Hitscans are now entities (#38035)

* Hitscans are now entities

* Cleanup

* Cleanup

* Silly mistakes but stop sign testing helps :)

* Address most of the review

* Reviews

* perry :(

* Final reviews

* Add comments

* Split event up

* better comment

* cleanup
This commit is contained in:
beck-thompson
2025-10-17 22:42:08 -07:00
committed by GitHub
parent 7a2206d011
commit 492a1aa9c3
21 changed files with 743 additions and 354 deletions

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@@ -5,6 +5,8 @@ using Content.Client.Items;
using Content.Client.Weapons.Ranged.Components;
using Content.Shared.Camera;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Ranged;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
@@ -16,6 +18,7 @@ using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Client.State;
using Robust.Shared.Animations;
using Robust.Shared.Audio;
using Robust.Shared.Input;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
@@ -234,6 +237,7 @@ public sealed partial class GunSystem : SharedGunSystem
continue;
}
// TODO: Clean this up in a gun refactor at some point - too much copy pasting
switch (shootable)
{
case CartridgeAmmoComponent cartridge:
@@ -266,7 +270,7 @@ public sealed partial class GunSystem : SharedGunSystem
else
RemoveShootable(ent.Value);
break;
case HitscanPrototype:
case HitscanAmmoComponent:
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
Recoil(user, direction, gun.CameraRecoilScalarModified);
break;
@@ -404,4 +408,7 @@ public sealed partial class GunSystem : SharedGunSystem
_animPlayer.Stop(gunUid, uidPlayer, "muzzle-flash-light");
_animPlayer.Play((gunUid, uidPlayer), animTwo, "muzzle-flash-light");
}
// TODO: Move RangedDamageSoundComponent to shared so this can be predicted.
public override void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound) {}
}

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@@ -1,27 +1,22 @@
using System.Linq;
using System.Numerics;
using Content.Server.Cargo.Systems;
using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Cargo;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Effects;
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 Content.Shared.Damage.Components;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Hitscan.Events;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using Robust.Shared.Containers;
namespace Content.Server.Weapons.Ranged.Systems;
@@ -29,9 +24,6 @@ public sealed partial class GunSystem : SharedGunSystem
{
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly PricingSystem _pricing = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedStaminaSystem _stamina = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
private const float DamagePitchVariation = 0.05f;
@@ -103,6 +95,7 @@ public sealed partial class GunSystem : SharedGunSystem
continue;
}
// TODO: Clean this up in a gun refactor at some point - too much copy pasting
switch (shootable)
{
// Cartridge shoots something else
@@ -141,107 +134,21 @@ public sealed partial class GunSystem : SharedGunSystem
CreateAndFireProjectiles(ent.Value, newAmmo);
break;
case HitscanPrototype hitscan:
case HitscanAmmoComponent:
if (ent == null)
break;
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)
var hitscanEv = new HitscanTraceEvent
{
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;
FromCoordinates = fromCoordinates,
ShotDirection = mapDirection.Normalized(),
Gun = gunUid,
Shooter = user,
Target = gun.Target,
};
RaiseLocalEvent(ent.Value, ref hitscanEv);
var result = rayCastResults[0];
// Check if laser is shot from in a container
if (!_container.IsEntityOrParentInContainer(lastUser))
{
// Checks if the laser should pass over unless targeted by its user
foreach (var collide in rayCastResults)
{
if (collide.HitEntity != gun.Target &&
CompOrNull<RequireProjectileTargetComponent>(collide.HitEntity)?.Active == true)
{
continue;
}
result = collide;
break;
}
}
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 = TransformSystem.ToMapCoordinates(fromEffect);
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 * Damageable.UniversalHitscanDamageModifier, origin: user);
// check null again, as TryChangeDamage returns modified damage values
if (dmg != null)
{
if (!Deleted(hitEntity))
{
if (dmg.AnyPositive())
{
_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);
}
Del(ent);
Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
break;
@@ -353,7 +260,7 @@ public sealed partial class GunSystem : SharedGunSystem
RaiseNetworkEvent(message, filter);
}
public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
public override void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
{
DebugTools.Assert(!Deleted(otherEntity), "Impact sound entity was deleted");
@@ -384,69 +291,4 @@ public sealed partial class GunSystem : SharedGunSystem
Audio.PlayPvs(weaponSound, otherEntity);
}
}
// TODO: Pseudo RNG so the client can predict these.
#region Hitscan effects
private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle angle, 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 fromXform = Transform(fromCoordinates.EntityId);
// 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 gridUid = fromXform.GridUid;
if (gridUid != fromCoordinates.EntityId && TryComp(gridUid, out TransformComponent? gridXform))
{
var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform);
var map = TransformSystem.ToMapCoordinates(fromCoordinates);
fromCoordinates = new EntityCoordinates(gridUid.Value, Vector2.Transform(map.Position, gridInvMatrix));
angle -= gridRot;
}
else
{
angle -= TransformSystem.GetWorldRotation(fromXform);
}
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
}

