Adds grappling gun (#16662)
This commit is contained in:
@@ -0,0 +1,9 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Misc;
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[RegisterComponent, NetworkedComponent]
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public sealed class GrapplingProjectileComponent : Component
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{
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}
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230
Content.Shared/Weapons/Misc/SharedGrapplingGunSystem.cs
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230
Content.Shared/Weapons/Misc/SharedGrapplingGunSystem.cs
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@@ -0,0 +1,230 @@
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using Content.Shared.CombatMode;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Events;
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using Content.Shared.Physics;
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using Content.Shared.Projectiles;
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using Content.Shared.Timing;
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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.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Weapons.Misc;
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public abstract class SharedGrapplingGunSystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedJointSystem _joints = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly UseDelaySystem _delay = default!;
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public const string GrapplingJoint = "grappling";
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public const float ReelRate = 2.5f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GrapplingProjectileComponent, ProjectileEmbedEvent>(OnGrappleCollide);
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SubscribeLocalEvent<CanWeightlessMoveEvent>(OnWeightlessMove);
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SubscribeAllEvent<RequestGrapplingReelMessage>(OnGrapplingReel);
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SubscribeLocalEvent<GrapplingGunComponent, GunShotEvent>(OnGrapplingShot);
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SubscribeLocalEvent<GrapplingGunComponent, ActivateInWorldEvent>(OnGunActivate);
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SubscribeLocalEvent<GrapplingGunComponent, HandDeselectedEvent>(OnGrapplingDeselected);
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}
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private void OnGrapplingShot(EntityUid uid, GrapplingGunComponent component, ref GunShotEvent args)
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{
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foreach (var (shotUid, _) in args.Ammo)
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{
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if (!HasComp<GrapplingProjectileComponent>(shotUid))
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continue;
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// At least show the visuals.
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component.Projectile = shotUid.Value;
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Dirty(component);
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var visuals = EnsureComp<JointVisualsComponent>(shotUid.Value);
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visuals.Sprite =
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new SpriteSpecifier.Rsi(new ResPath("Objects/Weapons/Guns/Launchers/grappling_gun.rsi"), "rope");
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visuals.OffsetA = new Vector2(0f, 0.5f);
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visuals.Target = uid;
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Dirty(visuals);
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}
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TryComp<AppearanceComponent>(uid, out var appearance);
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_appearance.SetData(uid, SharedTetherGunSystem.TetherVisualsStatus.Key, false, appearance);
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}
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private void OnGrapplingDeselected(EntityUid uid, GrapplingGunComponent component, HandDeselectedEvent args)
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{
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SetReeling(uid, component, false, args.User);
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}
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private void OnGrapplingReel(RequestGrapplingReelMessage msg, EntitySessionEventArgs args)
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{
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var player = args.SenderSession.AttachedEntity;
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if (!TryComp<HandsComponent>(player, out var hands) ||
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!TryComp<GrapplingGunComponent>(hands.ActiveHandEntity, out var grappling))
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{
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return;
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}
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if (msg.Reeling &&
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(!TryComp<CombatModeComponent>(player, out var combatMode) ||
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!combatMode.IsInCombatMode))
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{
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return;
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}
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SetReeling(hands.ActiveHandEntity.Value, grappling, msg.Reeling, player.Value);
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}
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private void OnWeightlessMove(ref CanWeightlessMoveEvent ev)
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{
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if (ev.CanMove || !TryComp<JointRelayTargetComponent>(ev.Uid, out var relayComp))
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return;
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foreach (var relay in relayComp.Relayed)
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{
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if (TryComp<JointComponent>(relay, out var jointRelay) && jointRelay.GetJoints.ContainsKey(GrapplingJoint))
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{
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ev.CanMove = true;
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return;
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}
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}
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}
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private void OnGunActivate(EntityUid uid, GrapplingGunComponent component, ActivateInWorldEvent args)
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{
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if (!Timing.IsFirstTimePredicted || _delay.ActiveDelay(uid))
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return;
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_delay.BeginDelay(uid);
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_audio.PlayPredicted(component.CycleSound, uid, args.User);
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TryComp<AppearanceComponent>(uid, out var appearance);
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_appearance.SetData(uid, SharedTetherGunSystem.TetherVisualsStatus.Key, true, appearance);
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SetReeling(uid, component, false, args.User);
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if (!Deleted(component.Projectile))
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{
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if (_netManager.IsServer)
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{
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QueueDel(component.Projectile.Value);
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}
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component.Projectile = null;
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Dirty(component);
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}
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}
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private void SetReeling(EntityUid uid, GrapplingGunComponent component, bool value, EntityUid? user)
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{
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if (component.Reeling == value)
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return;
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if (value)
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{
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if (Timing.IsFirstTimePredicted)
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component.Stream = _audio.PlayPredicted(component.ReelSound, uid, user);
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}
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else
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{
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if (Timing.IsFirstTimePredicted)
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{
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component.Stream?.Stop();
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component.Stream = null;
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}
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}
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component.Reeling = value;
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Dirty(component);
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}
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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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var query = EntityQueryEnumerator<GrapplingGunComponent>();
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while (query.MoveNext(out var uid, out var grappling))
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{
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if (!grappling.Reeling)
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{
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if (Timing.IsFirstTimePredicted)
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{
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// Just in case.
