Re-organize all projects (#4166)
This commit is contained in:
@@ -0,0 +1,61 @@
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using System;
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using Content.Shared.Damage;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Weapon.Melee.Components
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{
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[RegisterComponent]
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public class MeleeWeaponComponent : Component
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{
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public override string Name => "MeleeWeapon";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("hitSound")]
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public string HitSound { get; set; } = "/Audio/Weapons/genhit1.ogg";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("missSound")]
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public string MissSound { get; set; } = "/Audio/Weapons/punchmiss.ogg";
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[ViewVariables]
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[DataField("arcCooldownTime")]
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public float ArcCooldownTime { get; } = 1f;
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[ViewVariables]
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[DataField("cooldownTime")]
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public float CooldownTime { get; } = 1f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clickArc")]
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public string ClickArc { get; set; } = "punch";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("arc")]
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public string Arc { get; set; } = "default";
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("arcwidth")]
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public float ArcWidth { get; set; } = 90;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("range")]
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public float Range { get; set; } = 1;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("damage")]
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public int Damage { get; set; } = 5;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("damageType")]
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public DamageType DamageType { get; set; } = DamageType.Blunt;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("clickAttackEffect")]
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public bool ClickAttackEffect { get; set; } = true;
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public TimeSpan LastAttackTime;
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public TimeSpan CooldownEnd;
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}
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}
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@@ -0,0 +1,12 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.Weapon.Melee.Components
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{
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// TODO: Remove this, just use MeleeWeapon...
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[RegisterComponent]
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[ComponentReference(typeof(MeleeWeaponComponent))]
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public class UnarmedCombatComponent : MeleeWeaponComponent
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{
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public override string Name => "UnarmedCombat";
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}
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}
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326
Content.Server/Weapon/Melee/MeleeWeaponSystem.cs
Normal file
326
Content.Server/Weapon/Melee/MeleeWeaponSystem.cs
Normal file
@@ -0,0 +1,326 @@
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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.Body.Circulatory;
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using Content.Server.Chemistry.Components;
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using Content.Server.Cooldown;
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using Content.Server.Weapon.Melee.Components;
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using Content.Shared.Damage.Components;
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using Content.Shared.Hands;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Melee;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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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.Physics.Broadphase;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Weapon.Melee
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{
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public sealed class MeleeWeaponSystem : EntitySystem
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnHandSelected);
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SubscribeLocalEvent<MeleeWeaponComponent, ClickAttackEvent>(OnClickAttack);
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SubscribeLocalEvent<MeleeWeaponComponent, WideAttackEvent>(OnWideAttack);
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SubscribeLocalEvent<MeleeWeaponComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
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}
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private void OnHandSelected(EntityUid uid, MeleeWeaponComponent comp, HandSelectedEvent args)
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{
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var curTime = _gameTiming.CurTime;
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var cool = TimeSpan.FromSeconds(comp.CooldownTime * 0.5f);
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if (curTime < comp.CooldownEnd)
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{
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if (comp.CooldownEnd - curTime < cool)
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{
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comp.LastAttackTime = curTime;
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comp.CooldownEnd += cool;
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}
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else
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return;
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}
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else
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{
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comp.LastAttackTime = curTime;
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comp.CooldownEnd = curTime + cool;
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}
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RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
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}
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private void OnClickAttack(EntityUid uid, MeleeWeaponComponent comp, ClickAttackEvent args)
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{
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args.Handled = true;
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var curTime = _gameTiming.CurTime;
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if (curTime < comp.CooldownEnd || !args.Target.IsValid())
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return;
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var owner = EntityManager.GetEntity(uid);
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var target = args.TargetEntity;
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var location = args.User.Transform.Coordinates;
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var diff = args.ClickLocation.ToMapPos(owner.EntityManager) - location.ToMapPos(owner.EntityManager);
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var angle = Angle.FromWorldVec(diff);
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if (target != null)
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{
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// Raise event before doing damage so we can cancel damage if the event is handled
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var hitEvent = new MeleeHitEvent(new List<IEntity>() {target}, args.User);
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RaiseLocalEvent(uid, hitEvent, false);
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if (!hitEvent.Handled)
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{
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var targets = new[] {target};
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SendAnimation(comp.ClickArc, angle, args.User, owner, targets, comp.ClickAttackEffect, false);
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if (target.TryGetComponent(out IDamageableComponent? damageableComponent))
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{
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damageableComponent.ChangeDamage(comp.DamageType, comp.Damage, false, owner);
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}
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SoundSystem.Play(Filter.Pvs(owner), comp.HitSound, target);
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}
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}
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else
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{
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SoundSystem.Play(Filter.Pvs(owner), comp.MissSound, args.User);
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return;
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}
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comp.LastAttackTime = curTime;
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comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime);
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RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
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}
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private void OnWideAttack(EntityUid uid, MeleeWeaponComponent comp, WideAttackEvent args)
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{
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args.Handled = true;
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var curTime = _gameTiming.CurTime;
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if (curTime < comp.CooldownEnd)
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{
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return;
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}
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var owner = EntityManager.GetEntity(uid);
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var location = args.User.Transform.Coordinates;
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var diff = args.ClickLocation.ToMapPos(owner.EntityManager) - location.ToMapPos(owner.EntityManager);
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var angle = Angle.FromWorldVec(diff);
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities = ArcRayCast(args.User.Transform.WorldPosition, angle, comp.ArcWidth, comp.Range, owner.Transform.MapID, args.User);
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var hitEntities = new List<IEntity>();
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foreach (var entity in entities)
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{
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if (!entity.Transform.IsMapTransform || entity == args.User)
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continue;
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if (ComponentManager.HasComponent<IDamageableComponent>(entity.Uid))
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{
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hitEntities.Add(entity);
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}
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}
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// Raise event before doing damage so we can cancel damage if handled
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var hitEvent = new MeleeHitEvent(hitEntities, args.User);
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RaiseLocalEvent(uid, hitEvent, false);
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SendAnimation(comp.Arc, angle, args.User, owner, hitEntities);
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if (!hitEvent.Handled)
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{
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if (entities.Count != 0)
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{
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SoundSystem.Play(Filter.Pvs(owner), comp.HitSound, entities.First().Transform.Coordinates);
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}
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else
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{
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SoundSystem.Play(Filter.Pvs(owner), comp.MissSound, args.User.Transform.Coordinates);
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}
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foreach (var entity in hitEntities)
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{
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if (entity.TryGetComponent<IDamageableComponent>(out var damageComponent))
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{
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damageComponent.ChangeDamage(comp.DamageType, comp.Damage, false, owner);
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}
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}
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}
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comp.LastAttackTime = curTime;
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comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.ArcCooldownTime);
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RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
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}
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/// <summary>
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/// Used for melee weapons that want some behavior on AfterInteract,
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/// but also want the cooldown (stun batons, flashes)
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/// </summary>
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private void OnAfterInteract(EntityUid uid, MeleeWeaponComponent comp, AfterInteractEvent args)
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{
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if (!args.CanReach)
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return;
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var curTime = _gameTiming.CurTime;
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if (curTime < comp.CooldownEnd)
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{
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return;
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}
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var owner = EntityManager.GetEntity(uid);
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if (args.Target == null)
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return;
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var location = args.User.Transform.Coordinates;
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var diff = args.ClickLocation.ToMapPos(owner.EntityManager) - location.ToMapPos(owner.EntityManager);
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var angle = Angle.FromWorldVec(diff);
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var hitEvent = new MeleeInteractEvent(args.Target, args.User);
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RaiseLocalEvent(uid, hitEvent, false);
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if (!hitEvent.CanInteract) return;
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SendAnimation(comp.ClickArc, angle, args.User, owner, new List<IEntity>() { args.Target }, comp.ClickAttackEffect, false);
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comp.LastAttackTime = curTime;
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comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime);
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RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
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}
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private HashSet<IEntity> ArcRayCast(Vector2 position, Angle angle, float arcWidth, float range, MapId mapId, IEntity ignore)
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{
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var widthRad = Angle.FromDegrees(arcWidth);
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var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI));
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var increment = widthRad / increments;
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var baseAngle = angle - widthRad / 2;
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var resSet = new HashSet<IEntity>();
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = EntitySystem.Get<SharedBroadPhaseSystem>().IntersectRay(mapId,
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new CollisionRay(position, castAngle.ToWorldVec(),
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(int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), range, ignore).ToList();
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if (res.Count != 0)
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{
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resSet.Add(res[0].HitEntity);
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}
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}
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return resSet;
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}
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private void OnChemicalInjectorHit(EntityUid uid, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
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{
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if (!ComponentManager.TryGetComponent<SolutionContainerComponent>(uid, out var solutionContainer))
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return;
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var hitBloodstreams = new List<BloodstreamComponent>();
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foreach (var entity in args.HitEntities)
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{
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if (entity.Deleted)
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continue;
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if (entity.TryGetComponent<BloodstreamComponent>(out var bloodstream))
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hitBloodstreams.Add(bloodstream);
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}
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if (hitBloodstreams.Count < 1)
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return;
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var removedSolution = solutionContainer.Solution.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
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var removedVol = removedSolution.TotalVolume;
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var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
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var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count);
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foreach (var bloodstream in hitBloodstreams)
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{
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var individualInjection = solutionToInject.SplitSolution(volPerBloodstream);
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bloodstream.TryTransferSolution(individualInjection);
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}
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}
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public void SendAnimation(string arc, Angle angle, IEntity attacker, IEntity source, IEnumerable<IEntity> hits, bool textureEffect = false, bool arcFollowAttacker = true)
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{
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RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker.Uid, source.Uid,
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hits.Select(e => e.Uid).ToList(), textureEffect, arcFollowAttacker), Filter.Pvs(source, 1f));
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}
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public void SendLunge(Angle angle, IEntity source)
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{
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RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayLungeAnimationMessage(angle, source.Uid), Filter.Pvs(source, 1f));
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}
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}
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/// <summary>
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/// Raised directed on the melee weapon entity used to attack something in combat mode,
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/// whether through a click attack or wide attack.
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/// </summary>
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public class MeleeHitEvent : HandledEntityEventArgs
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{
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/// <summary>
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/// A list containing every hit entity. Can be zero.
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/// </summary>
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public IEnumerable<IEntity> HitEntities { get; }
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/// <summary>
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/// The user who attacked with the melee wepaon.
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/// </summary>
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public IEntity User { get; }
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public MeleeHitEvent(List<IEntity> hitEntities, IEntity user)
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{
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HitEntities = hitEntities;
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User = user;
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}
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}
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/// <summary>
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/// Raised directed on the melee weapon entity used to attack something in combat mode,
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/// whether through a click attack or wide attack.
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/// </summary>
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public class MeleeInteractEvent : EntityEventArgs
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{
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/// <summary>
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/// The entity interacted with.
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/// </summary>
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public IEntity Entity { get; }
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/// <summary>
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/// The user who interacted using the melee weapon.
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/// </summary>
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public IEntity User { get; }
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/// <summary>
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/// Modified by the event handler to specify whether they could successfully interact with the entity.
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/// Used to know whether to send the hit animation or not.