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@@ -0,0 +1,11 @@
using Content.Shared.Weapons.Ranged;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Hitscan.Components;
/// <summary>
/// This component is used to indicate an entity is shootable from a hitscan weapon.
/// This is placed on the laser entity being shot, not the gun itself.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanAmmoComponent : Component, IShootable;

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@@ -0,0 +1,17 @@
using Content.Shared.Damage;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Hitscan.Components;
/// <summary>
/// Hitscan entities that have this component will do the damage specified to hit targets (Who didn't reflect it).
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanBasicDamageComponent : Component
{
/// <summary>
/// How much damage the hitscan weapon will do when hitting a target.
/// </summary>
[DataField(required: true)]
public DamageSpecifier Damage;
}

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@@ -0,0 +1,29 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Hitscan.Components;
/// <summary>
/// System or basic "effects" like sounds and hit markers for hitscans.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanBasicEffectsComponent : Component
{
/// <summary>
/// This will turn hit entities this color briefly.
/// </summary>
[DataField]
public Color? HitColor = Color.Red;
/// <summary>
/// Sound that plays upon the thing being hit.
/// </summary>
[DataField]
public SoundSpecifier? Sound;
/// <summary>
/// Force the hitscan sound to play rather than playing the entity's override sound (if it exists).
/// </summary>
[DataField]
public bool ForceSound;
}

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@@ -0,0 +1,23 @@
using Content.Shared.Physics;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Hitscan.Components;
/// <summary>
/// A basic raycast system that will shoot in a straight line when triggered.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanBasicRaycastComponent : Component
{
/// <summary>
/// Maximum distance the raycast will travel before giving up. Reflections will reset the distance traveled
/// </summary>
[DataField]
public float MaxDistance = 20.0f;
/// <summary>
/// The collision mask the hitscan ray uses to collide with other objects. See the enum for more information
/// </summary>
[DataField]
public CollisionGroup CollisionMask = CollisionGroup.Opaque;
}

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@@ -0,0 +1,29 @@
using Robust.Shared.GameStates;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Hitscan.Components;
/// <summary>
/// Provides basic visuals for hitscan weapons - works with <see cref="HitscanBasicRaycastComponent"/>
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanBasicVisualsComponent : Component
{
/// <summary>
/// The muzzle flash from the hitscan weapon.
/// </summary>
[DataField]
public SpriteSpecifier? MuzzleFlash;
/// <summary>
/// The "travel" sprite, this gets repeated until it hits the target.
/// </summary>
[DataField]
public SpriteSpecifier? TravelFlash;
/// <summary>
/// The sprite that gets shown on the impact of the laser.
/// </summary>
[DataField]
public SpriteSpecifier? ImpactFlash;
}

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@@ -0,0 +1,29 @@
using Content.Shared.Weapons.Reflect;
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Hitscan.Components;
/// <summary>
/// Hitscan entities with this component will get reflected by certain things (E.G energy swords).
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanReflectComponent : Component
{
/// <summary>
/// The reflective type, will only reflect from entities that have a matching reflection type.
/// </summary>
[DataField]
public ReflectType ReflectiveType = ReflectType.Energy;
/// <summary>
/// The maximum number of reflections the laser will make. <see cref="CurrentReflections"/>
/// </summary>
[DataField]
public int MaxReflections = 3;
/// <summary>
/// Current number of times this hitscan entity was reflected. Will not be more than <see cref="MaxReflections"/>
/// </summary>
[DataField]
public int CurrentReflections;
}

