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Mor-Dast authored Dec 21, 2024
1 parent d140c1c commit 178cf09
Showing 1 changed file with 396 additions and 0 deletions.
396 changes: 396 additions & 0 deletions Content.Client/Weapons/Ranged/Systems/GunSystem.cs
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using System.Numerics;
using Content.Client.Animations;
using Content.Client.Gameplay;
using Content.Client.Items;
using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Camera;
using Content.Shared.CombatMode;
using Content.Shared.Mech.Components;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Animations;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;

namespace Content.Client.Weapons.Ranged.Systems;

public sealed partial class GunSystem : SharedGunSystem
{
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IStateManager _state = default!;
[Dependency] private readonly AnimationPlayerSystem _animPlayer = default!;
[Dependency] private readonly InputSystem _inputSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;

[ValidatePrototypeId<EntityPrototype>]
public const string HitscanProto = "HitscanEffect";

public bool SpreadOverlay
{
get => _spreadOverlay;
set
{
if (_spreadOverlay == value)
return;

_spreadOverlay = value;
var overlayManager = IoCManager.Resolve<IOverlayManager>();

if (_spreadOverlay)
{
overlayManager.AddOverlay(new GunSpreadOverlay(
EntityManager,
_eyeManager,
Timing,
_inputManager,
_player,
this,
TransformSystem));
}
else
{
overlayManager.RemoveOverlay<GunSpreadOverlay>();
}
}
}

private bool _spreadOverlay;

public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<AmmoCounterComponent, ItemStatusCollectMessage>(OnAmmoCounterCollect);
SubscribeAllEvent<MuzzleFlashEvent>(OnMuzzleFlash);

// Plays animated effects on the client.
SubscribeNetworkEvent<HitscanEvent>(OnHitscan);

InitializeMagazineVisuals();
InitializeSpentAmmo();
}

private void OnMuzzleFlash(MuzzleFlashEvent args)
{
var gunUid = GetEntity(args.Uid);

CreateEffect(gunUid, args, gunUid);
}

private void OnHitscan(HitscanEvent ev)
{
// ALL I WANT IS AN ANIMATED EFFECT
foreach (var a in ev.Sprites)
{
if (a.Sprite is not SpriteSpecifier.Rsi rsi)
continue;

var coords = GetCoordinates(a.coordinates);

if (Deleted(coords.EntityId))
continue;

var ent = Spawn(HitscanProto, coords);
var sprite = Comp<SpriteComponent>(ent);
var xform = Transform(ent);
xform.LocalRotation = a.angle;
sprite[EffectLayers.Unshaded].AutoAnimated = false;
sprite.LayerSetSprite(EffectLayers.Unshaded, rsi);
sprite.LayerSetState(EffectLayers.Unshaded, rsi.RsiState);
sprite.Scale = new Vector2(a.Distance, 1f);
sprite[EffectLayers.Unshaded].Visible = true;

var anim = new Animation()
{
Length = TimeSpan.FromSeconds(0.48f),
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = EffectLayers.Unshaded,
KeyFrames =
{
new AnimationTrackSpriteFlick.KeyFrame(rsi.RsiState, 0f),
}
}
}
};

_animPlayer.Play(ent, anim, "hitscan-effect");
}
}

public override void Update(float frameTime)
{
if (!Timing.IsFirstTimePredicted)
return;

var entityNull = _player.LocalEntity;

if (entityNull == null || !TryComp<CombatModeComponent>(entityNull, out var combat) || !combat.IsInCombatMode)
{
return;
}

var entity = entityNull.Value;

if (TryComp<MechPilotComponent>(entity, out var mechPilot))
{
entity = mechPilot.Mech;
}

if (!TryGetGun(entity, out var gunUid, out var gun))
{
return;
}

var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary;

if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down)
{
if (gun.ShotCounter != 0)
EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });
return;
}

if (gun.NextFire > Timing.CurTime)
return;

var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition);

if (mousePos.MapId == MapId.Nullspace)
{
if (gun.ShotCounter != 0)
EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) });

return;
}

// Define target coordinates relative to gun entity, so that network latency on moving grids doesn't fuck up the target location.
var coordinates = TransformSystem.ToCoordinates(entity, mousePos);

NetEntity? target = null;
if (_state.CurrentState is GameplayStateBase screen)
target = GetNetEntity(screen.GetClickedEntity(mousePos));

Log.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}");

EntityManager.RaisePredictiveEvent(new RequestShootEvent
{
Target = target,
Coordinates = GetNetCoordinates(coordinates),
Gun = GetNetEntity(gunUid),
});
}

public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
{
userImpulse = true;