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/// </summary>
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public bool CanInteract { get; set; } = false;
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public MeleeInteractEvent(IEntity entity, IEntity user)
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{
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Entity = entity;
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User = user;
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}
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}
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||||
}
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@@ -0,0 +1,247 @@
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
|
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using Content.Server.Hands.Components;
|
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using Content.Server.Items;
|
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using Content.Server.Weapon.Ranged.Barrels.Components;
|
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using Content.Shared.ActionBlocker;
|
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using Content.Shared.Examine;
|
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using Content.Shared.Interaction;
|
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using Content.Shared.Notification;
|
||||
using Content.Shared.Verbs;
|
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using Content.Shared.Weapons.Ranged.Barrels.Components;
|
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using Robust.Server.GameObjects;
|
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using Robust.Shared.Containers;
|
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using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
|
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namespace Content.Server.Weapon.Ranged.Ammunition.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class AmmoBoxComponent : Component, IInteractUsing, IUse, IInteractHand, IMapInit, IExamine
|
||||
{
|
||||
public override string Name => "AmmoBox";
|
||||
|
||||
[DataField("caliber")]
|
||||
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
|
||||
|
||||
[DataField("capacity")]
|
||||
public int Capacity
|
||||
{
|
||||
get => _capacity;
|
||||
set
|
||||
{
|
||||
_capacity = value;
|
||||
_spawnedAmmo = new Stack<IEntity>(value);
|
||||
}
|
||||
}
|
||||
|
||||
private int _capacity = 30;
|
||||
|
||||
public int AmmoLeft => _spawnedAmmo.Count + _unspawnedCount;
|
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private Stack<IEntity> _spawnedAmmo = new();
|
||||
private Container _ammoContainer = default!;
|
||||
private int _unspawnedCount;
|
||||
|
||||
[DataField("fillPrototype")]
|
||||
private string? _fillPrototype;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-container", out var existing);
|
||||
|
||||
if (existing)
|
||||
{
|
||||
foreach (var entity in _ammoContainer.ContainedEntities)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
_spawnedAmmo.Push(entity);
|
||||
_ammoContainer.Insert(entity);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void IMapInit.MapInit()
|
||||
{
|
||||
_unspawnedCount += _capacity;
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
appearanceComponent.SetData(MagazineBarrelVisuals.MagLoaded, true);
|
||||
appearanceComponent.SetData(AmmoVisuals.AmmoCount, AmmoLeft);
|
||||
appearanceComponent.SetData(AmmoVisuals.AmmoMax, _capacity);
|
||||
}
|
||||
}
|
||||
|
||||
public IEntity? TakeAmmo()
|
||||
{
|
||||
if (_spawnedAmmo.TryPop(out var ammo))
|
||||
{
|
||||
_ammoContainer.Remove(ammo);
|
||||
return ammo;
|
||||
}
|
||||
|
||||
if (_unspawnedCount > 0)
|
||||
{
|
||||
ammo = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
_unspawnedCount--;
|
||||
}
|
||||
|
||||
return ammo;
|
||||
}
|
||||
|
||||
public bool TryInsertAmmo(IEntity user, IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammoComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (AmmoLeft >= Capacity)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("No room"));
|
||||
return false;
|
||||
}
|
||||
|
||||
_spawnedAmmo.Push(entity);
|
||||
_ammoContainer.Insert(entity);
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
if (eventArgs.Using.HasComponent<AmmoComponent>())
|
||||
{
|
||||
return TryInsertAmmo(eventArgs.User, eventArgs.Using);
|
||||
}
|
||||
|
||||
if (eventArgs.Using.TryGetComponent(out RangedMagazineComponent? rangedMagazine))
|
||||
{
|
||||
for (var i = 0; i < Math.Max(10, rangedMagazine.ShotsLeft); i++)
|
||||
{
|
||||
var ammo = rangedMagazine.TakeAmmo();
|
||||
|
||||
if (ammo == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!TryInsertAmmo(eventArgs.User, ammo))
|
||||
{
|
||||
rangedMagazine.TryInsertAmmo(eventArgs.User, ammo);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool TryUse(IEntity user)
|
||||
{
|
||||
if (!user.TryGetComponent(out HandsComponent? handsComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var ammo = TakeAmmo();
|
||||
|
||||
if (ammo == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammo.TryGetComponent(out ItemComponent? item))
|
||||
{
|
||||
if (!handsComponent.CanPutInHand(item))
|
||||
{
|
||||
TryInsertAmmo(user, ammo);
|
||||
return false;
|
||||
}
|
||||
|
||||
handsComponent.PutInHand(item);
|
||||
}
|
||||
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
private void EjectContents(int count)
|
||||
{
|
||||
var ejectCount = Math.Min(count, Capacity);
|
||||
var ejectAmmo = new List<IEntity>(ejectCount);
|
||||
|
||||
for (var i = 0; i < Math.Min(count, Capacity); i++)
|
||||
{
|
||||
var ammo = TakeAmmo();
|
||||
if (ammo == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
ejectAmmo.Add(ammo);
|
||||
}
|
||||
|
||||
ServerRangedBarrelComponent.EjectCasings(ejectAmmo);
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
return TryUse(eventArgs.User);
|
||||
}
|
||||
|
||||
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
||||
{
|
||||
return TryUse(eventArgs.User);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// So if you have 200 rounds in a box and that suddenly creates 200 entities you're not having a fun time
|
||||
[Verb]
|
||||
private sealed class DumpVerb : Verb<AmmoBoxComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, AmmoBoxComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Dump 10");
|
||||
data.Visibility = component.AmmoLeft > 0 ? VerbVisibility.Visible : VerbVisibility.Disabled;
|
||||
data.IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png";
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, AmmoBoxComponent component)
|
||||
{
|
||||
component.EjectContents(10);
|
||||
}
|
||||
}
|
||||
|
||||
public void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
message.AddMarkup(Loc.GetString("\nIt's a [color=white]{0}[/color] ammo box.", _caliber));
|
||||
message.AddMarkup(Loc.GetString("\nIt has [color=white]{0}[/color] out of [color=white]{1}[/color] ammo left.", AmmoLeft, _capacity));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,181 @@
|
||||
using System;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Ammunition.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Allows this entity to be loaded into a ranged weapon (if the caliber matches)
|
||||
/// Generally used for bullets but can be used for other things like bananas
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public class AmmoComponent : Component, IExamine, ISerializationHooks
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
public override string Name => "Ammo";
|
||||
|
||||
[DataField("caliber")]
|
||||
public BallisticCaliber Caliber { get; } = BallisticCaliber.Unspecified;
|
||||
|
||||
public bool Spent
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_ammoIsProjectile)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return _spent;
|
||||
}
|
||||
}
|
||||
|
||||
private bool _spent;
|
||||
|
||||
/// <summary>
|
||||
/// Used for anything without a case that fires itself
|
||||
/// </summary>
|
||||
[DataField("isProjectile")]
|
||||
private bool _ammoIsProjectile;
|
||||
|
||||
/// <summary>
|
||||
/// Used for something that is deleted when the projectile is retrieved
|
||||
/// </summary>
|
||||
[DataField("caseless")]
|
||||
public bool Caseless { get; }
|
||||
|
||||
// Rather than managing bullet / case state seemed easier to just have 2 toggles
|
||||
// ammoIsProjectile being for a beanbag for example and caseless being for ClRifle rounds
|
||||
|
||||
/// <summary>
|
||||
/// For shotguns where they might shoot multiple entities
|
||||
/// </summary>
|
||||
[DataField("projectilesFired")]
|
||||
public int ProjectilesFired { get; } = 1;
|
||||
|
||||
[DataField("projectile")]
|
||||
private string? _projectileId;
|
||||
|
||||
// How far apart each entity is if multiple are shot
|
||||
[DataField("ammoSpread")]
|
||||
public float EvenSpreadAngle { get; } = default;
|
||||
|
||||
/// <summary>
|
||||
/// How fast the shot entities travel
|
||||
/// </summary>
|
||||
[DataField("ammoVelocity")]
|
||||
public float Velocity { get; } = 20f;
|
||||
|
||||
[DataField("muzzleFlash")]
|
||||
private string _muzzleFlashSprite = "Objects/Weapons/Guns/Projectiles/bullet_muzzle.png";
|
||||
|
||||
[DataField("soundCollectionEject")]
|
||||
public string? SoundCollectionEject { get; } = "CasingEject";
|
||||
|
||||
void ISerializationHooks.AfterDeserialization()
|
||||
{
|
||||
// Being both caseless and shooting yourself doesn't make sense
|
||||
DebugTools.Assert(!(_ammoIsProjectile == true && Caseless == true));
|
||||
|
||||
if (ProjectilesFired < 1)
|
||||
{
|
||||
Logger.Error("Ammo can't have less than 1 projectile");
|
||||
}
|
||||
|
||||
if (EvenSpreadAngle > 0 && ProjectilesFired == 1)
|
||||
{
|
||||
Logger.Error("Can't have an even spread if only 1 projectile is fired");
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
|
||||
public IEntity? TakeBullet(EntityCoordinates spawnAt)
|
||||
{
|
||||
if (_ammoIsProjectile)
|
||||
{
|
||||
return Owner;
|
||||
}
|
||||
|
||||
if (_spent)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
_spent = true;
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
appearanceComponent.SetData(AmmoVisuals.Spent, true);
|
||||
}
|
||||
|
||||
var entity = Owner.EntityManager.SpawnEntity(_projectileId, spawnAt);
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
public void MuzzleFlash(IEntity entity, Angle angle)
|
||||
{
|
||||
if (_muzzleFlashSprite == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var time = _gameTiming.CurTime;
|
||||
var deathTime = time + TimeSpan.FromMilliseconds(200);
|
||||
// Offset the sprite so it actually looks like it's coming from the gun
|
||||
var offset = angle.ToVec().Normalized / 2;
|
||||
|
||||
var message = new EffectSystemMessage
|
||||
{
|
||||
EffectSprite = _muzzleFlashSprite,
|
||||
Born = time,
|
||||
DeathTime = deathTime,
|
||||
AttachedEntityUid = entity.Uid,
|
||||
AttachedOffset = offset,
|
||||
//Rotated from east facing
|
||||
Rotation = (float) angle.Theta,
|
||||
Color = Vector4.Multiply(new Vector4(255, 255, 255, 255), 1.0f),
|
||||
ColorDelta = new Vector4(0, 0, 0, -1500f),
|
||||
Shaded = false
|
||||
};
|
||||
EntitySystem.Get<EffectSystem>().CreateParticle(message);
|
||||
}
|
||||
|
||||
public void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
var text = Loc.GetString("It's [color=white]{0}[/color] ammo.", Caliber);
|
||||
message.AddMarkup(text);
|
||||
}
|
||||
}
|
||||
|
||||
public enum BallisticCaliber
|
||||
{
|
||||
Unspecified = 0,
|
||||
A357, // Placeholder?
|
||||
ClRifle,
|
||||
SRifle,
|
||||
Pistol,
|
||||
A35, // Placeholder?
|
||||
LRifle,
|
||||
Magnum,
|
||||
AntiMaterial,
|
||||
Shotgun,
|
||||
Cap,
|
||||
Rocket,
|
||||
Dart, // Placeholder
|
||||
Grenade,
|
||||
Energy,
|
||||
CreamPie, // I can't wait for this enum to be a prototype type...