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@@ -0,0 +1,16 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Weapons.Hitscan.Components;
/// <summary>
/// Hitscan entities that have this component will deal stamina damage to the target.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanStaminaDamageComponent : Component
{
/// <summary>
/// How much stamania damage the hitscan weapon will do when hitting a target.
/// </summary>
[DataField]
public float StaminaDamage = 10.0f;
}

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@@ -0,0 +1,110 @@
using System.Numerics;
using Content.Shared.Damage;
using Robust.Shared.Map;
namespace Content.Shared.Weapons.Hitscan.Events;
/// <summary>
/// Raised on the hitscan entity when "fired". This could be from reflections or from the gun. This is the catalyst that
/// other systems will listen for to actually shoot the gun.
/// </summary>
[ByRefEvent]
public record struct HitscanTraceEvent
{
/// <summary>
/// Location the hitscan was fired from.
/// </summary>
public EntityCoordinates FromCoordinates;
/// <summary>
/// Direction that the ray was fired towards.
/// </summary>
public Vector2 ShotDirection;
/// <summary>
/// Gun that was fired - this will always be the original weapon even if reflected.
/// </summary>
public EntityUid Gun;
/// <summary>
/// Player who shot the gun, if null the gun was fired by itself.
/// </summary>
public EntityUid? Shooter;
/// <summary>
/// Target that was being aimed at (Not necessarily hit).
/// </summary>
public EntityUid? Target;
}
/// <summary>
/// All data known data for when a hitscan is actually fired.
/// </summary>
public record struct HitscanRaycastFiredData
{
/// <summary>
/// Direction that the ray was fired towards.
/// </summary>
public Vector2 ShotDirection;
/// <summary>
/// The entity that got hit, if null the raycast didn't hit anyone.
/// </summary>
public EntityUid? HitEntity;
/// <summary>
/// Gun that fired the raycast.
/// </summary>
public EntityUid Gun;
/// <summary>
/// Player who shot the gun, if null the gun was fired by itself.
/// </summary>
public EntityUid? Shooter;
}
/// <summary>
/// Try to hit the targeted entity with a hitscan laser. Stuff like the reflection system should listen for this and
/// cancel the event if the laser was reflected.
/// </summary>
[ByRefEvent]
public struct AttemptHitscanRaycastFiredEvent
{
/// <summary>
/// Data for the hitscan that was fired.
/// </summary>
public HitscanRaycastFiredData Data;
/// <summary>
/// Set to true the hitscan is cancelled (e.g. due to reflection).
/// Cancelled hitscans should not apply damage or trigger follow-up effects.
/// </summary>
public bool Cancelled;
}
/// <summary>
/// Results of a hitscan raycast and will be raised on the raycast entity on itself. Stuff like the damage system should
/// listen for this. At this point we KNOW the laser hit the entity.
/// </summary>
[ByRefEvent]
public struct HitscanRaycastFiredEvent
{
/// <summary>
/// Data for the hitscan that was fired.
/// </summary>
public HitscanRaycastFiredData Data;
}
[ByRefEvent]
public record struct HitscanDamageDealtEvent
{
/// <summary>
/// Target that was dealt damage.
/// </summary>
public EntityUid Target;
/// <summary>
/// The amount of damage that the target was dealt.
/// </summary>
public DamageSpecifier DamageDealt;
}

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@@ -0,0 +1,38 @@
using Content.Shared.Damage;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Hitscan.Events;
namespace Content.Shared.Weapons.Hitscan.Systems;
public sealed class HitscanBasicDamageSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damage = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HitscanBasicDamageComponent, HitscanRaycastFiredEvent>(OnHitscanHit);
}
private void OnHitscanHit(Entity<HitscanBasicDamageComponent> ent, ref HitscanRaycastFiredEvent args)
{
if (args.Data.HitEntity == null)
return;
var dmg = ent.Comp.Damage * _damage.UniversalHitscanDamageModifier;
var damageDealt = _damage.TryChangeDamage(args.Data.HitEntity, dmg, origin: args.Data.Gun);
if (damageDealt == null)
return;
var damageEvent = new HitscanDamageDealtEvent
{
Target = args.Data.HitEntity.Value,
DamageDealt = damageDealt,
};
RaiseLocalEvent(ent, ref damageEvent);
}
}

