Files
wwdpublic/Content.Server/Weapons/Ranged/Systems/GunSystem.cs
VMSolidus 40d411bbbc Cherrypick "Shoot Over Bodies" And Related PRs (#479)
# Description
This is a manual cherry-pick of the following PRs:
https://github.com/space-wizards/space-station-14/pull/27905
https://github.com/space-wizards/space-station-14/pull/28072
https://github.com/space-wizards/space-station-14/pull/28571

I REQUIRE these for my work in PR #11 , and cannot complete said PR
without these cherry-picks. This set of PRs from Wizden adds a feature
where entities can selectively opt-out of being shot at unless a player
intentionally targets them, which I can use as a simple and elegant
solution to one of the largest glaring issues for Segmented Entities. I
could simply give Lamia segments the new
RequireProjectileTargetComponent, which adds them to the system. Future
segmented entities such as the hypothetical "Heretic Worm" may or may
not use this feature, depending on their intended implementation.

---------

Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
2024-06-23 01:00:32 -04:00

445 lines
19 KiB
C#

using System.Linq;
using System.Numerics;
using Content.Server.Administration.Logs;
using Content.Server.Cargo.Systems;
using Content.Server.Interaction;
using Content.Server.Power.EntitySystems;
using Content.Server.Stunnable;
using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.Interaction.Components;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Content.Shared.Weapons.Reflect;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem : SharedGunSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IComponentFactory _factory = default!;
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly PricingSystem _pricing = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
[Dependency] private readonly StunSystem _stun = default!;
public const float DamagePitchVariation = SharedMeleeWeaponSystem.DamagePitchVariation;
public const float GunClumsyChance = 0.5f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BallisticAmmoProviderComponent, PriceCalculationEvent>(OnBallisticPrice);
}
private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args)
{
if (string.IsNullOrEmpty(component.Proto) || component.UnspawnedCount == 0)
return;
if (!ProtoManager.TryIndex<EntityPrototype>(component.Proto, out var proto))
{
Log.Error($"Unable to find fill prototype for price on {component.Proto} on {ToPrettyString(uid)}");
return;
}
// Probably good enough for most.
var price = _pricing.GetEstimatedPrice(proto);
args.Price += price * component.UnspawnedCount;
}
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;
// Try a clumsy roll
// TODO: Who put this here
if (TryComp<ClumsyComponent>(user, out var clumsy) && gun.ClumsyProof == false)
{
for (var i = 0; i < ammo.Count; i++)
{
if (_interaction.TryRollClumsy(user.Value, GunClumsyChance, clumsy))
{
// Wound them
Damageable.TryChangeDamage(user, clumsy.ClumsyDamage, origin: user);
_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
// Apply salt to the wound ("Honk!")
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gunUid);
Audio.PlayPvs(clumsy.ClumsySound, gunUid);
PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
userImpulse = false;
return;
}
}
}
var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
var mapDirection = toMap - fromMap.Position;
var mapAngle = mapDirection.ToAngle();
var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle());
// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
? fromCoordinates.WithEntityId(gridUid, EntityManager)
: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
// Update shot based on the recoil
toMap = fromMap.Position + angle.ToVec() * mapDirection.Length();
mapDirection = toMap - fromMap.Position;
var gunVelocity = Physics.GetMapLinearVelocity(gunUid);
// I must be high because this was getting tripped even when true.
// DebugTools.Assert(direction != Vector2.Zero);
var shotProjectiles = new List<EntityUid>(ammo.Count);
foreach (var (ent, shootable) in ammo)
{
// pneumatic cannon doesn't shoot bullets it just throws them, ignore ammo handling
if (throwItems && ent != null)
{
ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
continue;
}
switch (shootable)
{
// Cartridge shoots something else
case CartridgeAmmoComponent cartridge:
if (!cartridge.Spent)
{
if (cartridge.Count > 1)
{
var ev = new GunGetAmmoSpreadEvent(cartridge.Spread);
RaiseLocalEvent(gunUid, ref ev);
var angles = LinearSpread(mapAngle - ev.Spread / 2,
mapAngle + ev.Spread / 2, cartridge.Count);
for (var i = 0; i < cartridge.Count; i++)
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
shotProjectiles.Add(uid);
}
}
else
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
shotProjectiles.Add(uid);
}
RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
{
FiredProjectiles = shotProjectiles,
});
SetCartridgeSpent(ent.Value, cartridge, true);
MuzzleFlash(gunUid, cartridge, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
if (cartridge.DeleteOnSpawn)
Del(ent.Value);
}
else
{
userImpulse = false;
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
}
// Something like ballistic might want to leave it in the container still
if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
EjectCartridge(ent.Value, angle);
Dirty(ent!.Value, cartridge);
break;
// Ammo shoots itself
case AmmoComponent newAmmo:
shotProjectiles.Add(ent!.Value);
MuzzleFlash(gunUid, newAmmo, user);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
break;
case HitscanPrototype hitscan:
EntityUid? lastHit = null;
var from = fromMap;
// can't use map coords above because funny FireEffects
var fromEffect = fromCoordinates;
var dir = mapDirection.Normalized();
//in the situation when user == null, means that the cannon fires on its own (via signals). And we need the gun to not fire by itself in this case
var lastUser = user ?? gunUid;
if (hitscan.Reflective != ReflectType.None)
{
for (var reflectAttempt = 0; reflectAttempt < 3; reflectAttempt++)
{
var ray = new CollisionRay(from.Position, dir, hitscan.CollisionMask);