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Ammunition.Components
|
||||
{
|
||||
public partial class AmmoComponentData : ISerializationHooks
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Server.Chemistry.Components;
|
||||
using Content.Server.Weapon.Ranged.Barrels.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Ammunition.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class ChemicalAmmoComponent : Component
|
||||
{
|
||||
public override string Name => "ChemicalAmmo";
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, IComponent? component)
|
||||
{
|
||||
base.HandleMessage(message, component);
|
||||
switch (message)
|
||||
{
|
||||
case BarrelFiredMessage barrelFired:
|
||||
TransferSolution(barrelFired);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void TransferSolution(BarrelFiredMessage barrelFired)
|
||||
{
|
||||
if (!Owner.TryGetComponent<SolutionContainerComponent>(out var ammoSolutionContainer))
|
||||
return;
|
||||
|
||||
var projectiles = barrelFired.FiredProjectiles;
|
||||
|
||||
var projectileSolutionContainers = new List<SolutionContainerComponent>();
|
||||
foreach (var projectile in projectiles)
|
||||
{
|
||||
if (projectile.TryGetComponent<SolutionContainerComponent>(out var projectileSolutionContainer))
|
||||
{
|
||||
projectileSolutionContainers.Add(projectileSolutionContainer);
|
||||
}
|
||||
}
|
||||
|
||||
if (!projectileSolutionContainers.Any())
|
||||
return;
|
||||
|
||||
var solutionPerProjectile = ammoSolutionContainer.CurrentVolume * (1 / projectileSolutionContainers.Count);
|
||||
|
||||
foreach (var projectileSolutionContainer in projectileSolutionContainers)
|
||||
{
|
||||
var solutionToTransfer = ammoSolutionContainer.SplitSolution(solutionPerProjectile);
|
||||
projectileSolutionContainer.TryAddSolution(solutionToTransfer);
|
||||
}
|
||||
|
||||
ammoSolutionContainer.RemoveAllSolution();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,174 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Items;
|
||||
using Content.Server.Weapon.Ranged.Barrels.Components;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Ammunition.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class RangedMagazineComponent : Component, IMapInit, IInteractUsing, IUse, IExamine
|
||||
{
|
||||
public override string Name => "RangedMagazine";
|
||||
|
||||
private readonly Stack<IEntity> _spawnedAmmo = new();
|
||||
private Container _ammoContainer = default!;
|
||||
|
||||
public int ShotsLeft => _spawnedAmmo.Count + _unspawnedCount;
|
||||
public int Capacity => _capacity;
|
||||
[DataField("capacity")]
|
||||
private int _capacity = 20;
|
||||
|
||||
public MagazineType MagazineType => _magazineType;
|
||||
[DataField("magazineType")]
|
||||
private MagazineType _magazineType = MagazineType.Unspecified;
|
||||
public BallisticCaliber Caliber => _caliber;
|
||||
[DataField("caliber")]
|
||||
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
|
||||
|
||||
private AppearanceComponent? _appearanceComponent;
|
||||
|
||||
// If there's anything already in the magazine
|
||||
[DataField("fillPrototype")]
|
||||
private string? _fillPrototype;
|
||||
|
||||
// By default the magazine won't spawn the entity until needed so we need to keep track of how many left we can spawn
|
||||
// Generally you probablt don't want to use this
|
||||
private int _unspawnedCount;
|
||||
|
||||
void IMapInit.MapInit()
|
||||
{
|
||||
if (_fillPrototype != null)
|
||||
{
|
||||
_unspawnedCount += Capacity;
|
||||
}
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-magazine", out var existing);
|
||||
|
||||
if (existing)
|
||||
{
|
||||
if (_ammoContainer.ContainedEntities.Count > Capacity)
|
||||
{
|
||||
throw new InvalidOperationException("Initialized capacity of magazine higher than its actual capacity");
|
||||
}
|
||||
|
||||
foreach (var entity in _ammoContainer.ContainedEntities)
|
||||
{
|
||||
_spawnedAmmo.Push(entity);
|
||||
_unspawnedCount--;
|
||||
}
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
_appearanceComponent = appearanceComponent;
|
||||
}
|
||||
|
||||
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
||||
}
|
||||
|
||||
public bool TryInsertAmmo(IEntity user, IEntity ammo)
|
||||
{
|
||||
if (!ammo.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammoComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ShotsLeft >= Capacity)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Magazine is full"));
|
||||
return false;
|
||||
}
|
||||
|
||||
_ammoContainer.Insert(ammo);
|
||||
_spawnedAmmo.Push(ammo);
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
public IEntity? TakeAmmo()
|
||||
{
|
||||
IEntity? ammo = null;
|
||||
// If anything's spawned use that first, otherwise use the fill prototype as a fallback (if we have spawn count left)
|
||||
if (_spawnedAmmo.TryPop(out var entity))
|
||||
{
|
||||
ammo = entity;
|
||||
_ammoContainer.Remove(entity);
|
||||
}
|
||||
else if (_unspawnedCount > 0)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
ammo = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
}
|
||||
|
||||
UpdateAppearance();
|
||||
return ammo;
|
||||
}
|
||||
|
||||
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
return TryInsertAmmo(eventArgs.User, eventArgs.Using);
|
||||
}
|
||||
|
||||
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
if (!eventArgs.User.TryGetComponent(out HandsComponent? handsComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var ammo = TakeAmmo();
|
||||
if (ammo == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var itemComponent = ammo.GetComponent<ItemComponent>();
|
||||
if (!handsComponent.CanPutInHand(itemComponent))
|
||||
{
|
||||
ammo.Transform.Coordinates = eventArgs.User.Transform.Coordinates;
|
||||
ServerRangedBarrelComponent.EjectCasing(ammo);
|
||||
}
|
||||
else
|
||||
{
|
||||
handsComponent.PutInHand(itemComponent);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
var text = Loc.GetString("It's a [color=white]{0}[/color] magazine of [color=white]{1}[/color] caliber.", MagazineType, Caliber);
|
||||
message.AddMarkup(text);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,211 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Items;
|
||||
using Content.Server.Weapon.Ranged.Barrels.Components;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Ammunition.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Used to load certain ranged weapons quickly
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public class SpeedLoaderComponent : Component, IAfterInteract, IInteractUsing, IMapInit, IUse
|
||||
{
|
||||
public override string Name => "SpeedLoader";
|
||||
|
||||
[DataField("caliber")]
|
||||
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
|
||||
public int Capacity => _capacity;
|
||||
[DataField("capacity")]
|
||||
private int _capacity = 6;
|
||||
private Container _ammoContainer = default!;
|
||||
private Stack<IEntity> _spawnedAmmo = new();
|
||||
private int _unspawnedCount;
|
||||
|
||||
public int AmmoLeft => _spawnedAmmo.Count + _unspawnedCount;
|
||||
|
||||
[DataField("fillPrototype")]
|
||||
private string? _fillPrototype = default;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-container", out var existing);
|
||||
|
||||
if (existing)
|
||||
{
|
||||
foreach (var ammo in _ammoContainer.ContainedEntities)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
_spawnedAmmo.Push(ammo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void IMapInit.MapInit()
|
||||
{
|
||||
_unspawnedCount += _capacity;
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
|
||||
appearanceComponent?.SetData(AmmoVisuals.AmmoCount, AmmoLeft);
|
||||
appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryInsertAmmo(IEntity user, IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammoComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (AmmoLeft >= Capacity)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("No room"));
|
||||
return false;
|
||||
}
|
||||
|
||||
_spawnedAmmo.Push(entity);
|
||||
_ammoContainer.Insert(entity);
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
|
||||
}
|
||||
|
||||
private bool UseEntity(IEntity user)
|
||||
{
|
||||
if (!user.TryGetComponent(out HandsComponent? handsComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var ammo = TakeAmmo();
|
||||
if (ammo == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var itemComponent = ammo.GetComponent<ItemComponent>();
|
||||
if (!handsComponent.CanPutInHand(itemComponent))
|
||||
{
|
||||
ServerRangedBarrelComponent.EjectCasing(ammo);
|
||||
}
|
||||
else
|
||||
{
|
||||
handsComponent.PutInHand(itemComponent);
|
||||
}
|
||||
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
private IEntity? TakeAmmo()
|
||||
{
|
||||
if (_spawnedAmmo.TryPop(out var entity))
|
||||
{
|
||||
_ammoContainer.Remove(entity);
|
||||
return entity;
|
||||
}
|
||||
|
||||
if (_unspawnedCount > 0)
|
||||
{
|
||||
entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
_unspawnedCount--;
|
||||
}
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
|
||||
{
|
||||
if (eventArgs.Target == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// This area is dirty but not sure of an easier way to do it besides add an interface or somethin
|
||||
var changed = false;
|
||||
|
||||
if (eventArgs.Target.TryGetComponent(out RevolverBarrelComponent? revolverBarrel))
|
||||
{
|
||||
for (var i = 0; i < Capacity; i++)
|
||||
{
|
||||
var ammo = TakeAmmo();
|
||||
if (ammo == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (revolverBarrel.TryInsertBullet(eventArgs.User, ammo))
|
||||
{
|
||||
changed = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Take the ammo back
|
||||
TryInsertAmmo(eventArgs.User, ammo);
|
||||
break;
|
||||
}
|
||||
} else if (eventArgs.Target.TryGetComponent(out BoltActionBarrelComponent? boltActionBarrel))
|
||||
{
|
||||
for (var i = 0; i < Capacity; i++)
|
||||
{
|
||||
var ammo = TakeAmmo();
|
||||
if (ammo == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (boltActionBarrel.TryInsertBullet(eventArgs.User, ammo))
|
||||
{
|
||||
changed = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Take the ammo back
|
||||
TryInsertAmmo(eventArgs.User, ammo);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (changed)
|
||||
{
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
return TryInsertAmmo(eventArgs.User, eventArgs.Using);
|
||||
}
|
||||
|
||||
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
return UseEntity(eventArgs.User);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,393 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Weapon.Ranged.Ammunition.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.NetIDs;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Verbs;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Barrels.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Shotguns mostly
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class BoltActionBarrelComponent : ServerRangedBarrelComponent, IMapInit, IExamine
|
||||
{
|
||||
// Originally I had this logic shared with PumpBarrel and used a couple of variables to control things
|
||||
// but it felt a lot messier to play around with, especially when adding verbs
|
||||
|
||||
public override string Name => "BoltActionBarrel";
|
||||
public override uint? NetID => ContentNetIDs.BOLTACTION_BARREL;
|
||||
|
||||
public override int ShotsLeft
|
||||
{
|
||||
get
|
||||
{
|
||||
var chamberCount = _chamberContainer.ContainedEntity != null ? 1 : 0;
|
||||
return chamberCount + _spawnedAmmo.Count + _unspawnedCount;
|
||||
}
|
||||
}
|
||||
public override int Capacity => _capacity;
|
||||
[DataField("capacity")]
|
||||
private int _capacity = 6;
|
||||
|
||||
private ContainerSlot _chamberContainer = default!;
|
||||
private Stack<IEntity> _spawnedAmmo = default!;
|
||||
private Container _ammoContainer = default!;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("caliber")]
|
||||
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("fillPrototype")]
|
||||
private string? _fillPrototype;
|
||||
[ViewVariables]
|
||||
private int _unspawnedCount;
|
||||
|
||||
public bool BoltOpen
|
||||
{
|
||||
get => _boltOpen;
|
||||
set
|
||||
{
|
||||
if (_boltOpen == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (value)
|
||||
{
|
||||
TryEjectChamber();
|
||||
if (_soundBoltOpen != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltOpen, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TryFeedChamber();
|
||||
if (_soundBoltClosed != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltClosed, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
}
|
||||
|
||||
_boltOpen = value;
|
||||
UpdateAppearance();
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
private bool _boltOpen;
|
||||
[DataField("autoCycle")]
|
||||
private bool _autoCycle;
|
||||
|
||||
private AppearanceComponent? _appearanceComponent;
|
||||
|
||||
// Sounds
|
||||
[DataField("soundCycle")]
|
||||
private string _soundCycle = "/Audio/Weapons/Guns/Cock/sf_rifle_cock.ogg";
|
||||
[DataField("soundBoltOpen")]
|
||||
private string _soundBoltOpen = "/Audio/Weapons/Guns/Bolt/rifle_bolt_open.ogg";
|
||||
[DataField("soundBoltClosed")]
|
||||
private string _soundBoltClosed = "/Audio/Weapons/Guns/Bolt/rifle_bolt_closed.ogg";
|
||||
[DataField("soundInsert")]
|
||||
private string _soundInsert = "/Audio/Weapons/Guns/MagIn/bullet_insert.ogg";
|
||||
|
||||
void IMapInit.MapInit()
|
||||
{
|
||||
if (_fillPrototype != null)
|
||||
{
|
||||
_unspawnedCount += Capacity;
|
||||
if (_unspawnedCount > 0)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
var chamberEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
_chamberContainer.Insert(chamberEntity);
|
||||
}
|
||||
}
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
(int, int)? count = (ShotsLeft, Capacity);
|
||||
var chamberedExists = _chamberContainer.ContainedEntity != null;
|
||||
// (Is one chambered?, is the bullet spend)
|
||||
var chamber = (chamberedExists, false);
|
||||
|
||||
if (chamberedExists && _chamberContainer.ContainedEntity!.TryGetComponent<AmmoComponent>(out var ammo))
|
||||
{
|
||||
chamber.Item2 = ammo.Spent;
|
||||
}
|
||||
|
||||
return new BoltActionBarrelComponentState(
|
||||
chamber,
|
||||
FireRateSelector,
|
||||
count,
|
||||
SoundGunshot);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
// TODO: Add existing ammo support on revolvers
|
||||
base.Initialize();
|
||||
_spawnedAmmo = new Stack<IEntity>(_capacity - 1);
|
||||
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammo-container", out var existing);
|
||||
|
||||
if (existing)
|
||||
{
|
||||
foreach (var entity in _ammoContainer.ContainedEntities)
|
||||
{
|
||||
_spawnedAmmo.Push(entity);
|
||||
_unspawnedCount--;
|
||||
}
|
||||
}
|
||||
|
||||
_chamberContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-chamber-container");
|
||||
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
_appearanceComponent = appearanceComponent;
|
||||
}
|
||||
|
||||
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
_appearanceComponent?.SetData(BarrelBoltVisuals.BoltOpen, BoltOpen);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
||||
}
|
||||
|
||||
public override IEntity? PeekAmmo()
|
||||
{
|
||||
return _chamberContainer.ContainedEntity;
|
||||
}
|
||||
|
||||
public override IEntity? TakeProjectile(EntityCoordinates spawnAt)
|
||||
{
|
||||
var chamberEntity = _chamberContainer.ContainedEntity;
|
||||
if (_autoCycle)
|
||||
{
|
||||
Cycle();
|
||||
}
|
||||
else
|
||||
{
|
||||
Dirty();
|
||||
}
|
||||
|
||||
return chamberEntity?.GetComponentOrNull<AmmoComponent>()?.TakeBullet(spawnAt);
|
||||
}
|
||||
|
||||
protected override bool WeaponCanFire()
|
||||
{
|
||||
if (!base.WeaponCanFire())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return !BoltOpen && _chamberContainer.ContainedEntity != null;
|
||||
}
|
||||
|
||||
