Remove gun .Owners (#14585)

This commit is contained in:
metalgearsloth
2023-03-11 20:08:22 +11:00
committed by GitHub
parent 19f5c403b5
commit 330bb7bb14
18 changed files with 333 additions and 280 deletions

View File

@@ -49,8 +49,9 @@ public sealed partial class NPCCombatSystem
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var combatQuery = GetEntityQuery<SharedCombatModeComponent>();
var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
foreach (var (comp, xform) in EntityQuery<NPCRangedCombatComponent, TransformComponent>())
while (query.MoveNext(out var uid, out var comp, out var xform))
{
if (comp.Status == CombatStatus.Unspecified)
continue;
@@ -70,14 +71,12 @@ public sealed partial class NPCCombatSystem
continue;
}
if (combatQuery.TryGetComponent(comp.Owner, out var combatMode))
if (combatQuery.TryGetComponent(uid, out var combatMode))
{
combatMode.IsInCombatMode = true;
}
var gun = _gun.GetGun(comp.Owner);
if (gun == null)
if (!_gun.TryGetGun(uid, out var gunUid, out var gun))
{
comp.Status = CombatStatus.NoWeapon;
comp.ShootAccumulator = 0f;
@@ -98,7 +97,7 @@ public sealed partial class NPCCombatSystem
if (comp.LOSAccumulator < 0f)
{
comp.LOSAccumulator += UnoccludedCooldown;
comp.TargetInLOS = _interaction.InRangeUnobstructed(comp.Owner, comp.Target, distance + 0.1f);
comp.TargetInLOS = _interaction.InRangeUnobstructed(uid, comp.Target, distance + 0.1f);
}
if (!comp.TargetInLOS)
@@ -110,7 +109,7 @@ public sealed partial class NPCCombatSystem
if (!oldInLos && comp.SoundTargetInLOS != null)
{
_audio.PlayPvs(comp.SoundTargetInLOS, comp.Owner);
_audio.PlayPvs(comp.SoundTargetInLOS, uid);
}
comp.ShootAccumulator += frameTime;
@@ -127,7 +126,7 @@ public sealed partial class NPCCombatSystem
var goalRotation = (targetSpot - worldPos).ToWorldAngle();
var rotationSpeed = comp.RotationSpeed;
if (!_rotate.TryRotateTo(comp.Owner, goalRotation, frameTime, comp.AccuracyThreshold, rotationSpeed?.Theta ?? double.MaxValue, xform))
if (!_rotate.TryRotateTo(uid, goalRotation, frameTime, comp.AccuracyThreshold, rotationSpeed?.Theta ?? double.MaxValue, xform))
{
continue;
}
@@ -154,7 +153,7 @@ public sealed partial class NPCCombatSystem
targetCordinates = new EntityCoordinates(xform.MapUid!.Value, targetSpot);
}
_gun.AttemptShoot(comp.Owner, gun, targetCordinates);
_gun.AttemptShoot(uid, gunUid, gun, targetCordinates);
}
}
}

View File

@@ -298,7 +298,7 @@ namespace Content.Server.Singularity.EntitySystems
_projectile.SetShooter(proj, uid);
var targetPos = new EntityCoordinates(uid, (0, -1));
_gun.Shoot(guncomp, ent, xform.Coordinates, targetPos);
_gun.Shoot(uid, guncomp, ent, xform.Coordinates, targetPos);
}
private void UpdateAppearance(EmitterComponent component)

View File

@@ -4,12 +4,13 @@ namespace Content.Server.Weapons.Ranged.Systems;
public sealed partial class GunSystem
{
protected override void SpinRevolver(RevolverAmmoProviderComponent component, EntityUid? user = null)
protected override void SpinRevolver(EntityUid revolverUid, RevolverAmmoProviderComponent component, EntityUid? user = null)
{
base.SpinRevolver(component, user);
base.SpinRevolver(revolverUid, component, user);
var index = Random.Next(component.Capacity);
if (component.CurrentIndex == index) return;
if (component.CurrentIndex == index)
return;
component.CurrentIndex = index;
Dirty(component);