// Rather than splitting client / server for every ammo provider it's easier
// to just delete the spawned entities. This is for programmer sanity despite the wasted perf.
// This also means any ammo specific stuff can be grabbed as necessary.
var direction = TransformSystem.ToMapCoordinates(fromCoordinates).Position - TransformSystem.ToMapCoordinates(toCoordinates).Position;
var worldAngle = direction.ToAngle().Opposite();

foreach (var (ent, shootable) in ammo)
{
if (throwItems)
{
Recoil(user, direction, gun.CameraRecoilScalarModified);
if (IsClientSide(ent!.Value))
Del(ent.Value);
else
RemoveShootable(ent.Value);
continue;
}

switch (shootable)
{
case CartridgeAmmoComponent cartridge:
if (!cartridge.Spent)
{
SetCartridgeSpent(ent!.Value, cartridge, true);
MuzzleFlash(gunUid, cartridge, worldAngle, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
// TODO: Can't predict entity deletions.
//if (cartridge.DeleteOnSpawn)
// Del(cartridge.Owner);
}
else
{
userImpulse = false;
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
}

if (IsClientSide(ent!.Value))
Del(ent.Value);

break;
case AmmoComponent newAmmo:
MuzzleFlash(gunUid, newAmmo, worldAngle, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
if (IsClientSide(ent!.Value))
Del(ent.Value);
else
RemoveShootable(ent.Value);
break;
case HitscanPrototype:
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
break;
}
}
}

private void Recoil(EntityUid? user, Vector2 recoil, float recoilScalar)
{
if (!Timing.IsFirstTimePredicted || user == null || recoil == Vector2.Zero || recoilScalar == 0)
return;

_recoil.KickCamera(user.Value, recoil.Normalized() * 0.5f * recoilScalar);
}

protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (uid == null || user == null || !Timing.IsFirstTimePredicted)
return;

PopupSystem.PopupEntity(message, uid.Value, user.Value);
}

protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? tracked = null)
{
if (!Timing.IsFirstTimePredicted)
return;

// EntityUid check added to stop throwing exceptions due to https://github.com/space-wizards/space-station-14/issues/28252
// TODO: Check to see why invalid entities are firing effects.
if (gunUid == EntityUid.Invalid)
{
Log.Debug($"Invalid Entity sent MuzzleFlashEvent (proto: {message.Prototype}, gun: {ToPrettyString(gunUid)})");
return;
}

var gunXform = Transform(gunUid);
var gridUid = gunXform.GridUid;
EntityCoordinates coordinates;

if (TryComp(gridUid, out MapGridComponent? mapGrid))
{
coordinates = new EntityCoordinates(gridUid.Value, _maps.LocalToGrid(gridUid.Value, mapGrid, gunXform.Coordinates));
}
else if (gunXform.MapUid != null)
{
coordinates = new EntityCoordinates(gunXform.MapUid.Value, TransformSystem.GetWorldPosition(gunXform));
}
else
{
return;
}

var ent = Spawn(message.Prototype, coordinates);
TransformSystem.SetWorldRotationNoLerp(ent, message.Angle);

if (tracked != null)
{
var track = EnsureComp<TrackUserComponent>(ent);
track.User = tracked;
track.Offset = Vector2.UnitX / 2f;
}

var lifetime = 0.4f;

if (TryComp<TimedDespawnComponent>(gunUid, out var despawn))
{
lifetime = despawn.Lifetime;
}

var anim = new Animation()
{
Length = TimeSpan.FromSeconds(lifetime),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(SpriteComponent),
Property = nameof(SpriteComponent.Color),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(1f), 0),
new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(0f), lifetime)
}
}
}
};

_animPlayer.Play(ent, anim, "muzzle-flash");
if (!TryComp(gunUid, out PointLightComponent? light))
{
light = (PointLightComponent) _factory.GetComponent(typeof(PointLightComponent));
light.NetSyncEnabled = false;
AddComp(gunUid, light);
}

Lights.SetEnabled(gunUid, true, light);
Lights.SetRadius(gunUid, 2f, light);
Lights.SetColor(gunUid, Color.FromHex("#cc8e2b"), light);
Lights.SetEnergy(gunUid, 5f, light);

var animTwo = new Animation()
{
Length = TimeSpan.FromSeconds(lifetime),
AnimationTracks =
{
new AnimationTrackComponentProperty
{
ComponentType = typeof(PointLightComponent),
Property = nameof(PointLightComponent.Energy),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(5f, 0),
new AnimationTrackProperty.KeyFrame(0f, lifetime)
}
},
new AnimationTrackComponentProperty
{
ComponentType = typeof(PointLightComponent),
Property = nameof(PointLightComponent.AnimatedEnable),
InterpolationMode = AnimationInterpolationMode.Linear,
KeyFrames =
{
new AnimationTrackProperty.KeyFrame(true, 0),
new AnimationTrackProperty.KeyFrame(false, lifetime)
}
}
}
};

var uidPlayer = EnsureComp<AnimationPlayerComponent>(gunUid);

_animPlayer.Stop(gunUid, uidPlayer, "muzzle-flash-light");
_animPlayer.Play((gunUid, uidPlayer), animTwo, "muzzle-flash-light");
}
}

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