var rayCastResults =
Physics.IntersectRay(from.MapId, ray, hitscan.MaxLength, lastUser, false).ToList();
if (!rayCastResults.Any())
break;
var result = rayCastResults[0];
var hit = result.HitEntity;
lastHit = hit;
FireEffects(fromEffect, result.Distance, dir.Normalized().ToAngle(), hitscan, hit);
var ev = new HitScanReflectAttemptEvent(user, gunUid, hitscan.Reflective, dir, false);
RaiseLocalEvent(hit, ref ev);
if (!ev.Reflected)
break;
fromEffect = Transform(hit).Coordinates;
from = fromEffect.ToMap(EntityManager, _transform);
dir = ev.Direction;
lastUser = hit;
}
}
if (lastHit != null)
{
var hitEntity = lastHit.Value;
if (hitscan.StaminaDamage > 0f)
_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
var dmg = hitscan.Damage;
var hitName = ToPrettyString(hitEntity);
if (dmg != null)
dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
// check null again, as TryChangeDamage returns modified damage values
if (dmg != null)
{
if (!Deleted(hitEntity))
{
if (dmg.Any())
{
_color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
}
// TODO get fallback position for playing hit sound.
PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
}
if (user != null)
{
Logs.Add(LogType.HitScanHit,
$"{ToPrettyString(user.Value):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
}
else
{
Logs.Add(LogType.HitScanHit,
$"{hitName:target} hit by hitscan dealing {dmg.GetTotal():damage} damage");
}
}
}
else
{
FireEffects(fromEffect, hitscan.MaxLength, dir.ToAngle(), hitscan);
}
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
RaiseLocalEvent(gunUid, new AmmoShotEvent()
{
FiredProjectiles = shotProjectiles,
});
}
private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid gunUid, EntityUid? user)
{
if (gun.Target is { } target && !TerminatingOrDeleted(target))
{
var targeted = EnsureComp<TargetedProjectileComponent>(uid);
targeted.Target = target;
Dirty(uid, targeted);
}
// Do a throw
if (!HasComp<ProjectileComponent>(uid))
{
RemoveShootable(uid);
// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeedModified, user);
return;
}
ShootProjectile(uid, mapDirection, gunVelocity, gunUid, user, gun.ProjectileSpeedModified);
}
/// <summary>
/// Gets a linear spread of angles between start and end.
/// </summary>
/// <param name="start">Start angle in degrees</param>
/// <param name="end">End angle in degrees</param>
/// <param name="intervals">How many shots there are</param>
private Angle[] LinearSpread(Angle start, Angle end, int intervals)
{
var angles = new Angle[intervals];
DebugTools.Assert(intervals > 1);
for (var i = 0; i <= intervals - 1; i++)
{
angles[i] = new Angle(start + (end - start) * i / (intervals - 1));
}
return angles;
}
private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction)
{
var timeSinceLastFire = (curTime - component.LastFire).TotalSeconds;
var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncreaseModified.Theta - component.AngleDecayModified.Theta * timeSinceLastFire, component.MinAngleModified.Theta, component.MaxAngleModified.Theta);
component.CurrentAngle = new Angle(newTheta);
component.LastFire = component.NextFire;
// Convert it so angle can go either side.
var random = Random.NextFloat(-0.5f, 0.5f);
var spread = component.CurrentAngle.Theta * random;
var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
DebugTools.Assert(spread <= component.MaxAngleModified.Theta);
return angle;
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
{
var filter = Filter.Pvs(uid, entityManager: EntityManager);
if (TryComp<ActorComponent>(user, out var actor))
filter.RemovePlayer(actor.PlayerSession);
RaiseNetworkEvent(message, filter);
}
public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
{
DebugTools.Assert(!Deleted(otherEntity), "Impact sound entity was deleted");
// Like projectiles and melee,
// 1. Entity specific sound
// 2. Ammo's sound
// 3. Nothing
var playedSound = false;
if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.GetTotal() > 0 && TryComp<RangedDamageSoundComponent>(otherEntity, out var rangedSound))
{
var type = SharedMeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
if (!playedSound && weaponSound != null)
{
Audio.PlayPvs(weaponSound, otherEntity);
}
}
// TODO: Pseudo RNG so the client can predict these.
#region Hitscan effects
private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle mapDirection, HitscanPrototype hitscan, EntityUid? hitEntity = null)
{
// Lord
// Forgive me for the shitcode I am about to do
// Effects tempt me not
var sprites = new List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
var gridUid = fromCoordinates.GetGridUid(EntityManager);
var angle = mapDirection;
// We'll get the effects relative to the grid / map of the firer
// Look you could probably optimise this a bit with redundant transforms at this point.
var xformQuery = GetEntityQuery<TransformComponent>();
if (xformQuery.TryGetComponent(gridUid, out var gridXform))
{
var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform, xformQuery);
fromCoordinates = new EntityCoordinates(gridUid.Value,
gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager, TransformSystem)));
// Use the fallback angle I guess?
angle -= gridRot;
}
if (distance >= 1f)
{
if (hitscan.MuzzleFlash != null)
{
var coords = fromCoordinates.Offset(angle.ToVec().Normalized() / 2);
var netCoords = GetNetCoordinates(coords);
sprites.Add((netCoords, angle, hitscan.MuzzleFlash, 1f));
}
if (hitscan.TravelFlash != null)
{
var coords = fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2);
var netCoords = GetNetCoordinates(coords);
sprites.Add((netCoords, angle, hitscan.TravelFlash, distance - 1.5f));
}
}
if (hitscan.ImpactFlash != null)
{
var coords = fromCoordinates.Offset(angle.ToVec() * distance);
var netCoords = GetNetCoordinates(coords);
sprites.Add((netCoords, angle.FlipPositive(), hitscan.ImpactFlash, 1f));
}
if (sprites.Count > 0)
{
RaiseNetworkEvent(new HitscanEvent
{
Sprites = sprites,
}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
}
}
#endregion
}