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@@ -0,0 +1,36 @@
using Content.Shared.Damage;
using Content.Shared.Effects;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Hitscan.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Player;
namespace Content.Shared.Weapons.Hitscan.Systems;
public sealed class HitscanBasicEffectsSystem : EntitySystem
{
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedGunSystem _gun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HitscanBasicEffectsComponent, HitscanDamageDealtEvent>(OnHitscanDamageDealt);
}
private void OnHitscanDamageDealt(Entity<HitscanBasicEffectsComponent> ent, ref HitscanDamageDealtEvent args)
{
if (Deleted(args.Target))
return;
if (ent.Comp.HitColor != null && args.DamageDealt.GetTotal() != 0)
{
_color.RaiseEffect(ent.Comp.HitColor.Value,
new List<EntityUid> { args.Target },
Filter.Pvs(args.Target, entityManager: EntityManager));
}
_gun.PlayImpactSound(args.Target, args.DamageDealt, ent.Comp.Sound, ent.Comp.ForceSound);
}
}

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@@ -0,0 +1,150 @@
using System.Numerics;
using Content.Shared.Administration.Logs;
using Content.Shared.Damage.Components;
using Content.Shared.Database;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Hitscan.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Hitscan.Systems;
public sealed class HitscanBasicRaycastSystem : EntitySystem
{
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly ISharedAdminLogManager _log = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
private EntityQuery<HitscanBasicVisualsComponent> _visualsQuery;
public override void Initialize()
{
base.Initialize();
_visualsQuery = GetEntityQuery<HitscanBasicVisualsComponent>();
SubscribeLocalEvent<HitscanBasicRaycastComponent, HitscanTraceEvent>(OnHitscanFired);
}
private void OnHitscanFired(Entity<HitscanBasicRaycastComponent> ent, ref HitscanTraceEvent args)
{
var shooter = args.Shooter ?? args.Gun;
var mapCords = _transform.ToMapCoordinates(args.FromCoordinates);
var ray = new CollisionRay(mapCords.Position, args.ShotDirection, (int) ent.Comp.CollisionMask);
var rayCastResults = _physics.IntersectRay(mapCords.MapId, ray, ent.Comp.MaxDistance, shooter, false);
var target = args.Target;
// If you are in a container, use the raycast result
// Otherwise:
// 1.) Hit the first entity that you targeted.
// 2.) Hit the first entity that doesn't require you to aim at it specifically to be hit.
var result = _container.IsEntityOrParentInContainer(shooter)
? rayCastResults.FirstOrNull()
: rayCastResults.FirstOrNull(hit => hit.HitEntity == target
|| CompOrNull<RequireProjectileTargetComponent>(hit.HitEntity)?.Active != true);
var distanceTried = result?.Distance ?? ent.Comp.MaxDistance;
// Do visuals without an event. They should always happen and putting it on the attempt event is weird!
// If more stuff gets added here, it should probably be turned into an event.
FireEffects(args.FromCoordinates, distanceTried, args.ShotDirection.ToAngle(), ent.Owner);
// Admin logging
if (result?.HitEntity != null)
{
_log.Add(LogType.HitScanHit,
$"{ToPrettyString(shooter):user} hit {ToPrettyString(result.Value.HitEntity):target}"
+ $" using {ToPrettyString(args.Gun):entity}.");
}
var data = new HitscanRaycastFiredData
{
ShotDirection = args.ShotDirection,
Gun = args.Gun,
Shooter = args.Shooter,
HitEntity = result?.HitEntity,
};
var attemptEvent = new AttemptHitscanRaycastFiredEvent { Data = data };
RaiseLocalEvent(ent, ref attemptEvent);
if (attemptEvent.Cancelled)
return;
var hitEvent = new HitscanRaycastFiredEvent { Data = data };
RaiseLocalEvent(ent, ref hitEvent);
}
/// <summary>
/// Create visual effects for the fired hitscan weapon.
/// </summary>
/// <param name="fromCoordinates">Location to start the effect.</param>
/// <param name="distance">Distance of the hitscan shot.</param>
/// <param name="shotAngle">Angle of the shot.</param>
/// <param name="hitscanUid">The hitscan entity itself.</param>
private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle shotAngle, EntityUid hitscanUid)
{
if (distance == 0 || !_visualsQuery.TryComp(hitscanUid, out var vizComp))
return;
var sprites = new List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
var fromXform = Transform(fromCoordinates.EntityId);
// 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 gridUid = fromXform.GridUid;
if (gridUid != fromCoordinates.EntityId && TryComp(gridUid, out TransformComponent? gridXform))
{
var (_, gridRot, gridInvMatrix) = _transform.GetWorldPositionRotationInvMatrix(gridXform);
var map = _transform.ToMapCoordinates(fromCoordinates);
fromCoordinates = new EntityCoordinates(gridUid.Value, Vector2.Transform(map.Position, gridInvMatrix));
shotAngle -= gridRot;
}
else
{
shotAngle -= _transform.GetWorldRotation(fromXform);
}
if (distance >= 1f)
{
if (vizComp.MuzzleFlash != null)
{
var coords = fromCoordinates.Offset(shotAngle.ToVec().Normalized() / 2);
var netCoords = GetNetCoordinates(coords);
sprites.Add((netCoords, shotAngle, vizComp.MuzzleFlash, 1f));
}
if (vizComp.TravelFlash != null)
{
var coords = fromCoordinates.Offset(shotAngle.ToVec() * (distance + 0.5f) / 2);
var netCoords = GetNetCoordinates(coords);
sprites.Add((netCoords, shotAngle, vizComp.TravelFlash, distance - 1.5f));
}
}
if (vizComp.ImpactFlash != null)
{
var coords = fromCoordinates.Offset(shotAngle.ToVec() * distance);
var netCoords = GetNetCoordinates(coords);
sprites.Add((netCoords, shotAngle.FlipPositive(), vizComp.ImpactFlash, 1f));
}
if (sprites.Count > 0)
{
RaiseNetworkEvent(new SharedGunSystem.HitscanEvent
{
Sprites = sprites,
}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
}
}
}