View File

@@ -4,7 +4,6 @@ using Content.Server.Cargo.Systems;
using Content.Server.Examine;
using Content.Server.Interaction;
using Content.Server.Stunnable;
using Content.Server.Weapons.Melee;
using Content.Server.Weapons.Ranged.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
@@ -30,13 +29,13 @@ 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 ExamineSystem _examine = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly PricingSystem _pricing = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
[Dependency] private readonly StunSystem _stun = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
public const float DamagePitchVariation = SharedMeleeWeaponSystem.DamagePitchVariation;
public const float GunClumsyChance = 0.5f;
@@ -63,9 +62,10 @@ public sealed partial class GunSystem : SharedGunSystem
args.Price += price * component.UnspawnedCount;
}
public override void Shoot(GunComponent gun, List<IShootable> ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null)
public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo, EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, EntityUid? user = null)
{
// Try a clumsy roll
// TODO: Who put this here
if (TryComp<ClumsyComponent>(user, out var clumsy))
{
for (var i = 0; i < ammo.Count; i++)
@@ -77,38 +77,38 @@ public sealed partial class GunSystem : SharedGunSystem
_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
// Apply salt to the wound ("Honk!")
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gun.Owner);
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/bikehorn.ogg"), gun.Owner);
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gunUid);
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/bikehorn.ogg"), gunUid);
PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
_adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Clumsy fire by {ToPrettyString(user.Value)} deleted {ToPrettyString(gun.Owner)}");
Del(gun.Owner);
_adminLogger.Add(LogType.EntityDelete, LogImpact.Medium, $"Clumsy fire by {ToPrettyString(user.Value)} deleted {ToPrettyString(gunUid)}");
Del(gunUid);
return;
}
}
}
var fromMap = fromCoordinates.ToMap(EntityManager);
var toMap = toCoordinates.ToMapPos(EntityManager);
var fromMap = fromCoordinates.ToMap(EntityManager, Transform);
var toMap = toCoordinates.ToMapPos(EntityManager, Transform);
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.
EntityCoordinates fromEnt = MapManager.TryFindGridAt(fromMap, out var grid)
var fromEnt = MapManager.TryFindGridAt(fromMap, out var grid)
? fromCoordinates.WithEntityId(grid.Owner, EntityManager)
: new(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
: 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(gun.Owner);
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 shootable in ammo)
foreach (var (ent, shootable) in ammo)
{
switch (shootable)
{
@@ -135,46 +135,45 @@ public sealed partial class GunSystem : SharedGunSystem
shotProjectiles.Add(uid);
}
//signal ChemicalAmmo to transfer solution
RaiseLocalEvent(cartridge.Owner, new AmmoShotEvent()
RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
{
FiredProjectiles = shotProjectiles,
});
SetCartridgeSpent(cartridge, true);
MuzzleFlash(gun.Owner, cartridge, user);
Audio.PlayPredicted(gun.SoundGunshot, gun.Owner, user);
SetCartridgeSpent(ent.Value, cartridge, true);
MuzzleFlash(gunUid, cartridge, user);
Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
if (cartridge.DeleteOnSpawn)
Del(cartridge.Owner);
Del(ent.Value);
}
else
{
Audio.PlayPredicted(gun.SoundEmpty, gun.Owner, user);
Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
}
// Something like ballistic might want to leave it in the container still
if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(cartridge.Owner))
EjectCartridge(cartridge.Owner);
if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
EjectCartridge(ent.Value);
Dirty(cartridge);
break;
// Ammo shoots itself
case AmmoComponent newAmmo:
shotProjectiles.Add(newAmmo.Owner);
MuzzleFlash(gun.Owner, newAmmo, user);
Audio.PlayPredicted(gun.SoundGunshot, gun.Owner, user);
shotProjectiles.Add(ent!.Value);
MuzzleFlash(gunUid, newAmmo, user);
Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
// Do a throw
if (!HasComp<ProjectileComponent>(newAmmo.Owner))
if (!HasComp<ProjectileComponent>(ent.Value))
{
RemComp<AmmoComponent>(newAmmo.Owner);
RemComp<AmmoComponent>(ent.Value);
// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
ThrowingSystem.TryThrow(newAmmo.Owner, mapDirection, gun.ProjectileSpeed, user);
ThrowingSystem.TryThrow(ent.Value, mapDirection, gun.ProjectileSpeed, user);
break;
}
ShootProjectile(newAmmo.Owner, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
ShootProjectile(ent.Value, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
break;
case HitscanPrototype hitscan:
var ray = new CollisionRay(fromMap.Position, mapDirection.Normalized, hitscan.CollisionMask);
@@ -194,7 +193,6 @@ public sealed partial class GunSystem : SharedGunSystem
var dmg = hitscan.Damage;
bool deleted = false;
string hitName = ToPrettyString(hitEntity);
if (dmg != null)
dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
@@ -202,9 +200,7 @@ public sealed partial class GunSystem : SharedGunSystem
// check null again, as TryChangeDamage returns modified damage values
if (dmg != null)
{
deleted = Deleted(hitEntity);
if (!deleted)
if (!Deleted(hitEntity))
{
if (dmg.Total > FixedPoint2.Zero)
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, new List<EntityUid> {result.HitEntity}), Filter.Pvs(hitEntity, entityManager: EntityManager));
@@ -230,17 +226,17 @@ public sealed partial class GunSystem : SharedGunSystem
FireEffects(fromCoordinates, hitscan.MaxLength, mapDirection.ToAngle(), hitscan);
}
Audio.PlayPredicted(gun.SoundGunshot, gun.Owner, user);
Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
RaiseLocalEvent(gun.Owner, new AmmoShotEvent()
RaiseLocalEvent(gunUid, new AmmoShotEvent()
{
FiredProjectiles = shotProjectiles,
}, false);
});
}
public void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid? user = null, float speed = 20f)
@@ -259,7 +255,7 @@ public sealed partial class GunSystem : SharedGunSystem
Projectiles.SetShooter(projectile, user.Value);
}
Transform(uid).WorldRotation = direction.ToWorldAngle();
Transform.SetWorldRotation(uid, direction.ToWorldAngle());
}
/// <summary>
@@ -320,7 +316,7 @@ public sealed partial class GunSystem : SharedGunSystem
if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.Total > 0 && TryComp<RangedDamageSoundComponent>(otherEntity, out var rangedSound))
{
var type = MeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
var type = SharedMeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
@@ -354,12 +350,14 @@ public sealed partial class GunSystem : SharedGunSystem
// 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.
if (TryComp<TransformComponent>(gridUid, out var gridXform))
var xformQuery = GetEntityQuery<TransformComponent>();
if (xformQuery.TryGetComponent(gridUid, out var gridXform))
{
var (_, gridRot, gridInvMatrix) = gridXform.GetWorldPositionRotationInvMatrix();
var (_, gridRot, gridInvMatrix) = Transform.GetWorldPositionRotationInvMatrix(gridUid.Value, xformQuery);
fromCoordinates = new EntityCoordinates(gridUid.Value,
gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager)));
gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager, Transform)));
// Use the fallback angle I guess?
angle -= gridRot;