Adds grappling gun (#16662)
This commit is contained in:
58
Content.Client/Weapons/Misc/GrapplingGunSystem.cs
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58
Content.Client/Weapons/Misc/GrapplingGunSystem.cs
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@@ -0,0 +1,58 @@
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using System.Net;
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using Content.Client.Hands.Systems;
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using Content.Shared.CombatMode;
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using Content.Shared.Weapons.Misc;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Input;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics.Joints;
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namespace Content.Client.Weapons.Misc;
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public sealed class GrapplingGunSystem : SharedGrapplingGunSystem
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{
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[Dependency] private readonly HandsSystem _hands = default!;
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[Dependency] private readonly InputSystem _input = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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// Oh boy another input handler.
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// If someone thinks of a better way to unify this please tell me.
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if (!Timing.IsFirstTimePredicted)
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return;
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var local = _player.LocalPlayer?.ControlledEntity;
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var handUid = _hands.GetActiveHandEntity();
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if (!TryComp<GrapplingGunComponent>(handUid, out var grappling))
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return;
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if (!TryComp<JointComponent>(handUid, out var jointComp) ||
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!jointComp.GetJoints.TryGetValue(GrapplingJoint, out var joint) ||
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joint is not DistanceJoint distance)
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{
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return;
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}
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if (distance.MaxLength <= distance.MinLength)
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return;
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var reelKey = _input.CmdStates.GetState(EngineKeyFunctions.UseSecondary) == BoundKeyState.Down;
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if (!TryComp<CombatModeComponent>(local, out var combatMode) ||
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!combatMode.IsInCombatMode)
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{
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reelKey = false;
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}
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if (grappling.Reeling == reelKey)
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return;
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RaisePredictiveEvent(new RequestGrapplingReelMessage(reelKey));
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}
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}
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@@ -1,4 +1,5 @@
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Map;
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namespace Content.Client.Weapons.Ranged.Systems;
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@@ -19,9 +20,10 @@ public sealed partial class GunSystem
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}
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}
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protected override void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates)
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protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates)
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{
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if (!Timing.IsFirstTimePredicted) return;
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if (!Timing.IsFirstTimePredicted)
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return;
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EntityUid? ent = null;
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@@ -43,5 +45,8 @@ public sealed partial class GunSystem
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if (ent != null && ent.Value.IsClientSide())
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Del(ent.Value);
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var cycledEvent = new GunCycledEvent();
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RaiseLocalEvent(uid, ref cycledEvent);
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}
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}
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@@ -173,8 +173,10 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null, bool throwItems = false)
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
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{
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userImpulse = true;
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// Rather than splitting client / server for every ammo provider it's easier
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// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
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// This also means any ammo specific stuff can be grabbed as necessary.
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@@ -207,6 +209,7 @@ public sealed partial class GunSystem : SharedGunSystem
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}
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else
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{
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userImpulse = false;
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Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
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}
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