private void Cycle(bool manual = false)
|
||||
{
|
||||
TryEjectChamber();
|
||||
TryFeedChamber();
|
||||
|
||||
if (_chamberContainer.ContainedEntity == null && manual)
|
||||
{
|
||||
BoltOpen = true;
|
||||
if (Owner.TryGetContainer(out var container))
|
||||
{
|
||||
Owner.PopupMessage(container.Owner, Loc.GetString("Bolt opened"));
|
||||
}
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_soundCycle))
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundCycle, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
}
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public bool TryInsertBullet(IEntity user, IEntity ammo)
|
||||
{
|
||||
if (!ammo.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammoComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!BoltOpen)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Bolt isn't open"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_chamberContainer.ContainedEntity == null)
|
||||
{
|
||||
_chamberContainer.Insert(ammo);
|
||||
if (_soundInsert != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (_ammoContainer.ContainedEntities.Count < Capacity - 1)
|
||||
{
|
||||
_ammoContainer.Insert(ammo);
|
||||
_spawnedAmmo.Push(ammo);
|
||||
if (_soundInsert != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
Owner.PopupMessage(user, Loc.GetString("No room"));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
if (BoltOpen)
|
||||
{
|
||||
BoltOpen = false;
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Bolt closed"));
|
||||
return true;
|
||||
}
|
||||
|
||||
Cycle(true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
return TryInsertBullet(eventArgs.User, eventArgs.Using);
|
||||
}
|
||||
|
||||
private bool TryEjectChamber()
|
||||
{
|
||||
var chamberedEntity = _chamberContainer.ContainedEntity;
|
||||
if (chamberedEntity != null)
|
||||
{
|
||||
if (!_chamberContainer.Remove(chamberedEntity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (!chamberedEntity.GetComponent<AmmoComponent>().Caseless)
|
||||
{
|
||||
EjectCasing(chamberedEntity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool TryFeedChamber()
|
||||
{
|
||||
if (_chamberContainer.ContainedEntity != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (_spawnedAmmo.TryPop(out var next))
|
||||
{
|
||||
_ammoContainer.Remove(next);
|
||||
_chamberContainer.Insert(next);
|
||||
return true;
|
||||
}
|
||||
else if (_unspawnedCount > 0)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
var ammoEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
_chamberContainer.Insert(ammoEntity);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
base.Examine(message, inDetailsRange);
|
||||
|
||||
message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", _caliber));
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class OpenBoltVerb : Verb<BoltActionBarrelComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, BoltActionBarrelComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Open bolt");
|
||||
data.Visibility = component.BoltOpen ? VerbVisibility.Invisible : VerbVisibility.Visible;
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, BoltActionBarrelComponent component)
|
||||
{
|
||||
component.BoltOpen = true;
|
||||
}
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class CloseBoltVerb : Verb<BoltActionBarrelComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, BoltActionBarrelComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Close bolt");
|
||||
data.Visibility = component.BoltOpen ? VerbVisibility.Visible : VerbVisibility.Invisible;
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, BoltActionBarrelComponent component)
|
||||
{
|
||||
component.BoltOpen = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,250 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Weapon.Ranged.Ammunition.Components;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.NetIDs;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Barrels.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// Bolt-action rifles
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public sealed class PumpBarrelComponent : ServerRangedBarrelComponent, IMapInit, ISerializationHooks
|
||||
{
|
||||
public override string Name => "PumpBarrel";
|
||||
public override uint? NetID => ContentNetIDs.PUMP_BARREL;
|
||||
|
||||
public override int ShotsLeft
|
||||
{
|
||||
get
|
||||
{
|
||||
var chamberCount = _chamberContainer.ContainedEntity != null ? 1 : 0;
|
||||
return chamberCount + _spawnedAmmo.Count + _unspawnedCount;
|
||||
}
|
||||
}
|
||||
|
||||
private const int DefaultCapacity = 6;
|
||||
[DataField("capacity")]
|
||||
public override int Capacity { get; } = DefaultCapacity;
|
||||
|
||||
// Even a point having a chamber? I guess it makes some of the below code cleaner
|
||||
private ContainerSlot _chamberContainer = default!;
|
||||
private Stack<IEntity> _spawnedAmmo = new (DefaultCapacity-1);
|
||||
private Container _ammoContainer = default!;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("caliber")]
|
||||
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("fillPrototype")]
|
||||
private string? _fillPrototype;
|
||||
[ViewVariables]
|
||||
private int _unspawnedCount;
|
||||
|
||||
[DataField("manualCycle")]
|
||||
private bool _manualCycle = true;
|
||||
|
||||
private AppearanceComponent? _appearanceComponent;
|
||||
|
||||
// Sounds
|
||||
[DataField("soundCycle")]
|
||||
private string _soundCycle = "/Audio/Weapons/Guns/Cock/sf_rifle_cock.ogg";
|
||||
|
||||
[DataField("soundInsert")]
|
||||
private string _soundInsert = "/Audio/Weapons/Guns/MagIn/bullet_insert.ogg";
|
||||
|
||||
void IMapInit.MapInit()
|
||||
{
|
||||
if (_fillPrototype != null)
|
||||
{
|
||||
_unspawnedCount += Capacity - 1;
|
||||
}
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
(int, int)? count = (ShotsLeft, Capacity);
|
||||
var chamberedExists = _chamberContainer.ContainedEntity != null;
|
||||
// (Is one chambered?, is the bullet spend)
|
||||
var chamber = (chamberedExists, false);
|
||||
|
||||
if (chamberedExists && _chamberContainer.ContainedEntity!.TryGetComponent<AmmoComponent>(out var ammo))
|
||||
{
|
||||
chamber.Item2 = ammo.Spent;
|
||||
}
|
||||
return new PumpBarrelComponentState(
|
||||
chamber,
|
||||
FireRateSelector,
|
||||
count,
|
||||
SoundGunshot);
|
||||
}
|
||||
|
||||
void ISerializationHooks.AfterDeserialization()
|
||||
{
|
||||
_spawnedAmmo = new Stack<IEntity>(Capacity - 1);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_ammoContainer =
|
||||
ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammo-container", out var existing);
|
||||
|
||||
if (existing)
|
||||
{
|
||||
foreach (var entity in _ammoContainer.ContainedEntities)
|
||||
{
|
||||
_spawnedAmmo.Push(entity);
|
||||
_unspawnedCount--;
|
||||
}
|
||||
}
|
||||
|
||||
_chamberContainer =
|
||||
ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-chamber-container", out existing);
|
||||
if (existing)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
_appearanceComponent = appearanceComponent;
|
||||
}
|
||||
|
||||
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
||||
}
|
||||
|
||||
public override IEntity? PeekAmmo()
|
||||
{
|
||||
return _chamberContainer.ContainedEntity;
|
||||
}
|
||||
|
||||
public override IEntity? TakeProjectile(EntityCoordinates spawnAt)
|
||||
{
|
||||
var chamberEntity = _chamberContainer.ContainedEntity;
|
||||
if (!_manualCycle)
|
||||
{
|
||||
Cycle();
|
||||
}
|
||||
else
|
||||
{
|
||||
Dirty();
|
||||
}
|
||||
|
||||
return chamberEntity?.GetComponentOrNull<AmmoComponent>()?.TakeBullet(spawnAt);
|
||||
}
|
||||
|
||||
private void Cycle(bool manual = false)
|
||||
{
|
||||
var chamberedEntity = _chamberContainer.ContainedEntity;
|
||||
if (chamberedEntity != null)
|
||||
{
|
||||
_chamberContainer.Remove(chamberedEntity);
|
||||
var ammoComponent = chamberedEntity.GetComponent<AmmoComponent>();
|
||||
if (!ammoComponent.Caseless)
|
||||
{
|
||||
EjectCasing(chamberedEntity);
|
||||
}
|
||||
}
|
||||
|
||||
if (_spawnedAmmo.TryPop(out var next))
|
||||
{
|
||||
_ammoContainer.Remove(next);
|
||||
_chamberContainer.Insert(next);
|
||||
}
|
||||
|
||||
if (_unspawnedCount > 0)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
var ammoEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
_chamberContainer.Insert(ammoEntity);
|
||||
}
|
||||
|
||||
if (manual)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(_soundCycle))
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundCycle, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
}
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public bool TryInsertBullet(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
if (!eventArgs.Using.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammoComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_ammoContainer.ContainedEntities.Count < Capacity - 1)
|
||||
{
|
||||
_ammoContainer.Insert(eventArgs.Using);
|
||||
_spawnedAmmo.Push(eventArgs.Using);
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
if (_soundInsert != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("No room"));
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override bool UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
Cycle(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
return TryInsertBullet(eventArgs);
|
||||
}
|
||||
|
||||
public override void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
base.Examine(message, inDetailsRange);
|
||||
|
||||
message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", _caliber));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,309 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Weapon.Ranged.Ammunition.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.NetIDs;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Verbs;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Barrels.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class RevolverBarrelComponent : ServerRangedBarrelComponent, ISerializationHooks
|
||||
{
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
|
||||
public override string Name => "RevolverBarrel";
|
||||
public override uint? NetID => ContentNetIDs.REVOLVER_BARREL;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("caliber")]
|
||||
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
|
||||
|
||||
private Container _ammoContainer = default!;
|
||||
|
||||
[ViewVariables]
|
||||
private int _currentSlot;
|
||||
|
||||
public override int Capacity => _ammoSlots.Length;
|
||||
|
||||
[DataField("capacity")]
|
||||
private int _serializedCapacity = 6;
|
||||
|
||||
[DataField("ammoSlots", readOnly: true)]
|
||||
private IEntity?[] _ammoSlots = Array.Empty<IEntity?>();
|
||||
|
||||
public override int ShotsLeft => _ammoContainer.ContainedEntities.Count;
|
||||
|
||||
[ViewVariables]
|
||||
[DataField("fillPrototype")]
|
||||
private string? _fillPrototype;
|
||||
|
||||
[ViewVariables]
|
||||
private int _unspawnedCount;
|
||||
|
||||
// Sounds
|
||||
[DataField("soundEject")]
|
||||
private string _soundEject = "/Audio/Weapons/Guns/MagOut/revolver_magout.ogg";
|
||||
|
||||
[DataField("soundInsert")]
|
||||
private string _soundInsert = "/Audio/Weapons/Guns/MagIn/revolver_magin.ogg";
|
||||
|
||||
[DataField("soundSpin")]
|
||||
private string _soundSpin = "/Audio/Weapons/Guns/Misc/revolver_spin.ogg";
|
||||
|
||||
void ISerializationHooks.BeforeSerialization()
|
||||
{
|
||||
_serializedCapacity = _ammoSlots.Length;
|
||||
}
|
||||
|
||||
void ISerializationHooks.AfterDeserialization()
|
||||
{
|
||||
_ammoSlots = new IEntity[_serializedCapacity];
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
var slotsSpent = new bool?[Capacity];
|
||||
for (var i = 0; i < Capacity; i++)
|
||||
{
|
||||
slotsSpent[i] = null;
|
||||
var ammoEntity = _ammoSlots[i];
|
||||
if (ammoEntity != null && ammoEntity.TryGetComponent(out AmmoComponent? ammo))
|
||||
{
|
||||
slotsSpent[i] = ammo.Spent;
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: make yaml var to not sent currentSlot/UI? (for russian roulette)
|
||||
return new RevolverBarrelComponentState(
|
||||
_currentSlot,
|
||||
FireRateSelector,
|
||||
slotsSpent,
|
||||
SoundGunshot);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_unspawnedCount = Capacity;
|
||||
int idx = 0;
|
||||
_ammoContainer = ContainerHelpers.EnsureContainer<Container>(Owner, $"{Name}-ammoContainer", out var existing);
|
||||
if (existing)
|
||||
{
|
||||
foreach (var entity in _ammoContainer.ContainedEntities)
|
||||
{
|
||||
_unspawnedCount--;
|
||||
_ammoSlots[idx] = entity;
|
||||
idx++;
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < _unspawnedCount; i++)
|
||||
{
|
||||
var entity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.Coordinates);
|
||||
_ammoSlots[idx] = entity;
|
||||
_ammoContainer.Insert(entity);
|
||||
idx++;
|
||||
}
|
||||
|
||||
UpdateAppearance();
|
||||
Dirty();
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Placeholder, at this stage it's just here for the RPG
|
||||
appearance.SetData(MagazineBarrelVisuals.MagLoaded, ShotsLeft > 0);
|
||||
appearance.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
||||
appearance.SetData(AmmoVisuals.AmmoMax, Capacity);
|
||||
}
|
||||
|
||||
public bool TryInsertBullet(IEntity user, IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammoComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Functions like a stack
|
||||
// These are inserted in reverse order but then when fired Cycle will go through in order
|
||||
// The reason we don't just use an actual stack is because spin can select a random slot to point at
|
||||
for (var i = _ammoSlots.Length - 1; i >= 0; i--)
|
||||
{
|
||||
var slot = _ammoSlots[i];
|
||||
if (slot == null)
|
||||
{
|
||||
_currentSlot = i;
|
||||
_ammoSlots[i] = entity;
|
||||
_ammoContainer.Insert(entity);
|
||||
if (_soundInsert != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
Owner.PopupMessage(user, Loc.GetString("Ammo full"));
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Cycle()
|
||||
{
|
||||
// Move up a slot
|
||||
_currentSlot = (_currentSlot + 1) % _ammoSlots.Length;
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Russian Roulette
|
||||
/// </summary>
|
||||
public void Spin()
|
||||
{
|
||||
var random = _random.Next(_ammoSlots.Length - 1);
|
||||
_currentSlot = random;
|
||||
if (!string.IsNullOrEmpty(_soundSpin))
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundSpin, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public override IEntity? PeekAmmo()
|
||||
{
|
||||
return _ammoSlots[_currentSlot];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Takes a projectile out if possible
|
||||
/// IEnumerable just to make supporting shotguns saner
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
/// <exception cref="NotImplementedException"></exception>
|
||||
public override IEntity? TakeProjectile(EntityCoordinates spawnAt)
|
||||
{
|
||||
var ammo = _ammoSlots[_currentSlot];
|
||||
IEntity? bullet = null;
|
||||
if (ammo != null)
|
||||
{
|
||||
var ammoComponent = ammo.GetComponent<AmmoComponent>();
|
||||
bullet = ammoComponent.TakeBullet(spawnAt);
|
||||
if (ammoComponent.Caseless)
|
||||
{
|
||||
_ammoSlots[_currentSlot] = null;
|
||||
_ammoContainer.Remove(ammo);
|
||||
}
|
||||
}
|
||||
Cycle();
|
||||
UpdateAppearance();
|
||||
return bullet;
|
||||
}
|
||||
|
||||
private void EjectAllSlots()
|
||||
{
|
||||
for (var i = 0; i < _ammoSlots.Length; i++)
|
||||
{
|
||||
var entity = _ammoSlots[i];
|
||||
if (entity == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_ammoContainer.Remove(entity);
|
||||
EjectCasing(entity);
|
||||
_ammoSlots[i] = null;
|
||||
}
|
||||
|
||||
if (_ammoContainer.ContainedEntities.Count > 0)
|
||||
{
|
||||
if (_soundEject != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-1));
|
||||
}
|
||||
}
|
||||
|
||||
// May as well point back at the end?