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@@ -0,0 +1,50 @@
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Hitscan.Events;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Reflect;
using Robust.Shared.Random;
namespace Content.Shared.Weapons.Hitscan.Systems;
public sealed class HitscanReflectSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HitscanReflectComponent, AttemptHitscanRaycastFiredEvent>(OnHitscanHit);
}
private void OnHitscanHit(Entity<HitscanReflectComponent> hitscan, ref AttemptHitscanRaycastFiredEvent args)
{
var data = args.Data;
if (hitscan.Comp.ReflectiveType == ReflectType.None || data.HitEntity == null)
return;
if (hitscan.Comp.CurrentReflections >= hitscan.Comp.MaxReflections)
return;
var ev = new HitScanReflectAttemptEvent(data.Shooter ?? data.Gun, data.Gun, hitscan.Comp.ReflectiveType, data.ShotDirection, false);
RaiseLocalEvent(data.HitEntity.Value, ref ev);
if (!ev.Reflected)
return;
hitscan.Comp.CurrentReflections++;
args.Cancelled = true;
var fromEffect = Transform(data.HitEntity.Value).Coordinates;
var hitFiredEvent = new HitscanTraceEvent
{
FromCoordinates = fromEffect,
ShotDirection = ev.Direction,
Gun = data.Gun,
Shooter = data.HitEntity.Value,
};
RaiseLocalEvent(hitscan, ref hitFiredEvent);
}
}

View File

@@ -0,0 +1,25 @@
using Content.Shared.Damage.Systems;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Hitscan.Events;
namespace Content.Shared.Weapons.Hitscan.Systems;
public sealed class HitscanStunSystem : EntitySystem
{
[Dependency] private readonly SharedStaminaSystem _stamina = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<HitscanStaminaDamageComponent, HitscanRaycastFiredEvent>(OnHitscanHit);
}
private void OnHitscanHit(Entity<HitscanStaminaDamageComponent> hitscan, ref HitscanRaycastFiredEvent args)
{
if (args.Data.HitEntity == null)
return;
_stamina.TakeStaminaDamage(args.Data.HitEntity.Value, hitscan.Comp.StaminaDamage, source: args.Data.Shooter ?? args.Data.Gun);
}
}