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grappling.Stream?.Stop();
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grappling.Stream = null;
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}
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continue;
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}
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if (!TryComp<JointComponent>(uid, 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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SetReeling(uid, grappling, false, null);
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continue;
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}
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// TODO: This should be on engine.
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distance.MaxLength = MathF.Max(distance.MinLength, distance.MaxLength - ReelRate * frameTime);
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distance.Length = MathF.Min(distance.MaxLength, distance.Length);
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_physics.WakeBody(joint.BodyAUid);
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_physics.WakeBody(joint.BodyBUid);
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if (jointComp.Relay != null)
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{
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_physics.WakeBody(jointComp.Relay.Value);
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}
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Dirty(jointComp);
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if (distance.MaxLength.Equals(distance.MinLength))
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{
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SetReeling(uid, grappling, false, null);
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}
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}
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}
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private void OnGrappleCollide(EntityUid uid, GrapplingProjectileComponent component, ref ProjectileEmbedEvent args)
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{
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if (!Timing.IsFirstTimePredicted)
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return;
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var jointComp = EnsureComp<JointComponent>(uid);
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var joint = _joints.CreateDistanceJoint(uid, args.Weapon, anchorA: new Vector2(0f, 0.5f), id: GrapplingJoint);
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joint.MaxLength = joint.Length + 0.2f;
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joint.Stiffness = 1f;
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joint.MinLength = 0.35f;
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// Setting velocity directly for mob movement fucks this so need to make them aware of it.
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// joint.Breakpoint = 4000f;
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Dirty(jointComp);
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}
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[Serializable, NetSerializable]
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protected sealed class RequestGrapplingReelMessage : EntityEventArgs
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{
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public bool Reeling;
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public RequestGrapplingReelMessage(bool reeling)
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{
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Reeling = reeling;
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}
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}
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}
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@@ -43,7 +43,7 @@ public abstract partial class SharedTetherGunSystem
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{
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// Pickup
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if (TryTether(uid, args.Target.Value, args.User, component))
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TransformSystem.SetCoordinates(component.TetherEntity!.Value, new EntityCoordinates(uid, new Vector2(0.0f, -0.8f)));
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TransformSystem.SetCoordinates(component.TetherEntity!.Value, new EntityCoordinates(uid, new Vector2(0f, 0f)));
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}
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}
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@@ -22,6 +22,8 @@ public sealed partial class BallisticAmmoProviderComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField("capacity")]
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public int Capacity = 30;
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public int Count => UnspawnedCount + Container.ContainedEntities.Count;
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[ViewVariables(VVAccess.ReadWrite), DataField("unspawnedCount")]
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[AutoNetworkedField]
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public int UnspawnedCount;
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@@ -0,0 +1,28 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged.Components;
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// I have tried to make this as generic as possible but "delete joint on cycle / right-click reels in" is very specific behavior.
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class GrapplingGunComponent : Component
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{
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[DataField("jointId"), AutoNetworkedField]
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public string Joint = string.Empty;
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[DataField("projectile")] public EntityUid? Projectile;
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[ViewVariables(VVAccess.ReadWrite), DataField("reeling"), AutoNetworkedField]
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public bool Reeling;
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[ViewVariables(VVAccess.ReadWrite), DataField("reelSound"), AutoNetworkedField]
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public SoundSpecifier? ReelSound = new SoundPathSpecifier("/Audio/Weapons/reel.ogg")
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{
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Params = AudioParams.Default.WithLoop(true)
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};
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[ViewVariables(VVAccess.ReadWrite), DataField("cycleSound"), AutoNetworkedField]
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public SoundSpecifier? CycleSound = new SoundPathSpecifier("/Audio/Weapons/Guns/MagIn/kinetic_reload.ogg");
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public IPlayingAudioStream? Stream;
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}
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@@ -0,0 +1,12 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Recharges ammo upon the gun being cycled.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class RechargeCycleAmmoComponent : Component
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{
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}
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7
Content.Shared/Weapons/Ranged/Events/GunCycledEvent.cs
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7
Content.Shared/Weapons/Ranged/Events/GunCycledEvent.cs
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namespace Content.Shared.Weapons.Ranged.Events;
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/// <summary>
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/// Raised directed on a gun when it cycles.
