Files
wwdpublic/Content.Shared/Weapons/Ranged/Components/GunComponent.cs
VMSolidus df74a915f7 Turrets Shoot Laying Down People (#2427)
This fixes an issue whereby turrets were not capable of hitting players
who lay down on the floor. Now turrets have a 50% chance to hit them
anways, meaning that laying down offers some, but not perfect protection
from turrets.

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/599583be-d298-452c-8b1b-f32d8d545131

</p>
</details>

🆑
- fix: Turrets and NPCs can now hit players who are laying down on the
floor. They (by default) have a 50% chance to miss players who are
laying down, meaning it still offers some protection, but not perfect
protection from turrets.
2025-07-12 00:57:29 +10:00

381 lines
11 KiB
C#

using System.Numerics;
using Content.Shared._White.Weapons.Ranged.DualWield;
using Content.Shared.Weapons.Ranged.Events;
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]
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.
/// WWDP rename: formely "LastFire".
/// </summary>
[DataField]
[AutoNetworkedField]
public TimeSpan CurrentAngleLastUpdate = TimeSpan.Zero;
/// <summary>
/// What the current spread is for shooting. This gets changed every time the gun fires.
/// </summary>
[DataField]
[AutoNetworkedField]
public Angle CurrentAngle;
// WWDP EDIT START
[AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public Angle BonusAngle;
[AutoNetworkedField, ViewVariables(VVAccess.ReadOnly)]
public TimeSpan BonusAngleLastUpdate;
[DataField]
[AutoNetworkedField]
public Angle BonusAngleDecay = Angle.FromDegrees(40);
[DataField]
[AutoNetworkedField]
public Angle MaxBonusAngle = Angle.FromDegrees(30);
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public Angle BonusAngleDecayModified;
[ViewVariables(VVAccess.ReadWrite)]
[AutoNetworkedField]
public Angle MaxBonusAngleModified;
/// <summary>
/// Bonus spread angle increase per tile traversed (assuming zero travel time)
/// </summary>
[DataField, AutoNetworkedField]
public Angle BonusAngleIncreaseMove = Angle.FromDegrees(20);
/// <summary>
/// Bonus spread angle increase per angle turned (assuming instantaneous turn)
/// </summary>
[DataField, AutoNetworkedField]
public Angle BonusAngleIncreaseTurn = Angle.FromDegrees(0.25);
// WWDP EDIT END
/// <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>
/// After dealing a melee attack with this gun, the minimum cooldown in seconds before the gun can shoot again.
/// </summary>
[DataField]
public float MeleeCooldown = 0.528f;
/// <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>
/// 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;
/// <summary>
/// If this weapon is using any kind of "Shotgun-like" ammunition, this applies as a multiplier on the spread arc.
// EG: 1.5 with standard buckshot gives a shotgun arc of 22.5 degrees.
/// </summary>
[DataField]
public float ShotgunSpreadMultiplier = 1f;
/// <summary>
/// This multiplier will apply per projectile fired by the weapon.
/// </summary>
[DataField]
public float DamageModifier = 1f;
/// <summary>
/// This multiplier increases the amount of projectiles fired by a shotgun.
/// </summary>
[DataField]
public float ShotgunProjectileCountModifier = 1f;
/// <summary>
/// If this weapon is using any kind of "Shotgun-like" ammunition, setting this to true makes it use the
/// classic style of "uniform" spread. Whereas when left off, each pellet fires in a uniform arc.
/// </summary>
[DataField]
public bool UniformSpread;
/// <summary>
/// The amount of Force (in Newtons) to eject spent cartridges with.
/// </summary>
[DataField]
public float EjectionForce = 0.04f;
[DataField]
public float EjectionSpeed = 20f;
[DataField]
public float EjectAngleOffset = 3.7f;
// WD EDIT START
[DataField]
public Angle? ThrowAngle;
/// <summary>
/// Designates this weapon a naval cannon. All projectiles shot from this weapon will be added to PVS ignore list (see Server.PvsOverrideSystem)
/// to ensure their visibility on clients.
/// </summary>
[DataField]
public bool ShipWeapon = false;
[DataField]
public bool ForceShootForward = false;
// WD EDIT END
}
[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!
}