View File

@@ -1,11 +1,11 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Prototypes;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class HitscanBatteryAmmoProviderComponent : BatteryAmmoProviderComponent
{
[ViewVariables(VVAccess.ReadWrite), DataField("proto", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<HitscanPrototype>))]
public string Prototype = default!;
[DataField("proto", required: true)]
public EntProtoId HitscanEntityProto;
}

View File

@@ -1,57 +0,0 @@
using Content.Shared.Damage;
using Content.Shared.Physics;
using Content.Shared.Weapons.Reflect;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Weapons.Ranged;
[Prototype]
public sealed partial class HitscanPrototype : IPrototype, IShootable
{
[ViewVariables]
[IdDataField]
public string ID { get; private set; } = default!;
[ViewVariables(VVAccess.ReadWrite), DataField("staminaDamage")]
public float StaminaDamage;
[ViewVariables(VVAccess.ReadWrite), DataField("damage")]
public DamageSpecifier? Damage;
[ViewVariables(VVAccess.ReadOnly), DataField("muzzleFlash")]
public SpriteSpecifier? MuzzleFlash;
[ViewVariables(VVAccess.ReadOnly), DataField("travelFlash")]
public SpriteSpecifier? TravelFlash;
[ViewVariables(VVAccess.ReadOnly), DataField("impactFlash")]
public SpriteSpecifier? ImpactFlash;
[DataField("collisionMask")]
public int CollisionMask = (int) CollisionGroup.Opaque;
/// <summary>
/// What we count as for reflection.
/// </summary>
[DataField("reflective")] public ReflectType Reflective = ReflectType.Energy;
/// <summary>
/// Sound that plays upon the thing being hit.
/// </summary>
[DataField("sound")]
public SoundSpecifier? Sound;
/// <summary>
/// Force the hitscan sound to play rather than potentially playing the entity's sound.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("forceSound")]
public bool ForceSound;
/// <summary>
/// Try not to set this too high.
/// </summary>
[DataField("maxLength")]
public float MaxLength = 20f;
}

View File

@@ -2,6 +2,7 @@ using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Examine;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.GameStates;
@@ -80,11 +81,10 @@ public abstract partial class SharedGunSystem
{
if (component is ProjectileBatteryAmmoProviderComponent battery)
{
if (ProtoManager.Index<EntityPrototype>(battery.Prototype)
.Components
if (ProtoManager.Index<EntityPrototype>(battery.Prototype).Components
.TryGetValue(Factory.GetComponentName<ProjectileComponent>(), out var projectile))
{
var p = (ProjectileComponent)projectile.Component;
var p = (ProjectileComponent) projectile.Component;
if (!p.Damage.Empty)
{
@@ -97,8 +97,11 @@ public abstract partial class SharedGunSystem
if (component is HitscanBatteryAmmoProviderComponent hitscan)
{
var dmg = ProtoManager.Index<HitscanPrototype>(hitscan.Prototype).Damage;
return dmg == null ? dmg : dmg * Damageable.UniversalHitscanDamageModifier;
var dmg = ProtoManager.Index(hitscan.HitscanEntityProto);
if (!dmg.TryGetComponent<HitscanBasicDamageComponent>(out var basicDamageComp, Factory))
return null;
return basicDamageComp.Damage * Damageable.UniversalHitscanDamageModifier;
}
return null;
@@ -155,7 +158,8 @@ public abstract partial class SharedGunSystem
var ent = Spawn(proj.Prototype, coordinates);
return (ent, EnsureShootable(ent));
case HitscanBatteryAmmoProviderComponent hitscan:
return (null, ProtoManager.Index<HitscanPrototype>(hitscan.Prototype));
var hitscanEnt = Spawn(hitscan.HitscanEntityProto);
return (hitscanEnt, EnsureShootable(hitscanEnt));
default:
throw new ArgumentOutOfRangeException();
}