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/// </summary>
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[ByRefEvent]
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public readonly record struct GunCycledEvent;
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@@ -0,0 +1,31 @@
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using Content.Shared.Interaction;
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using Content.Shared.Weapons.Ranged.Components;
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namespace Content.Shared.Weapons.Ranged.Systems;
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/// <summary>
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/// Recharges ammo whenever the gun is cycled.
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/// </summary>
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public sealed class RechargeCycleAmmoSystem : EntitySystem
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{
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[Dependency] private readonly SharedGunSystem _gun = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RechargeCycleAmmoComponent, ActivateInWorldEvent>(OnRechargeCycled);
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}
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private void OnRechargeCycled(EntityUid uid, RechargeCycleAmmoComponent component, ActivateInWorldEvent args)
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{
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if (!TryComp<BasicEntityAmmoProviderComponent>(uid, out var basic) || args.Handled)
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return;
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if (basic.Count >= basic.Capacity || basic.Count == null)
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return;
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_gun.UpdateBasicEntityAmmoCount(uid, basic.Count.Value + 1, basic);
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Dirty(basic);
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args.Handled = true;
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}
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}
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@@ -162,7 +162,7 @@ public abstract partial class SharedGunSystem
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var shots = GetBallisticShots(component);
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component.Cycled = true;
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Cycle(component, coordinates);
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Cycle(uid, component, coordinates);
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var text = Loc.GetString(shots == 0 ? "gun-ballistic-cycled-empty" : "gun-ballistic-cycled");
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@@ -171,7 +171,7 @@ public abstract partial class SharedGunSystem
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UpdateAmmoCount(uid);
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}
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protected abstract void Cycle(BallisticAmmoProviderComponent component, MapCoordinates coordinates);
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protected abstract void Cycle(EntityUid uid, BallisticAmmoProviderComponent component, MapCoordinates coordinates);
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private void OnBallisticInit(EntityUid uid, BallisticAmmoProviderComponent component, ComponentInit args)
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{
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@@ -313,15 +313,16 @@ public abstract partial class SharedGunSystem : EntitySystem
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}
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// Shoot confirmed - sounds also played here in case it's invalid (e.g. cartridge already spent).
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Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, user, throwItems: attemptEv.ThrowItems);
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var shotEv = new GunShotEvent(user);
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Shoot(gunUid, gun, ev.Ammo, fromCoordinates, toCoordinates.Value, out var userImpulse, user, throwItems: attemptEv.ThrowItems);
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var shotEv = new GunShotEvent(user, ev.Ammo);
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RaiseLocalEvent(gunUid, ref shotEv);
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// Projectiles cause impulses especially important in non gravity environments
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if (TryComp<PhysicsComponent>(user, out var userPhysics))
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if (userImpulse && TryComp<PhysicsComponent>(user, out var userPhysics))
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{
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if (_gravity.IsWeightless(user, userPhysics))
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CauseImpulse(fromCoordinates, toCoordinates.Value, user, userPhysics);
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}
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Dirty(gun);
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}
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@@ -331,11 +332,12 @@ public abstract partial class SharedGunSystem : EntitySystem
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EntityUid ammo,
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EntityCoordinates fromCoordinates,
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EntityCoordinates toCoordinates,
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out bool userImpulse,
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EntityUid? user = null,
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bool throwItems = false)
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{
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var shootable = EnsureComp<AmmoComponent>(ammo);
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Shoot(gunUid, gun, new List<(EntityUid? Entity, IShootable Shootable)>(1) { (ammo, shootable) }, fromCoordinates, toCoordinates, user, throwItems);
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Shoot(gunUid, gun, new List<(EntityUid? Entity, IShootable Shootable)>(1) { (ammo, shootable) }, fromCoordinates, toCoordinates, out userImpulse, user, throwItems);
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}
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public abstract void Shoot(
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@@ -344,6 +346,7 @@ public abstract partial class SharedGunSystem : EntitySystem
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List<(EntityUid? Entity, IShootable Shootable)> ammo,
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EntityCoordinates fromCoordinates,
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EntityCoordinates toCoordinates,
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out bool userImpulse,
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EntityUid? user = null,
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bool throwItems = false);
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@@ -436,7 +439,7 @@ public record struct AttemptShootEvent(EntityUid User, string? Message, bool Can
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/// </summary>
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/// <param name="User">The user that fired this gun.</param>
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[ByRefEvent]
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public record struct GunShotEvent(EntityUid User);
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public record struct GunShotEvent(EntityUid User, List<(EntityUid? Uid, IShootable Shootable)> Ammo);
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public enum EffectLayers : byte
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{
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Reference in New Issue
Block a user