Adds grappling gun (#16662)

This commit is contained in:
metalgearsloth
2023-05-27 14:15:15 +10:00
committed by GitHub
parent 9eb4d4edb0
commit 552fbb0585
48 changed files with 753 additions and 35 deletions

View File

@@ -0,0 +1,58 @@
using System.Net;
using Content.Client.Hands.Systems;
using Content.Shared.CombatMode;
using Content.Shared.Weapons.Misc;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.Input;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics.Joints;
namespace Content.Client.Weapons.Misc;
public sealed class GrapplingGunSystem : SharedGrapplingGunSystem
{
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly InputSystem _input = default!;
[Dependency] private readonly IPlayerManager _player = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
// Oh boy another input handler.
// If someone thinks of a better way to unify this please tell me.
if (!Timing.IsFirstTimePredicted)
return;
var local = _player.LocalPlayer?.ControlledEntity;
var handUid = _hands.GetActiveHandEntity();
if (!TryComp<GrapplingGunComponent>(handUid, out var grappling))
return;
if (!TryComp<JointComponent>(handUid, out var jointComp) ||
!jointComp.GetJoints.TryGetValue(GrapplingJoint, out var joint) ||
joint is not DistanceJoint distance)
{
return;
}
if (distance.MaxLength <= distance.MinLength)
return;
var reelKey = _input.CmdStates.GetState(EngineKeyFunctions.UseSecondary) == BoundKeyState.Down;
if (!TryComp<CombatModeComponent>(local, out var combatMode) ||
!combatMode.IsInCombatMode)
{
reelKey = false;
}
if (grappling.Reeling == reelKey)
return;
RaisePredictiveEvent(new RequestGrapplingReelMessage(reelKey));
}
}

View File

@@ -1,4 +1,5 @@
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Map;
namespace Content.Client.Weapons.Ranged.Systems;
@@ -19,9 +20,10 @@ public sealed partial class GunSystem
}
}
protected override void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates)
protected override void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates)
{
if (!Timing.IsFirstTimePredicted) return;
if (!Timing.IsFirstTimePredicted)
return;
EntityUid? ent = null;
@@ -43,5 +45,8 @@ public sealed partial class GunSystem
if (ent != null && ent.Value.IsClientSide())
Del(ent.Value);
var cycledEvent = new GunCycledEvent();
RaiseLocalEvent(uid, ref cycledEvent);
}
}

View File

@@ -173,8 +173,10 @@ public sealed partial class GunSystem : SharedGunSystem
}
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null, bool throwItems = false)
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
{
userImpulse = true;
// Rather than splitting client / server for every ammo provider it's easier
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
// This also means any ammo specific stuff can be grabbed as necessary.
@@ -207,6 +209,7 @@ public sealed partial class GunSystem : SharedGunSystem
}
else
{
userImpulse = false;
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
}