Ranged weapon firing does not depend on DefaultGrid anymore.
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@@ -159,10 +159,10 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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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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var rangedWeaponComponent = Owner.GetComponent<ServerRangedWeaponComponent>();
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rangedWeaponComponent.Barrel = this;
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rangedWeaponComponent.FireHandler += Fire;
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rangedWeaponComponent.WeaponCanFireHandler += WeaponCanFire;
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}
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public override void OnRemove()
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@@ -208,7 +208,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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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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/// <summary>
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/// Fires a round of ammo out of the weapon.
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/// </summary>
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/// <param name="shooter">Entity that is operating the weapon, usually the player.</param>
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/// <param name="targetPos">Target position on the map to shoot at.</param>
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private void Fire(IEntity shooter, Vector2 targetPos)
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{
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var soundSystem = EntitySystem.Get<AudioSystem>();
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if (ShotsLeft == 0)
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@@ -229,8 +234,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
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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 direction = (targetPos - 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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@@ -1,4 +1,4 @@
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using System;
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using System;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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@@ -12,6 +12,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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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.Network;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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@@ -19,6 +20,7 @@ using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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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.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -38,7 +40,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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public Func<bool> WeaponCanFireHandler;
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public Func<IEntity, bool> UserCanFireHandler;
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public Action<IEntity, GridCoordinates> FireHandler;
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public Action<IEntity, Vector2> FireHandler;
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public ServerRangedBarrelComponent Barrel
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{
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@@ -77,6 +79,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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serializer.DataField(this, p => p.ClumsyExplodeChance, "clumsyExplodeChance", 0.5f);
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}
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/// <inheritdoc />
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public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession session = null)
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{
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base.HandleNetworkMessage(message, channel, session);
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@@ -95,7 +98,24 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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return;
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}
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_tryFire(user, msg.Target);
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if (msg.TargetGrid != GridId.Invalid)
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{
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// grid pos
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if (!IoCManager.Resolve<IMapManager>().TryGetGrid(msg.TargetGrid, out var grid))
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{
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// Client sent us a message with an invalid grid.
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break;
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}
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var targetPos = grid.LocalToWorld(msg.TargetPosition);
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TryFire(user, targetPos);
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}
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else
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{
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// map pos
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TryFire(user, msg.TargetPosition);
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}
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break;
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}
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}
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@@ -105,7 +125,12 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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return new RangedWeaponComponentState(FireRateSelector);
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}
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private void _tryFire(IEntity user, GridCoordinates coordinates)
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/// <summary>
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/// Tries to fire a round of ammo out of the weapon.
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/// </summary>
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/// <param name="user">Entity that is operating the weapon, usually the player.</param>
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/// <param name="targetPos">Target position on the map to shoot at.</param>
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private void TryFire(IEntity user, Vector2 targetPos)
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{
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if (!user.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand?.Owner != Owner)
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{
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@@ -158,7 +183,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged
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return;
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}
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FireHandler?.Invoke(user, coordinates);
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FireHandler?.Invoke(user, targetPos);
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}
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// Probably a better way to do this.
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