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Mor-Dast authored Dec 21, 2024
1 parent 372dba5 commit be290cb
Showing 1 changed file with 282 additions and 0 deletions.
282 changes: 282 additions & 0 deletions Content.Shared/Weapons/Ranged/Components/GunComponent.cs
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using System.Numerics;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;

namespace Content.Shared.Weapons.Ranged.Components;

[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(SharedGunSystem))]
public sealed partial class GunComponent : Component
{
#region Sound

/// <summary>
/// The base sound to use when the gun is fired.
/// </summary>
[DataField]
public SoundSpecifier? SoundGunshot = new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/smg.ogg");

/// <summary>
/// The sound to use when the gun is fired.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? SoundGunshotModified;

[DataField]
public SoundSpecifier? SoundEmpty = new SoundPathSpecifier("/Audio/Weapons/Guns/Empty/empty.ogg");

/// <summary>
/// Sound played when toggling the <see cref="SelectedMode"/> for this gun.
/// </summary>
[DataField]
public SoundSpecifier? SoundMode = new SoundPathSpecifier("/Audio/Weapons/Guns/Misc/selector.ogg");

#endregion

#region Recoil

// These values are very small for now until we get a debug overlay and fine tune it

/// <summary>
/// The base scalar value applied to the vector governing camera recoil.
/// </summary>
[DataField, AutoNetworkedField]
public float CameraRecoilScalar = 1f;

/// <summary>
/// A scalar value applied to the vector governing camera recoil.
/// If 0, there will be no camera recoil.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float CameraRecoilScalarModified = 1f;

/// <summary>
/// Last time the gun fired.
/// Used for recoil purposes.
/// </summary>
[DataField]
public TimeSpan LastFire = TimeSpan.Zero;

/// <summary>
/// What the current spread is for shooting. This gets changed every time the gun fires.
/// </summary>
[DataField]
[AutoNetworkedField]
public Angle CurrentAngle;

/// <summary>
/// The base value for how much the spread increases every time the gun fires.
/// </summary>
[DataField]
public Angle AngleIncrease = Angle.FromDegrees(0.5);

/// <summary>
/// How much the spread increases every time the gun fires.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public Angle AngleIncreaseModified;

/// <summary>
/// The base value for how much the <see cref="CurrentAngle"/> decreases per second.
/// </summary>
[DataField]
public Angle AngleDecay = Angle.FromDegrees(4);

/// <summary>
/// How much the <see cref="CurrentAngle"/> decreases per second.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public Angle AngleDecayModified;

/// <summary>
/// The base value for the maximum angle allowed for <see cref="CurrentAngle"/>
/// </summary>
[DataField]
[AutoNetworkedField]
public Angle MaxAngle = Angle.FromDegrees(2);

/// <summary>
/// The maximum angle allowed for <see cref="CurrentAngle"/>
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public Angle MaxAngleModified;

/// <summary>
/// The base value for the minimum angle allowed for <see cref="CurrentAngle"/>
/// </summary>
[DataField]
[AutoNetworkedField]
public Angle MinAngle = Angle.FromDegrees(1);

/// <summary>
/// The minimum angle allowed for <see cref="CurrentAngle"/>.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public Angle MinAngleModified;

#endregion

/// <summary>
/// Whether this gun is shot via the use key or the alt-use key.
/// </summary>
[DataField, AutoNetworkedField]
public bool UseKey = true;

/// <summary>
/// Where the gun is being requested to shoot.
/// </summary>
[ViewVariables]
public EntityCoordinates? ShootCoordinates = null;

/// <summary>
/// Who the gun is being requested to shoot at directly.
/// </summary>
[ViewVariables]
public EntityUid? Target = null;

/// <summary>
/// The base value for how many shots to fire per burst.
/// </summary>
[DataField, AutoNetworkedField]
public int ShotsPerBurst = 3;

/// <summary>
/// How many shots to fire per burst.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public int ShotsPerBurstModified = 3;

/// <summary>
/// How long time must pass between burstfire shots.
/// </summary>
[DataField, AutoNetworkedField]
public float BurstCooldown = 0.25f;

/// <summary>
/// The fire rate of the weapon in burst fire mode.
/// </summary>
[DataField, AutoNetworkedField]
public float BurstFireRate = 8f;

/// <summary>
/// Whether the burst fire mode has been activated.
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public bool BurstActivated = false;

/// <summary>
/// The burst fire bullet count.
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public int BurstShotsCount = 0;

/// <summary>
/// Used for tracking semi-auto / burst
/// </summary>
[ViewVariables]
[AutoNetworkedField]
public int ShotCounter = 0;

/// <summary>
/// The base value for how many times it shoots per second.
/// </summary>
[DataField]
[AutoNetworkedField]
public float FireRate = 8f;

/// <summary>
/// How many times it shoots per second.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float FireRateModified;

/// <summary>
/// Starts fire cooldown when equipped if true.
/// </summary>
[DataField]
public bool ResetOnHandSelected = true;

/// <summary>
/// The base value for how fast the projectile moves.
/// </summary>
[DataField]
public float ProjectileSpeed = 25f;

/// <summary>
/// How fast the projectile moves.
/// <seealso cref="GunRefreshModifiersEvent"/>
/// </summary>
[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite)]
public float ProjectileSpeedModified;

/// <summary>
/// When the gun is next available to be shot.
/// Can be set multiple times in a single tick due to guns firing faster than a single tick time.
/// </summary>
[DataField(customTypeSerializer:typeof(TimeOffsetSerializer))]
[AutoNetworkedField]
[AutoPausedField]
public TimeSpan NextFire = TimeSpan.Zero;

/// <summary>
/// What firemodes can be selected.
/// </summary>
[DataField]
[AutoNetworkedField]
public SelectiveFire AvailableModes = SelectiveFire.SemiAuto;

/// <summary>
/// What firemode is currently selected.
/// </summary>
[DataField]
[AutoNetworkedField]
public SelectiveFire SelectedMode = SelectiveFire.SemiAuto;

/// <summary>
/// Whether or not information about
/// the gun will be shown on examine.
/// </summary>
[DataField]
public bool ShowExamineText = true;

/// <summary>
/// Whether or not someone with the
/// clumsy trait can shoot this
/// </summary>
[DataField]
public bool ClumsyProof = false;

/// <summary>
/// Firing direction for an item not being held (e.g. shuttle cannons, thrown guns still firing).
/// </summary>
[DataField]
public Vector2 DefaultDirection = new Vector2(0, -1);

/// <summary>
/// Corvax-Next. The percentage chance of a given gun to accidentally discharge if violently thrown into a wall or person
/// </summary>
[DataField]
public float FireOnDropChance = 0.1f;
}

[Flags]
public enum SelectiveFire : byte
{
Invalid = 0,
// Combat mode already functions as the equivalent of Safety
SemiAuto = 1 << 0,
Burst = 1 << 1,
FullAuto = 1 << 2, // Not in the building!
}

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