|
||||
_currentSlot = _ammoSlots.Length - 1;
|
||||
return;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Eject all casings
|
||||
/// </summary>
|
||||
/// <param name="eventArgs"></param>
|
||||
/// <returns></returns>
|
||||
/// <exception cref="NotImplementedException"></exception>
|
||||
public override bool UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
EjectAllSlots();
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
return TryInsertBullet(eventArgs.User, eventArgs.Using);
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class SpinRevolverVerb : Verb<RevolverBarrelComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, RevolverBarrelComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Spin");
|
||||
if (component.Capacity <= 1)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Visibility = component.ShotsLeft > 0 ? VerbVisibility.Visible : VerbVisibility.Disabled;
|
||||
data.IconTexture = "/Textures/Interface/VerbIcons/refresh.svg.192dpi.png";
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, RevolverBarrelComponent component)
|
||||
{
|
||||
component.Spin();
|
||||
component.Owner.PopupMessage(user, Loc.GetString("Spun the cylinder"));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,322 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Battery.Components;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Items;
|
||||
using Content.Server.Projectiles.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.NetIDs;
|
||||
using Content.Shared.Verbs;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Barrels.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ServerBatteryBarrelComponent : ServerRangedBarrelComponent
|
||||
{
|
||||
public override string Name => "BatteryBarrel";
|
||||
public override uint? NetID => ContentNetIDs.BATTERY_BARREL;
|
||||
|
||||
// The minimum change we need before we can fire
|
||||
[DataField("lowerChargeLimit")]
|
||||
[ViewVariables] private float _lowerChargeLimit = 10;
|
||||
[DataField("fireCost")]
|
||||
[ViewVariables] private int _baseFireCost = 300;
|
||||
// What gets fired
|
||||
[DataField("ammoPrototype")]
|
||||
[ViewVariables] private string? _ammoPrototype;
|
||||
|
||||
[ViewVariables] public IEntity? PowerCellEntity => _powerCellContainer.ContainedEntity;
|
||||
public BatteryComponent? PowerCell => _powerCellContainer.ContainedEntity?.GetComponentOrNull<BatteryComponent>();
|
||||
private ContainerSlot _powerCellContainer = default!;
|
||||
private ContainerSlot _ammoContainer = default!;
|
||||
[DataField("powerCellPrototype")]
|
||||
private string? _powerCellPrototype = default;
|
||||
[DataField("powerCellRemovable")]
|
||||
[ViewVariables] private bool _powerCellRemovable = default;
|
||||
|
||||
public override int ShotsLeft
|
||||
{
|
||||
get
|
||||
{
|
||||
var powerCell = _powerCellContainer.ContainedEntity;
|
||||
|
||||
if (powerCell == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return (int) Math.Ceiling(powerCell.GetComponent<BatteryComponent>().CurrentCharge / _baseFireCost);
|
||||
}
|
||||
}
|
||||
|
||||
public override int Capacity
|
||||
{
|
||||
get
|
||||
{
|
||||
var powerCell = _powerCellContainer.ContainedEntity;
|
||||
|
||||
if (powerCell == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return (int) Math.Ceiling((float) (powerCell.GetComponent<BatteryComponent>().MaxCharge / _baseFireCost));
|
||||
}
|
||||
}
|
||||
|
||||
private AppearanceComponent? _appearanceComponent;
|
||||
|
||||
// Sounds
|
||||
[DataField("soundPowerCellInsert")]
|
||||
private string? _soundPowerCellInsert = default;
|
||||
[DataField("soundPowerCellEject")]
|
||||
private string? _soundPowerCellEject = default;
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
(int, int)? count = (ShotsLeft, Capacity);
|
||||
|
||||
return new BatteryBarrelComponentState(
|
||||
FireRateSelector,
|
||||
count);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_powerCellContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-powercell-container", out var existing);
|
||||
if (!existing && _powerCellPrototype != null)
|
||||
{
|
||||
var powerCellEntity = Owner.EntityManager.SpawnEntity(_powerCellPrototype, Owner.Transform.Coordinates);
|
||||
_powerCellContainer.Insert(powerCellEntity);
|
||||
}
|
||||
|
||||
if (_ammoPrototype != null)
|
||||
{
|
||||
_ammoContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-ammo-container");
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
_appearanceComponent = appearanceComponent;
|
||||
}
|
||||
Dirty();
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public void UpdateAppearance()
|
||||
{
|
||||
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, _powerCellContainer.ContainedEntity != null);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public override IEntity PeekAmmo()
|
||||
{
|
||||
// Spawn a dummy entity because it's easier to work with I guess
|
||||
// This will get re-used for the projectile
|
||||
var ammo = _ammoContainer.ContainedEntity;
|
||||
if (ammo == null)
|
||||
{
|
||||
ammo = Owner.EntityManager.SpawnEntity(_ammoPrototype, Owner.Transform.Coordinates);
|
||||
_ammoContainer.Insert(ammo);
|
||||
}
|
||||
|
||||
return ammo;
|
||||
}
|
||||
|
||||
public override IEntity? TakeProjectile(EntityCoordinates spawnAt)
|
||||
{
|
||||
var powerCellEntity = _powerCellContainer.ContainedEntity;
|
||||
|
||||
if (powerCellEntity == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var capacitor = powerCellEntity.GetComponent<BatteryComponent>();
|
||||
if (capacitor.CurrentCharge < _lowerChargeLimit)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// Can fire confirmed
|
||||
// Multiply the entity's damage / whatever by the percentage of charge the shot has.
|
||||
IEntity entity;
|
||||
var chargeChange = Math.Min(capacitor.CurrentCharge, _baseFireCost);
|
||||
if (capacitor.UseCharge(chargeChange) < _lowerChargeLimit)
|
||||
{
|
||||
// Handling of funny exploding cells.
|
||||
return null;
|
||||
}
|
||||
var energyRatio = chargeChange / _baseFireCost;
|
||||
|
||||
if (_ammoContainer.ContainedEntity != null)
|
||||
{
|
||||
entity = _ammoContainer.ContainedEntity;
|
||||
_ammoContainer.Remove(entity);
|
||||
entity.Transform.Coordinates = spawnAt;
|
||||
}
|
||||
else
|
||||
{
|
||||
entity = Owner.EntityManager.SpawnEntity(_ammoPrototype, spawnAt);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ProjectileComponent? projectileComponent))
|
||||
{
|
||||
if (energyRatio < 1.0)
|
||||
{
|
||||
var newDamages = new Dictionary<DamageType, int>(projectileComponent.Damages.Count);
|
||||
foreach (var (damageType, damage) in projectileComponent.Damages)
|
||||
{
|
||||
newDamages.Add(damageType, (int) (damage * energyRatio));
|
||||
}
|
||||
|
||||
projectileComponent.Damages = newDamages;
|
||||
}
|
||||
} else if (entity.TryGetComponent(out HitscanComponent? hitscanComponent))
|
||||
{
|
||||
hitscanComponent.Damage *= energyRatio;
|
||||
hitscanComponent.ColorModifier = energyRatio;
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException("Ammo doesn't have hitscan or projectile?");
|
||||
}
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return entity;
|
||||
}
|
||||
|
||||
public bool TryInsertPowerCell(IEntity entity)
|
||||
{
|
||||
if (_powerCellContainer.ContainedEntity != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.HasComponent<BatteryComponent>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_soundPowerCellInsert != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundPowerCellInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
|
||||
_powerCellContainer.Insert(entity);
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
if (!_powerCellRemovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (PowerCellEntity == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return TryEjectCell(eventArgs.User);
|
||||
}
|
||||
|
||||
private bool TryEjectCell(IEntity user)
|
||||
{
|
||||
if (PowerCell == null || !_powerCellRemovable)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!user.TryGetComponent(out HandsComponent? hands))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var cell = PowerCell;
|
||||
if (!_powerCellContainer.Remove(cell.Owner))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
|
||||
if (!hands.PutInHand(cell.Owner.GetComponent<ItemComponent>()))
|
||||
{
|
||||
cell.Owner.Transform.Coordinates = user.Transform.Coordinates;
|
||||
}
|
||||
|
||||
if (_soundPowerCellEject != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundPowerCellEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
if (!eventArgs.Using.HasComponent<BatteryComponent>())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return TryInsertPowerCell(eventArgs.Using);
|
||||
}
|
||||
|
||||
[Verb]
|
||||
public sealed class EjectCellVerb : Verb<ServerBatteryBarrelComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, ServerBatteryBarrelComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user) || !component._powerCellRemovable)
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
if (component.PowerCell == null)
|
||||
{
|
||||
data.Text = Loc.GetString("No cell");
|
||||
data.Visibility = VerbVisibility.Disabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
data.Text = Loc.GetString("Eject cell");
|
||||
data.IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png";
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, ServerBatteryBarrelComponent component)
|
||||
{
|
||||
component.TryEjectCell(user);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,539 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Items;
|
||||
using Content.Server.Weapon.Ranged.Ammunition.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.NetIDs;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Verbs;
|
||||
using Content.Shared.Weapons.Ranged;
|
||||
using Content.Shared.Weapons.Ranged.Barrels.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Barrels.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ServerMagazineBarrelComponent : ServerRangedBarrelComponent, IExamine
|
||||
{
|
||||
public override string Name => "MagazineBarrel";
|
||||
public override uint? NetID => ContentNetIDs.MAGAZINE_BARREL;
|
||||
|
||||
[ViewVariables]
|
||||
private ContainerSlot _chamberContainer = default!;
|
||||
[ViewVariables] public bool HasMagazine => _magazineContainer.ContainedEntity != null;
|
||||
private ContainerSlot _magazineContainer = default!;
|
||||
|
||||
[ViewVariables] public MagazineType MagazineTypes => _magazineTypes;
|
||||
[DataField("magazineTypes")]
|
||||
private MagazineType _magazineTypes = default;
|
||||
[ViewVariables] public BallisticCaliber Caliber => _caliber;
|
||||
[DataField("caliber")]
|
||||
private BallisticCaliber _caliber = BallisticCaliber.Unspecified;
|
||||
|
||||
public override int ShotsLeft
|
||||
{
|
||||
get
|
||||
{
|
||||
var count = 0;
|
||||
if (_chamberContainer.ContainedEntity != null)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
|
||||
var magazine = _magazineContainer.ContainedEntity;
|
||||
if (magazine != null)
|
||||
{
|
||||
count += magazine.GetComponent<RangedMagazineComponent>().ShotsLeft;
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
public override int Capacity
|
||||
{
|
||||
get
|
||||
{
|
||||
// Chamber
|
||||
var count = 1;
|
||||
var magazine = _magazineContainer.ContainedEntity;
|
||||
if (magazine != null)
|
||||
{
|
||||
count += magazine.GetComponent<RangedMagazineComponent>().Capacity;
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
[DataField("magFillPrototype")]
|
||||
private string? _magFillPrototype;
|
||||
|
||||
public bool BoltOpen
|
||||
{
|
||||
get => _boltOpen;
|
||||
set
|
||||
{
|
||||
if (_boltOpen == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (value)
|
