/// The base value for how much the spread increases every time the gun fires.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("angleIncrease")]
[DataField]
public Angle AngleIncrease = Angle.FromDegrees(0.5);
/// <summary>
/// How much the <see cref="CurrentAngle"/> decreases per second.
/// How much the spread increases every time the gun fires.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[DataField("angleDecay")]
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public Angle AngleIncreaseModified;
/// <summary>
/// The base value for how much the <see cref="CurrentAngle"/> decreases per second.
/// </summary>
[DataField]
public Angle AngleDecay = Angle.FromDegrees(4);
/// <summary>
/// The maximum angle allowed for <see cref="CurrentAngle"/>
/// How much the <see cref="CurrentAngle"/> decreases per second.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("maxAngle")]
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public Angle AngleDecayModified;
/// <summary>
/// The base value for the maximum angle allowed for <see cref="CurrentAngle"/>
/// </summary>
[DataField]
[AutoNetworkedField]
public Angle MaxAngle = Angle.FromDegrees(2);
/// <summary>
/// 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 +140,19 @@ 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 +161,69 @@ 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
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("compatibleAmmo")]
[DataField]
public List<ProtoId<TagPrototype>>? CompatibleAmmo;
/// <summary>
/// Damage the gun deals when used with wrong ammo
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("damageOnWrongAmmo")]
[DataField]
public DamageSpecifier? DamageOnWrongAmmo = null;
/// <summary>
/// How fast the projectile moves.
/// The base value for how fast the projectile moves.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("projectileSpeed")]
[DataField]
public float ProjectileSpeed = 25f;
/// <summary>
/// How fast the projectile moves.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[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 +231,14 @@ 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;
}

View File

@@ -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);

View File

@@ -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);

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@@ -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
);

View File

@@ -183,10 +183,10 @@ 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);

View File

@@ -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}")));
}
}
@@ -80,7 +80,7 @@ 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);
}
@@ -112,7 +112,7 @@ 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;

View File

@@ -95,18 +95,19 @@ 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)
@@ -229,7 +230,7 @@ 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;
@@ -259,7 +260,7 @@ 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
@@ -287,7 +288,7 @@ 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;
@@ -468,6 +469,11 @@ 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)
@@ -487,6 +493,41 @@ 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>