Gun stuff (#132)
* Guns can now be fully automatic. Take that BYOND. * Improve delay handling * Bullet spread * Fix firing guns on pickup
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@@ -27,6 +27,8 @@ namespace Content.Client.GameObjects
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[ViewVariables] private ISpriteComponent _sprite;
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[ViewVariables] public IEntity ActiveHand => GetEntity(ActiveIndex);
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public override void OnAdd()
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{
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base.OnAdd();
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@@ -0,0 +1,29 @@
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using System;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.IoC;
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using SS14.Shared.Log;
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using SS14.Shared.Map;
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namespace Content.Client.GameObjects.Components.Weapons.Ranged
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{
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public sealed class ClientRangedWeaponComponent : SharedRangedWeaponComponent
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{
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private TimeSpan _lastFireTime;
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private int _tick;
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public void TryFire(GridLocalCoordinates worldPos)
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{
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var curTime = IoCManager.Resolve<IGameTiming>().CurTime;
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var span = curTime - _lastFireTime;
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if (span.TotalSeconds < 1 / FireRate)
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{
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return;
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}
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Logger.Debug("Delay: {0}", span.TotalSeconds);
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_lastFireTime = curTime;
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SendNetworkMessage(new FireMessage(worldPos, _tick++));
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}
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}
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}
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@@ -0,0 +1,76 @@
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using Content.Client.GameObjects.Components.Weapons.Ranged;
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using Content.Client.Interfaces.GameObjects;
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using Content.Shared.Input;
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using SS14.Client.GameObjects.EntitySystems;
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using SS14.Client.Interfaces.Graphics.ClientEye;
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using SS14.Client.Interfaces.Input;
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using SS14.Client.Player;
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using SS14.Shared.GameObjects.Systems;
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using SS14.Shared.Input;
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using SS14.Shared.IoC;
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namespace Content.Client.GameObjects.EntitySystems
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{
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public class RangedWeaponSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IEyeManager _eyeManager;
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[Dependency] private readonly IInputManager _inputManager;
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#pragma warning restore 649
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private InputSystem _inputSystem;
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private bool _isFirstShot;
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private bool _blocked;
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.InjectDependencies(this);
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_inputSystem = EntitySystemManager.GetEntitySystem<InputSystem>();
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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 canFireSemi = _isFirstShot;
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var state = _inputSystem.CmdStates.GetState(ContentKeyFunctions.UseItemInHand);
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if (state != BoundKeyState.Down)
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{
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_isFirstShot = true;
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_blocked = false;
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return;
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}
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_isFirstShot = false;
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var entity = _playerManager.LocalPlayer.ControlledEntity;
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if (entity == null || !entity.TryGetComponent(out IHandsComponent hands))
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{
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return;
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}
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var held = hands.ActiveHand;
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if (held == null || !held.TryGetComponent(out ClientRangedWeaponComponent weapon))
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{
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_blocked = true;
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return;
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}
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if (_blocked)
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{
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return;
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}
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var worldPos = _eyeManager.ScreenToWorld(_inputManager.MouseScreenPosition);
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if (weapon.Automatic || canFireSemi)
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{
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weapon.TryFire(worldPos);
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}
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}
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}
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}
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