Add a LOT more dakka (#1033)
* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,415 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Sound;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Weapons.Ranged;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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{
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/// <summary>
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/// All of the ranged weapon components inherit from this to share mechanics like shooting etc.
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/// Only difference between them is how they retrieve a projectile to shoot (battery, magazine, etc.)
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/// </summary>
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public abstract class ServerRangedBarrelComponent : SharedRangedBarrelComponent, IUse, IInteractUsing
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{
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// There's still some of py01 and PJB's work left over, especially in underlying shooting logic,
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// it's just when I re-organised it changed me as the contributor
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#pragma warning disable 649
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[Dependency] private IGameTiming _gameTiming;
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[Dependency] private IRobustRandom _robustRandom;
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#pragma warning restore 649
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public override FireRateSelector FireRateSelector => _fireRateSelector;
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private FireRateSelector _fireRateSelector;
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public override FireRateSelector AllRateSelectors => _fireRateSelector;
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private FireRateSelector _allRateSelectors;
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public override float FireRate => _fireRate;
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private float _fireRate;
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// _lastFire is when we actually fired (so if we hold the button then recoil doesn't build up if we're not firing)
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private TimeSpan _lastFire;
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public abstract IEntity PeekAmmo();
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public abstract IEntity TakeProjectile();
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// Recoil / spray control
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private Angle _minAngle;
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private Angle _maxAngle;
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private Angle _currentAngle = Angle.Zero;
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/// <summary>
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/// How slowly the angle's theta decays per second in radians
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/// </summary>
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private float _angleDecay;
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/// <summary>
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/// How quickly the angle's theta builds for every shot fired in radians
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/// </summary>
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private float _angleIncrease;
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// Multiplies the ammo spread to get the final spread of each pellet
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private float _spreadRatio;
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public bool CanMuzzleFlash => _canMuzzleFlash;
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private bool _canMuzzleFlash = true;
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// Sounds
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public string SoundGunshot
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{
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get => _soundGunshot;
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set => _soundGunshot = value;
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}
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private string _soundGunshot;
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public string SoundEmpty => _soundEmpty;
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private string _soundEmpty;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fireRateSelector, "currentSelector", FireRateSelector.Safety);
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serializer.DataField(ref _fireRate, "fireRate", 2.0f);
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// This hard-to-read area's dealing with recoil
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// Use degrees in yaml as it's easier to read compared to "0.0125f"
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if (serializer.Reading)
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{
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var minAngle = serializer.ReadDataField("minAngle", 0) / 2;
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_minAngle = Angle.FromDegrees(minAngle);
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// Random doubles it as it's +/- so uhh we'll just half it here for readability
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var maxAngle = serializer.ReadDataField("maxAngle", 45) / 2;
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_maxAngle = Angle.FromDegrees(maxAngle);
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var angleIncrease = serializer.ReadDataField("angleIncrease", (40 / _fireRate));
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_angleIncrease = angleIncrease * (float) Math.PI / 180;
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var angleDecay = serializer.ReadDataField("angleDecay", (float) 20);
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_angleDecay = angleDecay * (float) Math.PI / 180;
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serializer.DataField(ref _spreadRatio, "ammoSpreadRatio", 1.0f);
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// FireRate options
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var allFireRates = serializer.ReadDataField("allSelectors", new List<FireRateSelector>());
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foreach (var fireRate in allFireRates)
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{
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_allRateSelectors |= fireRate;
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}
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}
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// For simplicity we'll enforce it this way; ammo determines max spread
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if (_spreadRatio > 1.0f)
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{
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Logger.Error("SpreadRatio must be <= 1.0f for guns");
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throw new InvalidOperationException();
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}
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serializer.DataField(ref _canMuzzleFlash, "canMuzzleFlash", true);
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// Sounds
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serializer.DataField(ref _soundGunshot, "soundGunshot", null);
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serializer.DataField(ref _soundEmpty, "soundEmpty", "/Audio/Guns/Empty/empty.ogg");
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}
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public override void OnAdd()
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{
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base.OnAdd();
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var rangedWeapon = Owner.GetComponent<ServerRangedWeaponComponent>();
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rangedWeapon.Barrel = this;
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rangedWeapon.FireHandler += Fire;
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rangedWeapon.WeaponCanFireHandler += WeaponCanFire;
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}
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public override void OnRemove()
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{
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base.OnRemove();
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var rangedWeapon = Owner.GetComponent<ServerRangedWeaponComponent>();
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rangedWeapon.Barrel = null;
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rangedWeapon.FireHandler -= Fire;
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rangedWeapon.WeaponCanFireHandler -= WeaponCanFire;
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}
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private Angle GetRecoilAngle(Angle direction)
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{
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var currentTime = _gameTiming.CurTime;