||||
{
|
||||
TryEjectChamber();
|
||||
if (_soundBoltOpen != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltOpen, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TryFeedChamber();
|
||||
if (_soundBoltClosed != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltClosed, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
}
|
||||
|
||||
_boltOpen = value;
|
||||
UpdateAppearance();
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
private bool _boltOpen = true;
|
||||
|
||||
[DataField("autoEjectMag")]
|
||||
private bool _autoEjectMag;
|
||||
// If the bolt needs to be open before we can insert / remove the mag (i.e. for LMGs)
|
||||
public bool MagNeedsOpenBolt => _magNeedsOpenBolt;
|
||||
[DataField("magNeedsOpenBolt")]
|
||||
private bool _magNeedsOpenBolt = default;
|
||||
|
||||
private AppearanceComponent? _appearanceComponent;
|
||||
|
||||
// Sounds
|
||||
[DataField("soundBoltOpen")]
|
||||
private string? _soundBoltOpen = default;
|
||||
[DataField("soundBoltClosed")]
|
||||
private string? _soundBoltClosed = default;
|
||||
[DataField("soundRack")]
|
||||
private string? _soundRack = default;
|
||||
[DataField("soundMagInsert")]
|
||||
private string? _soundMagInsert = default;
|
||||
[DataField("soundMagEject")]
|
||||
private string? _soundMagEject = default;
|
||||
[DataField("soundAutoEject")]
|
||||
private string _soundAutoEject = "/Audio/Weapons/Guns/EmptyAlarm/smg_empty_alarm.ogg";
|
||||
|
||||
private List<MagazineType> GetMagazineTypes()
|
||||
{
|
||||
var types = new List<MagazineType>();
|
||||
|
||||
foreach (MagazineType mag in Enum.GetValues(typeof(MagazineType)))
|
||||
{
|
||||
if ((_magazineTypes & mag) != 0)
|
||||
{
|
||||
types.Add(mag);
|
||||
}
|
||||
}
|
||||
|
||||
return types;
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
(int, int)? count = null;
|
||||
var magazine = _magazineContainer.ContainedEntity;
|
||||
if (magazine != null && magazine.TryGetComponent(out RangedMagazineComponent? rangedMagazineComponent))
|
||||
{
|
||||
count = (rangedMagazineComponent.ShotsLeft, rangedMagazineComponent.Capacity);
|
||||
}
|
||||
|
||||
return new MagazineBarrelComponentState(
|
||||
_chamberContainer.ContainedEntity != null,
|
||||
FireRateSelector,
|
||||
count,
|
||||
SoundGunshot);
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearanceComponent))
|
||||
{
|
||||
_appearanceComponent = appearanceComponent;
|
||||
}
|
||||
|
||||
_chamberContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-chamber");
|
||||
_magazineContainer = ContainerHelpers.EnsureContainer<ContainerSlot>(Owner, $"{Name}-magazine", out var existing);
|
||||
|
||||
if (!existing && _magFillPrototype != null)
|
||||
{
|
||||
var magEntity = Owner.EntityManager.SpawnEntity(_magFillPrototype, Owner.Transform.Coordinates);
|
||||
_magazineContainer.Insert(magEntity);
|
||||
}
|
||||
Dirty();
|
||||
}
|
||||
|
||||
protected override void Startup()
|
||||
{
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public override IEntity? PeekAmmo()
|
||||
{
|
||||
return BoltOpen ? null : _chamberContainer.ContainedEntity;
|
||||
}
|
||||
|
||||
public override IEntity? TakeProjectile(EntityCoordinates spawnAt)
|
||||
{
|
||||
if (BoltOpen)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
var entity = _chamberContainer.ContainedEntity;
|
||||
|
||||
Cycle();
|
||||
return entity?.GetComponent<AmmoComponent>().TakeBullet(spawnAt);
|
||||
}
|
||||
|
||||
private void Cycle(bool manual = false)
|
||||
{
|
||||
if (BoltOpen)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
TryEjectChamber();
|
||||
|
||||
TryFeedChamber();
|
||||
|
||||
if (_chamberContainer.ContainedEntity == null && !BoltOpen)
|
||||
{
|
||||
if (_soundBoltOpen != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltOpen, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-5));
|
||||
}
|
||||
|
||||
if (Owner.TryGetContainer(out var container))
|
||||
{
|
||||
Owner.PopupMessage(container.Owner, Loc.GetString("Bolt open"));
|
||||
}
|
||||
BoltOpen = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (manual)
|
||||
{
|
||||
if (_soundRack != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundRack, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
}
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
_appearanceComponent?.SetData(BarrelBoltVisuals.BoltOpen, BoltOpen);
|
||||
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, _magazineContainer.ContainedEntity != null);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
|
||||
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
|
||||
}
|
||||
|
||||
public override bool UseEntity(UseEntityEventArgs eventArgs)
|
||||
{
|
||||
// Behavior:
|
||||
// If bolt open just close it
|
||||
// If bolt closed then cycle
|
||||
// If we cycle then get next round
|
||||
// If no more round then open bolt
|
||||
|
||||
if (BoltOpen)
|
||||
{
|
||||
if (_soundBoltClosed != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundBoltClosed, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-5));
|
||||
}
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Bolt closed"));
|
||||
BoltOpen = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Could play a rack-slide specific sound here if you're so inclined (if the chamber is empty but rounds are available)
|
||||
|
||||
Cycle(true);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool TryEjectChamber()
|
||||
{
|
||||
var chamberEntity = _chamberContainer.ContainedEntity;
|
||||
if (chamberEntity != null)
|
||||
{
|
||||
if (!_chamberContainer.Remove(chamberEntity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
var ammoComponent = chamberEntity.GetComponent<AmmoComponent>();
|
||||
if (!ammoComponent.Caseless)
|
||||
{
|
||||
EjectCasing(chamberEntity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryFeedChamber()
|
||||
{
|
||||
if (_chamberContainer.ContainedEntity != null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Try and pull a round from the magazine to replace the chamber if possible
|
||||
var magazine = _magazineContainer.ContainedEntity;
|
||||
var nextRound = magazine?.GetComponent<RangedMagazineComponent>().TakeAmmo();
|
||||
|
||||
if (nextRound == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_chamberContainer.Insert(nextRound);
|
||||
|
||||
if (_autoEjectMag && magazine != null && magazine.GetComponent<RangedMagazineComponent>().ShotsLeft == 0)
|
||||
{
|
||||
if (_soundAutoEject != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundAutoEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
|
||||
_magazineContainer.Remove(magazine);
|
||||
SendNetworkMessage(new MagazineAutoEjectMessage());
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public void RemoveMagazine(IEntity user)
|
||||
{
|
||||
var mag = _magazineContainer.ContainedEntity;
|
||||
|
||||
if (mag == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (MagNeedsOpenBolt && !BoltOpen)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Bolt needs to be open"));
|
||||
return;
|
||||
}
|
||||
|
||||
_magazineContainer.Remove(mag);
|
||||
if (_soundMagEject != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundMagEject, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
|
||||
if (user.TryGetComponent(out HandsComponent? handsComponent))
|
||||
{
|
||||
handsComponent.PutInHandOrDrop(mag.GetComponent<ItemComponent>());
|
||||
}
|
||||
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
}
|
||||
|
||||
public override async Task<bool> InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
// Insert magazine
|
||||
if (eventArgs.Using.TryGetComponent(out RangedMagazineComponent? magazineComponent))
|
||||
{
|
||||
if ((MagazineTypes & magazineComponent.MagazineType) == 0)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Wrong magazine type"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (magazineComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_magNeedsOpenBolt && !BoltOpen)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Need to open bolt first"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_magazineContainer.ContainedEntity == null)
|
||||
{
|
||||
if (_soundMagInsert != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), _soundMagInsert, Owner.Transform.Coordinates, AudioParams.Default.WithVolume(-2));
|
||||
}
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Magazine inserted"));
|
||||
_magazineContainer.Insert(eventArgs.Using);
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Already holding a magazine"));
|
||||
return false;
|
||||
}
|
||||
|
||||
// Insert 1 ammo
|
||||
if (eventArgs.Using.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
if (!BoltOpen)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Cannot insert ammo while bolt is closed"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ammoComponent.Caliber != _caliber)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Wrong caliber"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_chamberContainer.ContainedEntity == null)
|
||||
{
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Ammo inserted"));
|
||||
_chamberContainer.Insert(eventArgs.Using);
|
||||
Dirty();
|
||||
UpdateAppearance();
|
||||
return true;
|
||||
}
|
||||
|
||||
Owner.PopupMessage(eventArgs.User, Loc.GetString("Chamber full"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
base.Examine(message, inDetailsRange);
|
||||
|
||||
message.AddMarkup(Loc.GetString("\nIt uses [color=white]{0}[/color] ammo.", Caliber));
|
||||
|
||||
foreach (var magazineType in GetMagazineTypes())
|
||||
{
|
||||
message.AddMarkup(Loc.GetString("\nIt accepts [color=white]{0}[/color] magazines.", magazineType));
|
||||
}
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class EjectMagazineVerb : Verb<ServerMagazineBarrelComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, ServerMagazineBarrelComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Eject magazine");
|
||||
data.IconTexture = "/Textures/Interface/VerbIcons/eject.svg.192dpi.png";
|
||||
if (component.MagNeedsOpenBolt)
|
||||
{
|
||||
data.Visibility = component.HasMagazine && component.BoltOpen
|
||||
? VerbVisibility.Visible
|
||||
: VerbVisibility.Disabled;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Visibility = component.HasMagazine ? VerbVisibility.Visible : VerbVisibility.Disabled;
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, ServerMagazineBarrelComponent component)
|
||||
{
|
||||
component.RemoveMagazine(user);
|
||||
}
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class OpenBoltVerb : Verb<ServerMagazineBarrelComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, ServerMagazineBarrelComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Open bolt");
|
||||
data.Visibility = component.BoltOpen ? VerbVisibility.Invisible : VerbVisibility.Visible;
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, ServerMagazineBarrelComponent component)
|
||||
{
|
||||
component.BoltOpen = true;
|
||||
}
|
||||
}
|
||||
|
||||
[Verb]
|
||||
private sealed class CloseBoltVerb : Verb<ServerMagazineBarrelComponent>
|
||||
{
|
||||
protected override void GetData(IEntity user, ServerMagazineBarrelComponent component, VerbData data)
|
||||
{
|
||||
if (!ActionBlockerSystem.CanInteract(user))
|
||||
{
|
||||
data.Visibility = VerbVisibility.Invisible;
|
||||
return;
|
||||
}
|
||||
|
||||
data.Text = Loc.GetString("Close bolt");
|
||||
data.Visibility = component.BoltOpen ? VerbVisibility.Visible : VerbVisibility.Invisible;
|
||||
}
|
||||
|
||||
protected override void Activate(IEntity user, ServerMagazineBarrelComponent component)
|
||||
{
|
||||
component.BoltOpen = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
public enum MagazineType
|
||||
{
|
||||
Unspecified = 0,
|
||||
LPistol = 1 << 0, // Placeholder?