View File

@@ -16,6 +16,7 @@ using Content.Shared.Tag;
using Content.Shared.Throwing;
using Content.Shared.Timing;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Hitscan.Components;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
@@ -500,6 +501,9 @@ public abstract partial class SharedGunSystem : EntitySystem
if (TryComp<CartridgeAmmoComponent>(uid, out var cartridge))
return cartridge;
if (TryComp<HitscanAmmoComponent>(uid, out var hitscanAmmo))
return hitscanAmmo;
return EnsureComp<AmmoComponent>(uid);
}
@@ -614,6 +618,8 @@ public abstract partial class SharedGunSystem : EntitySystem
protected abstract void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? user = null);
public abstract void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound);
/// <summary>
/// Used for animated effects on the client.
/// </summary>

View File

@@ -56,6 +56,10 @@ public sealed partial class ReflectComponent : Component
public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg", AudioParams.Default.WithVariation(0.05f));
}
/// <summary>
/// Used for both the projectiles being reflected and the entities reflecting. If there is ever overlap between the
/// reflection types, the projectile will be reflected.
/// </summary>
[Flags, Serializable, NetSerializable]
public enum ReflectType : byte
{

View File

@@ -16,125 +16,145 @@
- HideContextMenu
- type: AnimationPlayer
- type: hitscan
id: RedLaser
damage:
types:
Heat: 14
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_laser
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_laser
- type: entity
id: BasicHitscan
categories: [ HideSpawnMenu ]
components:
- type: HitscanAmmo
- type: HitscanBasicRaycast
- type: HitscanBasicVisuals
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_laser
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_laser
- type: HitscanReflect
- type: HitscanBasicEffects
- type: hitscan
id: RedLaserPractice
damage:
types:
Heat: 1
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_laser
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_laser
- type: hitscan
id: RedMediumLaser
damage:
types:
Heat: 17
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_laser
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_laser
- type: hitscan
- type: entity
parent: BasicHitscan
id: RedLightLaser
damage:
types:
Heat: 7
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_laser
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_laser
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicDamage
damage:
types:
Heat: 7
- type: hitscan
id: XrayLaser
damage:
types:
Heat: 10
Radiation: 10
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_xray
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: xray
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_xray
- type: entity
parent: BasicHitscan
id: RedLaser
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicDamage
damage:
types:
Heat: 14
- type: hitscan
- type: entity
parent: BasicHitscan
id: RedMediumLaser
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicDamage
damage:
types:
Heat: 17
- type: entity
parent: BasicHitscan
id: RedHeavyLaser
damage:
types:
Heat: 28
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_beam_heavy
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam_heavy
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_beam_heavy
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicDamage
damage:
types:
Heat: 28
- type: HitscanBasicVisuals
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_beam_heavy
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam_heavy
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_beam_heavy
- type: hitscan
- type: entity
parent: BasicHitscan
id: RedLaserPractice
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicDamage
damage:
types:
Heat: 1
- type: entity
parent: BasicHitscan
id: XrayLaser
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicDamage
damage:
types:
Heat: 10
Radiation: 10
- type: HitscanBasicVisuals
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_xray
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: xray
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_xray
- type: entity
parent: BasicHitscan
id: Pulse
damage:
types:
Heat: 35
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_blue
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam_blue
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_blue
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicDamage
damage:
types:
Heat: 35
- type: HitscanBasicVisuals
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_blue
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam_blue
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_blue
- type: hitscan
- type: entity
parent: BasicHitscan
id: RedShuttleLaser
maxLength: 60
damage:
types:
Heat: 45
Structural: 10
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_beam_heavy2
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam_heavy2
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_beam_heavy2
categories: [ HideSpawnMenu ]
components:
- type: HitscanBasicRaycast
maxDistance: 60.0
- type: HitscanBasicDamage
damage:
types:
Heat: 45
Structural: 10
- type: HitscanBasicVisuals
muzzleFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: muzzle_beam_heavy2
travelFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: beam_heavy2
impactFlash:
sprite: Objects/Weapons/Guns/Projectiles/projectiles.rsi
state: impact_beam_heavy2