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var timeSinceLastFire = (currentTime - _lastFire).TotalSeconds;
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var newTheta = Math.Clamp(_currentAngle.Theta + _angleIncrease - _angleDecay * timeSinceLastFire, _minAngle.Theta, _maxAngle.Theta);
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_currentAngle = new Angle(newTheta);
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var random = (_robustRandom.NextDouble() - 0.5) * 2;
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var angle = Angle.FromDegrees(direction.Degrees + _currentAngle.Degrees * random);
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return angle;
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}
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public abstract bool UseEntity(UseEntityEventArgs eventArgs);
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public abstract bool InteractUsing(InteractUsingEventArgs eventArgs);
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public void ChangeFireSelector(FireRateSelector rateSelector)
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{
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if ((rateSelector & AllRateSelectors) != 0)
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{
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_fireRateSelector = rateSelector;
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return;
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}
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throw new InvalidOperationException();
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}
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protected virtual bool WeaponCanFire()
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{
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// If the ServerRangedWeaponComponent gets re-done probably need to add the checks here
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return true;
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}
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private void Fire(IEntity shooter, GridCoordinates target)
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{
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var soundSystem = EntitySystem.Get<AudioSystem>();
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if (ShotsLeft == 0)
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{
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if (_soundEmpty != null)
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{
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soundSystem.PlayAtCoords(_soundEmpty, Owner.Transform.GridPosition);
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}
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return;
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}
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var ammo = PeekAmmo();
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var projectile = TakeProjectile();
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if (projectile == null)
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{
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soundSystem.PlayAtCoords(_soundEmpty, Owner.Transform.GridPosition);
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return;
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}
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// At this point firing is confirmed
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var worldPosition = IoCManager.Resolve<IMapManager>().GetGrid(target.GridID).LocalToWorld(target).Position;
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var direction = (worldPosition - shooter.Transform.WorldPosition).ToAngle();
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var angle = GetRecoilAngle(direction);
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// This should really be client-side but for now we'll just leave it here
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if (shooter.TryGetComponent(out CameraRecoilComponent recoilComponent))
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{
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recoilComponent.Kick(-angle.ToVec() * 0.15f);
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}
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// This section probably needs tweaking so there can be caseless hitscan etc.
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if (projectile.TryGetComponent(out HitscanComponent hitscan))
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{
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FireHitscan(shooter, hitscan, angle);
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}
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else if (projectile.HasComponent<ProjectileComponent>())
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{
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var ammoComponent = ammo.GetComponent<AmmoComponent>();
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FireProjectiles(shooter, projectile, ammoComponent.ProjectilesFired, ammoComponent.EvenSpreadAngle, angle, ammoComponent.Velocity);
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if (CanMuzzleFlash)
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{
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ammoComponent.MuzzleFlash(Owner.Transform.GridPosition, angle);
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}
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if (ammoComponent.Caseless)
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{
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ammo.Delete();
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}
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}
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else
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{
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// Invalid types
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throw new InvalidOperationException();
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}
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soundSystem.PlayAtCoords(_soundGunshot, Owner.Transform.GridPosition);
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_lastFire = _gameTiming.CurTime;
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return;
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}
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/// <summary>
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/// Drops a single cartridge / shell
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/// Made as a static function just because multiple places need it
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="playSound"></param>
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/// <param name="robustRandom"></param>
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/// <param name="prototypeManager"></param>
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/// <param name="ejectDirections"></param>
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public static void EjectCasing(
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IEntity entity,
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bool playSound = true,
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IRobustRandom robustRandom = null,
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IPrototypeManager prototypeManager = null,
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Direction[] ejectDirections = null)
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{
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if (robustRandom == null)
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{
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robustRandom = IoCManager.Resolve<IRobustRandom>();
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}
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if (ejectDirections == null)
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{
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ejectDirections = new[] {Direction.East, Direction.North, Direction.South, Direction.West};
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}
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const float ejectOffset = 0.2f;
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var ammo = entity.GetComponent<AmmoComponent>();
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var offsetPos = (robustRandom.NextFloat() * ejectOffset, robustRandom.NextFloat() * ejectOffset);
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entity.Transform.GridPosition = entity.Transform.GridPosition.Offset(offsetPos);
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entity.Transform.LocalRotation = robustRandom.Pick(ejectDirections).ToAngle();
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if (ammo.SoundCollectionEject == null || !playSound)
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{
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return;
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}
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if (prototypeManager == null)
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{
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prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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}