|
||||
Pistol = 1 << 1,
|
||||
HCPistol = 1 << 2,
|
||||
Smg = 1 << 3,
|
||||
SmgTopMounted = 1 << 4,
|
||||
Rifle = 1 << 5,
|
||||
IH = 1 << 6, // Placeholder?
|
||||
Box = 1 << 7,
|
||||
Pan = 1 << 8,
|
||||
Dart = 1 << 9, // Placeholder
|
||||
CalicoTopMounted = 1 << 10,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,451 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Server.Camera;
|
||||
using Content.Server.Projectiles.Components;
|
||||
using Content.Server.Weapon.Ranged.Ammunition.Components;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Broadphase;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged.Barrels.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// All of the ranged weapon components inherit from this to share mechanics like shooting etc.
|
||||
/// Only difference between them is how they retrieve a projectile to shoot (battery, magazine, etc.)
|
||||
/// </summary>
|
||||
public abstract class ServerRangedBarrelComponent : SharedRangedBarrelComponent, IUse, IInteractUsing, IExamine, ISerializationHooks
|
||||
{
|
||||
// There's still some of py01 and PJB's work left over, especially in underlying shooting logic,
|
||||
// it's just when I re-organised it changed me as the contributor
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
|
||||
public override FireRateSelector FireRateSelector => _fireRateSelector;
|
||||
|
||||
[DataField("currentSelector")]
|
||||
private FireRateSelector _fireRateSelector = FireRateSelector.Safety;
|
||||
|
||||
public override FireRateSelector AllRateSelectors => _fireRateSelector;
|
||||
|
||||
[DataField("allSelectors")]
|
||||
private FireRateSelector _allRateSelectors;
|
||||
|
||||
[DataField("fireRate")]
|
||||
public override float FireRate { get; } = 2f;
|
||||
|
||||
// _lastFire is when we actually fired (so if we hold the button then recoil doesn't build up if we're not firing)
|
||||
private TimeSpan _lastFire;
|
||||
|
||||
public abstract IEntity? PeekAmmo();
|
||||
public abstract IEntity? TakeProjectile(EntityCoordinates spawnAt);
|
||||
|
||||
// Recoil / spray control
|
||||
[DataField("minAngle")]
|
||||
private float _minAngleDegrees;
|
||||
|
||||
public Angle MinAngle { get; private set; }
|
||||
|
||||
[DataField("maxAngle")]
|
||||
private float _maxAngleDegrees = 45;
|
||||
|
||||
public Angle MaxAngle { get; private set; }
|
||||
|
||||
private Angle _currentAngle = Angle.Zero;
|
||||
|
||||
[DataField("angleDecay")]
|
||||
private float _angleDecayDegrees = 20;
|
||||
|
||||
/// <summary>
|
||||
/// How slowly the angle's theta decays per second in radians
|
||||
/// </summary>
|
||||
public float AngleDecay { get; private set; }
|
||||
|
||||
[DataField("angleIncrease")]
|
||||
private float? _angleIncreaseDegrees;
|
||||
|
||||
/// <summary>
|
||||
/// How quickly the angle's theta builds for every shot fired in radians
|
||||
/// </summary>
|
||||
public float AngleIncrease { get; private set; }
|
||||
|
||||
// Multiplies the ammo spread to get the final spread of each pellet
|
||||
[DataField("ammoSpreadRatio")]
|
||||
public float SpreadRatio { get; private set; }
|
||||
|
||||
[DataField("canMuzzleFlash")]
|
||||
public bool CanMuzzleFlash { get; } = true;
|
||||
|
||||
// Sounds
|
||||
[DataField("soundGunshot")]
|
||||
public string? SoundGunshot { get; set; }
|
||||
|
||||
[DataField("soundEmpty")]
|
||||
public string SoundEmpty { get; } = "/Audio/Weapons/Guns/Empty/empty.ogg";
|
||||
|
||||
void ISerializationHooks.BeforeSerialization()
|
||||
{
|
||||
_minAngleDegrees = (float) (MinAngle.Degrees * 2);
|
||||
_maxAngleDegrees = (float) (MaxAngle.Degrees * 2);
|
||||
_angleIncreaseDegrees = MathF.Round(AngleIncrease / ((float) Math.PI / 180f), 2);
|
||||
AngleDecay = MathF.Round(AngleDecay / ((float) Math.PI / 180f), 2);
|
||||
}
|
||||
|
||||
void ISerializationHooks.AfterDeserialization()
|
||||
{
|
||||
// This hard-to-read area's dealing with recoil
|
||||
// Use degrees in yaml as it's easier to read compared to "0.0125f"
|
||||
MinAngle = Angle.FromDegrees(_minAngleDegrees / 2f);
|
||||
|
||||
// Random doubles it as it's +/- so uhh we'll just half it here for readability
|
||||
MaxAngle = Angle.FromDegrees(_maxAngleDegrees / 2f);
|
||||
|
||||
_angleIncreaseDegrees ??= 40 / FireRate;
|
||||
AngleIncrease = _angleIncreaseDegrees.Value * (float) Math.PI / 180f;
|
||||
|
||||
AngleDecay = _angleDecayDegrees * (float) Math.PI / 180f;
|
||||
|
||||
// For simplicity we'll enforce it this way; ammo determines max spread
|
||||
if (SpreadRatio > 1.0f)
|
||||
{
|
||||
Logger.Error("SpreadRatio must be <= 1.0f for guns");
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnAdd()
|
||||
{
|
||||
base.OnAdd();
|
||||
|
||||
Owner.EnsureComponentWarn(out ServerRangedWeaponComponent rangedWeaponComponent);
|
||||
|
||||
rangedWeaponComponent.Barrel ??= this;
|
||||
rangedWeaponComponent.FireHandler += Fire;
|
||||
rangedWeaponComponent.WeaponCanFireHandler += WeaponCanFire;
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
base.OnRemove();
|
||||
if (Owner.TryGetComponent(out ServerRangedWeaponComponent? rangedWeaponComponent))
|
||||
{
|
||||
rangedWeaponComponent.Barrel = null;
|
||||
rangedWeaponComponent.FireHandler -= Fire;
|
||||
rangedWeaponComponent.WeaponCanFireHandler -= WeaponCanFire;
|
||||
}
|
||||
}
|
||||
|
||||
private Angle GetRecoilAngle(Angle direction)
|
||||
{
|
||||
var currentTime = _gameTiming.CurTime;
|
||||
var timeSinceLastFire = (currentTime - _lastFire).TotalSeconds;
|
||||
var newTheta = MathHelper.Clamp(_currentAngle.Theta + AngleIncrease - AngleDecay * timeSinceLastFire, MinAngle.Theta, MaxAngle.Theta);
|
||||
_currentAngle = new Angle(newTheta);
|
||||
|
||||
var random = (_robustRandom.NextDouble() - 0.5) * 2;
|
||||
var angle = Angle.FromDegrees(direction.Degrees + _currentAngle.Degrees * random);
|
||||
return angle;
|
||||
}
|
||||
|
||||
public abstract bool UseEntity(UseEntityEventArgs eventArgs);
|
||||
|
||||
public abstract Task<bool> InteractUsing(InteractUsingEventArgs eventArgs);
|
||||
|
||||
public void ChangeFireSelector(FireRateSelector rateSelector)
|
||||
{
|
||||
if ((rateSelector & AllRateSelectors) != 0)
|
||||
{
|
||||
_fireRateSelector = rateSelector;
|
||||
return;
|
||||
}
|
||||
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
protected virtual bool WeaponCanFire()
|
||||
{
|
||||
// If the ServerRangedWeaponComponent gets re-done probably need to add the checks here
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires a round of ammo out of the weapon.
|
||||
/// </summary>
|
||||
/// <param name="shooter">Entity that is operating the weapon, usually the player.</param>
|
||||
/// <param name="targetPos">Target position on the map to shoot at.</param>
|
||||
private void Fire(IEntity shooter, Vector2 targetPos)
|
||||
{
|
||||
if (ShotsLeft == 0)
|
||||
{
|
||||
if (SoundEmpty != null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Broadcast(), SoundEmpty, Owner.Transform.Coordinates);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
var ammo = PeekAmmo();
|
||||
var projectile = TakeProjectile(shooter.Transform.Coordinates);
|
||||
if (projectile == null)
|
||||
{
|
||||
SoundSystem.Play(Filter.Broadcast(), SoundEmpty, Owner.Transform.Coordinates);
|
||||
return;
|
||||
}
|
||||
|
||||
// At this point firing is confirmed
|
||||
var direction = (targetPos - shooter.Transform.WorldPosition).ToAngle();
|
||||
var angle = GetRecoilAngle(direction);
|
||||
// This should really be client-side but for now we'll just leave it here
|
||||
if (shooter.TryGetComponent(out CameraRecoilComponent? recoilComponent))
|
||||
{
|
||||
recoilComponent.Kick(-angle.ToVec() * 0.15f);
|
||||
}
|
||||
|
||||
|
||||
// This section probably needs tweaking so there can be caseless hitscan etc.
|
||||
if (projectile.TryGetComponent(out HitscanComponent? hitscan))
|
||||
{
|
||||
FireHitscan(shooter, hitscan, angle);
|
||||
}
|
||||
else if (projectile.HasComponent<ProjectileComponent>() &&
|
||||
ammo != null &&
|
||||
ammo.TryGetComponent(out AmmoComponent? ammoComponent))
|
||||
{
|
||||
FireProjectiles(shooter, projectile, ammoComponent.ProjectilesFired, ammoComponent.EvenSpreadAngle, angle, ammoComponent.Velocity, ammo);
|
||||
|
||||
if (CanMuzzleFlash)
|
||||
{
|
||||
ammoComponent.MuzzleFlash(Owner, angle);
|
||||
}
|
||||
|
||||
if (ammoComponent.Caseless)
|
||||
{
|
||||
ammo.Delete();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Invalid types
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
if (!string.IsNullOrEmpty(SoundGunshot))
|
||||
{
|
||||
SoundSystem.Play(Filter.Broadcast(), SoundGunshot, Owner.Transform.Coordinates);
|
||||
}
|
||||
|
||||
_lastFire = _gameTiming.CurTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drops a single cartridge / shell
|
||||
/// Made as a static function just because multiple places need it
|
||||
/// </summary>
|
||||
/// <param name="entity"></param>
|
||||
/// <param name="playSound"></param>
|
||||
/// <param name="robustRandom"></param>
|
||||
/// <param name="prototypeManager"></param>
|
||||
/// <param name="ejectDirections"></param>
|
||||
public static void EjectCasing(
|
||||
IEntity entity,
|
||||
bool playSound = true,
|
||||
IRobustRandom? robustRandom = null,
|
||||
IPrototypeManager? prototypeManager = null,
|
||||
Direction[]? ejectDirections = null)
|
||||
{
|
||||
robustRandom ??= IoCManager.Resolve<IRobustRandom>();
|
||||
ejectDirections ??= new[]
|
||||
{Direction.East, Direction.North, Direction.NorthWest, Direction.South, Direction.SouthEast, Direction.West};
|
||||
|
||||
const float ejectOffset = 1.8f;
|
||||
var ammo = entity.GetComponent<AmmoComponent>();
|
||||
var offsetPos = ((robustRandom.NextFloat() - 0.5f) * ejectOffset, (robustRandom.NextFloat() - 0.5f) * ejectOffset);
|
||||
entity.Transform.Coordinates = entity.Transform.Coordinates.Offset(offsetPos);
|
||||
entity.Transform.LocalRotation = robustRandom.Pick(ejectDirections).ToAngle();
|
||||
|
||||
if (ammo.SoundCollectionEject == null || !playSound)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
prototypeManager ??= IoCManager.Resolve<IPrototypeManager>();
|
||||
|
||||
var soundCollection = prototypeManager.Index<SoundCollectionPrototype>(ammo.SoundCollectionEject);
|
||||
var randomFile = robustRandom.Pick(soundCollection.PickFiles);
|
||||
SoundSystem.Play(Filter.Broadcast(), randomFile, entity.Transform.Coordinates, AudioParams.Default.WithVolume(-1));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drops multiple cartridges / shells on the floor
|
||||
/// Wraps EjectCasing to make it less toxic for bulk ejections
|
||||
/// </summary>
|
||||
/// <param name="entities"></param>
|
||||
public static void EjectCasings(IEnumerable<IEntity> entities)
|
||||
{
|
||||
var robustRandom = IoCManager.Resolve<IRobustRandom>();
|
||||
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
|
||||
var ejectDirections = new[] {Direction.East, Direction.North, Direction.NorthWest, Direction.South, Direction.SouthEast, Direction.West};
|
||||
var soundPlayCount = 0;
|
||||
var playSound = true;
|
||||
|
||||
foreach (var entity in entities)
|
||||
{
|
||||
EjectCasing(entity, playSound, robustRandom, prototypeManager, ejectDirections);
|
||||
soundPlayCount++;
|
||||
if (soundPlayCount > 3)
|
||||
{
|
||||
playSound = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Firing
|
||||
/// <summary>
|
||||
/// Handles firing one or many projectiles
|
||||
/// </summary>
|
||||
private void FireProjectiles(IEntity shooter, IEntity baseProjectile, int count, float evenSpreadAngle, Angle angle, float velocity, IEntity ammo)
|
||||
{
|
||||
List<Angle>? sprayAngleChange = null;
|
||||
if (count > 1)
|
||||
{
|
||||
evenSpreadAngle *= SpreadRatio;
|
||||
sprayAngleChange = Linspace(-evenSpreadAngle / 2, evenSpreadAngle / 2, count);
|
||||
}
|
||||
|
||||
var firedProjectiles = new List<IEntity>();
|
||||
for (var i = 0; i < count; i++)
|
||||
{
|
||||
IEntity projectile;
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
projectile = baseProjectile;
|
||||
}
|
||||
else
|
||||
{
|
||||
projectile =
|
||||
Owner.EntityManager.SpawnEntity(baseProjectile.Prototype?.ID, baseProjectile.Transform.Coordinates);
|
||||
}
|
||||
firedProjectiles.Add(projectile);
|
||||
|
||||
Angle projectileAngle;
|
||||
|
||||
if (sprayAngleChange != null)
|
||||
{
|
||||
projectileAngle = angle + sprayAngleChange[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
projectileAngle = angle;
|
||||
}
|
||||
|
||||
var physics = projectile.GetComponent<IPhysBody>();
|
||||
physics.BodyStatus = BodyStatus.InAir;
|
||||
|
||||
var projectileComponent = projectile.GetComponent<ProjectileComponent>();
|
||||
projectileComponent.IgnoreEntity(shooter);
|
||||
|
||||
// FIXME: Work around issue where inserting and removing an entity from a container,
|
||||
// then setting its linear velocity in the same tick resets velocity back to zero.