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var soundCollection = prototypeManager.Index<SoundCollectionPrototype>(ammo.SoundCollectionEject);
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var randomFile = robustRandom.Pick(soundCollection.PickFiles);
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EntitySystem.Get<AudioSystem>().PlayAtCoords(randomFile, entity.Transform.GridPosition, AudioParams.Default.WithVolume(-1));
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}
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/// <summary>
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/// Drops multiple cartridges / shells on the floor
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/// Wraps EjectCasing to make it less toxic for bulk ejections
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/// </summary>
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/// <param name="entities"></param>
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public static void EjectCasings(IEnumerable<IEntity> entities)
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{
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var ejectDirections = new[] {Direction.East, Direction.North, Direction.South, Direction.West};
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var soundPlayCount = 0;
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var playSound = true;
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foreach (var entity in entities)
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{
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EjectCasing(entity, playSound, robustRandom, prototypeManager, ejectDirections);
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soundPlayCount++;
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if (soundPlayCount > 3)
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{
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playSound = false;
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}
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}
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}
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#region Firing
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/// <summary>
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/// Handles firing one or many projectiles
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/// </summary>
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private void FireProjectiles(IEntity shooter, IEntity baseProjectile, int count, float evenSpreadAngle, Angle angle, float velocity)
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{
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List<Angle> sprayAngleChange = null;
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if (count > 1)
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{
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evenSpreadAngle *= _spreadRatio;
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sprayAngleChange = Linspace(-evenSpreadAngle / 2, evenSpreadAngle / 2, count);
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}
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for (var i = 0; i < count; i++)
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{
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IEntity projectile;
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if (i == 0)
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{
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projectile = baseProjectile;
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}
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else
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{
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projectile =
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Owner.EntityManager.SpawnEntity(baseProjectile.Prototype.ID, Owner.Transform.GridPosition);
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}
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Angle projectileAngle;
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if (sprayAngleChange != null)
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{
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projectileAngle = angle + sprayAngleChange[i];
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}
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else
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{
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projectileAngle = angle;
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}
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var physicsComponent = projectile.GetComponent<PhysicsComponent>();
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physicsComponent.Status = BodyStatus.InAir;
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projectile.Transform.GridPosition = Owner.Transform.GridPosition;
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var projectileComponent = projectile.GetComponent<ProjectileComponent>();
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projectileComponent.IgnoreEntity(shooter);
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projectile.GetComponent<PhysicsComponent>().LinearVelocity = projectileAngle.ToVec() * velocity;
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projectile.Transform.LocalRotation = projectileAngle.Theta;
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}
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}
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/// <summary>
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/// Returns a list of numbers that form a set of equal intervals between the start and end value. Used to calculate shotgun spread angles.
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/// </summary>
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private List<Angle> Linspace(double start, double end, int intervals)
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{
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DebugTools.Assert(intervals > 1);
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var linspace = new List<Angle>(intervals);
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for (var i = 0; i <= intervals - 1; i++)
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{
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linspace.Add(Angle.FromDegrees(start + (end - start) * i / (intervals - 1)));
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}
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return linspace;
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}
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/// <summary>
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/// Fires hitscan entities and then displays their effects
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/// </summary>
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private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
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{
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var ray = new CollisionRay(Owner.Transform.GridPosition.Position, angle.ToVec(), (int) hitscan.CollisionMask);
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var physicsManager = IoCManager.Resolve<IPhysicsManager>();
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var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
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if (rayCastResults.Count >= 1)
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{
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var result = rayCastResults[0];
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var distance = result.HitEntity != null ? result.Distance : hitscan.MaxLength;
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hitscan.FireEffects(shooter, distance, angle, result.HitEntity);
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if (result.HitEntity == null || !result.HitEntity.TryGetComponent(out DamageableComponent damageable))
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{
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return;
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}
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damageable.TakeDamage(
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hitscan.DamageType,
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(int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero),
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Owner,
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shooter);
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//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
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//even numbers if halfway between two numbers, rather than rounding to nearest
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}
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else
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{
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hitscan.FireEffects(shooter, hitscan.MaxLength, angle);
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}
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}
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#endregion
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}
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||||
}
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Reference in New Issue
Block a user