|
||||
// See SharedBroadPhaseSystem.HandleContainerInsert()... It sets Awake to false, which causes this.
|
||||
projectile.SpawnTimer(TimeSpan.FromMilliseconds(25), () =>
|
||||
{
|
||||
projectile
|
||||
.GetComponent<IPhysBody>()
|
||||
.LinearVelocity = projectileAngle.ToVec() * velocity;
|
||||
});
|
||||
|
||||
|
||||
projectile.Transform.LocalRotation = projectileAngle + MathHelper.PiOver2;
|
||||
}
|
||||
ammo.SendMessage(this, new BarrelFiredMessage(firedProjectiles));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a list of numbers that form a set of equal intervals between the start and end value. Used to calculate shotgun spread angles.
|
||||
/// </summary>
|
||||
private List<Angle> Linspace(double start, double end, int intervals)
|
||||
{
|
||||
DebugTools.Assert(intervals > 1);
|
||||
|
||||
var linspace = new List<Angle>(intervals);
|
||||
|
||||
for (var i = 0; i <= intervals - 1; i++)
|
||||
{
|
||||
linspace.Add(Angle.FromDegrees(start + (end - start) * i / (intervals - 1)));
|
||||
}
|
||||
return linspace;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fires hitscan entities and then displays their effects
|
||||
/// </summary>
|
||||
private void FireHitscan(IEntity shooter, HitscanComponent hitscan, Angle angle)
|
||||
{
|
||||
var ray = new CollisionRay(Owner.Transform.Coordinates.ToMapPos(Owner.EntityManager), angle.ToVec(), (int) hitscan.CollisionMask);
|
||||
var physicsManager = EntitySystem.Get<SharedBroadPhaseSystem>();
|
||||
var rayCastResults = physicsManager.IntersectRay(Owner.Transform.MapID, ray, hitscan.MaxLength, shooter, false).ToList();
|
||||
|
||||
if (rayCastResults.Count >= 1)
|
||||
{
|
||||
var result = rayCastResults[0];
|
||||
var distance = result.Distance;
|
||||
hitscan.FireEffects(shooter, distance, angle, result.HitEntity);
|
||||
|
||||
if (!result.HitEntity.TryGetComponent(out IDamageableComponent? damageable))
|
||||
return;
|
||||
|
||||
damageable.ChangeDamage(hitscan.DamageType, (int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero), false, Owner);
|
||||
//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
|
||||
//even numbers if halfway between two numbers, rather than rounding to nearest
|
||||
}
|
||||
else
|
||||
{
|
||||
hitscan.FireEffects(shooter, hitscan.MaxLength, angle);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public virtual void Examine(FormattedMessage message, bool inDetailsRange)
|
||||
{
|
||||
var fireRateMessage = Loc.GetString(FireRateSelector switch
|
||||
{
|
||||
FireRateSelector.Safety => "Its safety is enabled.",
|
||||
FireRateSelector.Single => "It's in single fire mode.",
|
||||
FireRateSelector.Automatic => "It's in automatic fire mode.",
|
||||
_ => throw new IndexOutOfRangeException()
|
||||
});
|
||||
|
||||
message.AddText(fireRateMessage);
|
||||
}
|
||||
}
|
||||
|
||||
public class BarrelFiredMessage : ComponentMessage
|
||||
{
|
||||
public readonly List<IEntity> FiredProjectiles;
|
||||
|
||||
public BarrelFiredMessage(List<IEntity> firedProjectiles)
|
||||
{
|
||||
FiredProjectiles = firedProjectiles;
|
||||
}
|
||||
}
|
||||
}
|
||||
197
Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
Normal file
197
Content.Server/Weapon/Ranged/ServerRangedWeaponComponent.cs
Normal file
@@ -0,0 +1,197 @@
|
||||
using System;
|
||||
using Content.Server.Atmos;
|
||||
using Content.Server.CombatMode;
|
||||
using Content.Server.Hands.Components;
|
||||
using Content.Server.Interaction.Components;
|
||||
using Content.Server.Stunnable.Components;
|
||||
using Content.Server.Weapon.Ranged.Barrels.Components;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Notification;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.Weapon.Ranged
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ServerRangedWeaponComponent : SharedRangedWeaponComponent, IHandSelected
|
||||
{
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
private TimeSpan _lastFireTime;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("clumsyCheck")]
|
||||
public bool ClumsyCheck { get; set; } = true;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("clumsyExplodeChance")]
|
||||
public float ClumsyExplodeChance { get; set; } = 0.5f;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("canHotspot")]
|
||||
private bool _canHotspot = true;
|
||||
|
||||
public Func<bool>? WeaponCanFireHandler;
|
||||
public Func<IEntity, bool>? UserCanFireHandler;
|
||||
public Action<IEntity, Vector2>? FireHandler;
|
||||
|
||||
public ServerRangedBarrelComponent? Barrel
|
||||
{
|
||||
get => _barrel;
|
||||
set
|
||||
{
|
||||
if (_barrel != null && value != null)
|
||||
{
|
||||
Logger.Error("Tried setting Barrel on RangedWeapon that already has one");
|
||||
throw new InvalidOperationException();
|
||||
}
|
||||
|
||||
_barrel = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
private ServerRangedBarrelComponent? _barrel;
|
||||
|
||||
private FireRateSelector FireRateSelector => _barrel?.FireRateSelector ?? FireRateSelector.Safety;
|
||||
|
||||
private bool WeaponCanFire()
|
||||
{
|
||||
return WeaponCanFireHandler == null || WeaponCanFireHandler();
|
||||
}
|
||||
|
||||
private bool UserCanFire(IEntity user)
|
||||
{
|
||||
return (UserCanFireHandler == null || UserCanFireHandler(user)) && ActionBlockerSystem.CanAttack(user);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
|
||||
{
|
||||
base.HandleNetworkMessage(message, channel, session);
|
||||
|
||||
if (session == null)
|
||||
{
|
||||
throw new ArgumentNullException(nameof(session));
|
||||
}
|
||||
|
||||
switch (message)
|
||||
{
|
||||
case FirePosComponentMessage msg:
|
||||
var user = session.AttachedEntity;
|
||||
if (user == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (msg.TargetGrid != GridId.Invalid)
|
||||
{
|
||||
// grid pos
|
||||
if (!_mapManager.TryGetGrid(msg.TargetGrid, out var grid))
|
||||
{
|
||||
// Client sent us a message with an invalid grid.
|
||||
break;
|
||||
}
|
||||
|
||||
var targetPos = grid.LocalToWorld(msg.TargetPosition);
|
||||
TryFire(user, targetPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
// map pos
|
||||
TryFire(user, msg.TargetPosition);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
return new RangedWeaponComponentState(FireRateSelector);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to fire a round of ammo out of the weapon.
|
||||
/// </summary>
|
||||
/// <param name="user">Entity that is operating the weapon, usually the player.</param>
|
||||
/// <param name="targetPos">Target position on the map to shoot at.</param>
|
||||
private void TryFire(IEntity user, Vector2 targetPos)
|
||||
{
|
||||
if (!user.TryGetComponent(out HandsComponent? hands) || hands.GetActiveHand?.Owner != Owner)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if(!user.TryGetComponent(out CombatModeComponent? combat) || !combat.IsInCombatMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!UserCanFire(user) || !WeaponCanFire())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var curTime = _gameTiming.CurTime;
|
||||
var span = curTime - _lastFireTime;
|
||||
if (span.TotalSeconds < 1 / _barrel?.FireRate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_lastFireTime = curTime;
|
||||
|
||||
if (ClumsyCheck && ClumsyComponent.TryRollClumsy(user, ClumsyExplodeChance))
|
||||
{
|
||||
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Items/bikehorn.ogg",
|
||||
Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
|
||||
|
||||
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Weapons/Guns/Gunshots/bang.ogg",
|
||||
Owner.Transform.Coordinates, AudioParams.Default.WithMaxDistance(5));
|
||||
|
||||
if (user.TryGetComponent(out IDamageableComponent? health))
|
||||
{
|
||||
health.ChangeDamage(DamageType.Blunt, 10, false, user);
|
||||
health.ChangeDamage(DamageType.Heat, 5, false, user);
|
||||
}
|
||||
|
||||
if (user.TryGetComponent(out StunnableComponent? stun))
|
||||
{
|
||||
stun.Paralyze(3f);
|
||||
}
|
||||
|
||||
user.PopupMessage(Loc.GetString("The gun blows up in your face!"));
|
||||
|
||||
Owner.Delete();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_canHotspot && user.Transform.Coordinates.TryGetTileAtmosphere(out var tile))
|
||||
{
|
||||
tile.HotspotExpose(700, 50);
|
||||
}
|
||||
FireHandler?.Invoke(user, targetPos);
|
||||
}
|
||||
|
||||
// Probably a better way to do this.
|
||||
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
|
||||
{
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
48
Content.Server/Weapon/WeaponCapacitorChargerComponent.cs
Normal file
48
Content.Server/Weapon/WeaponCapacitorChargerComponent.cs
Normal file
@@ -0,0 +1,48 @@
|
||||
#nullable enable
|
||||
using Content.Server.Battery.Components;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.PowerCell.Components;
|
||||
using Content.Server.Weapon.Ranged.Barrels.Components;
|
||||
using Content.Shared.Interaction;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.Weapon
|
||||
{
|
||||
/// <summary>
|
||||
/// Recharges the battery in a <see cref="ServerBatteryBarrelComponent"/>.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IActivate))]
|
||||
[ComponentReference(typeof(BaseCharger))]
|
||||
public sealed class WeaponCapacitorChargerComponent : BaseCharger
|
||||
{
|
||||
public override string Name => "WeaponCapacitorCharger";
|
||||
|
||||
protected override bool IsEntityCompatible(IEntity entity)
|
||||
{
|
||||
return entity.TryGetComponent(out ServerBatteryBarrelComponent? battery) && battery.PowerCell != null ||
|
||||
entity.TryGetComponent(out PowerCellSlotComponent? slot) && slot.HasCell;
|
||||
}
|
||||
|
||||
protected override BatteryComponent? GetBatteryFrom(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out PowerCellSlotComponent? slot))
|
||||
{
|
||||
if (slot.Cell != null)
|
||||
{
|
||||
return slot.Cell;
|
||||
}
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerBatteryBarrelComponent? battery))
|
||||
{
|
||||
if (battery.PowerCell != null)
|
||||
{
|
||||
return battery.PowerCell;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user