using System.Linq; using System.Numerics; using Content.Client.Animations; using Content.Client.Gameplay; using Content.Client.Items; using Content.Client.Weapons.Ranged.Components; using Content.Shared._RMC14.Weapons.Ranged.Prediction; using Content.Shared.CombatMode; using Content.Shared.Weapons.Ranged.Events; using Content.Shared.Weapons.Ranged.Systems; using Robust.Client.Animations; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Client.Input; using Robust.Client.Physics; using Robust.Client.Player; using Robust.Client.State; using Robust.Shared.Animations; using Robust.Shared.Input; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Prototypes; using Robust.Shared.Utility; using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem; using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent; namespace Content.Client.Weapons.Ranged.Systems; public sealed partial class GunSystem : SharedGunSystem { [Dependency] private readonly IComponentFactory _factory = default!; [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IInputManager _inputManager = default!; [Dependency] private readonly IPlayerManager _player = default!; [Dependency] private readonly IStateManager _state = default!; [Dependency] private readonly AnimationPlayerSystem _animPlayer = default!; [Dependency] private readonly InputSystem _inputSystem = default!; [Dependency] private readonly SharedMapSystem _maps = default!; [Dependency] private readonly PhysicsSystem _physics = default!; [ValidatePrototypeId] public const string HitscanProto = "HitscanEffect"; public bool SpreadOverlay { get => _spreadOverlay; set { if (_spreadOverlay == value) return; _spreadOverlay = value; var overlayManager = IoCManager.Resolve(); if (_spreadOverlay) { overlayManager.AddOverlay(new GunSpreadOverlay( EntityManager, _eyeManager, Timing, _inputManager, _player, this, TransformSystem)); } else { overlayManager.RemoveOverlay(); } } } private bool _spreadOverlay; public override void Initialize() { base.Initialize(); UpdatesOutsidePrediction = true; SubscribeLocalEvent(OnAmmoCounterCollect); SubscribeAllEvent(OnMuzzleFlash); // Plays animated effects on the client. SubscribeNetworkEvent(OnHitscan); InitializeMagazineVisuals(); InitializeSpentAmmo(); } private void OnMuzzleFlash(MuzzleFlashEvent args) { var gunUid = GetEntity(args.Uid); CreateEffect(gunUid, args, gunUid, _player.LocalEntity); } private void OnHitscan(HitscanEvent ev) { // ALL I WANT IS AN ANIMATED EFFECT foreach (var a in ev.Sprites) { if (a.Sprite is not SpriteSpecifier.Rsi rsi) continue; var coords = GetCoordinates(a.coordinates); if (Deleted(coords.EntityId)) continue; var ent = Spawn(HitscanProto, coords); var sprite = Comp(ent); var xform = Transform(ent); xform.LocalRotation = a.angle; sprite[EffectLayers.Unshaded].AutoAnimated = false; sprite.LayerSetSprite(EffectLayers.Unshaded, rsi); sprite.LayerSetState(EffectLayers.Unshaded, rsi.RsiState); sprite.Scale = new Vector2(a.Distance, 1f); sprite[EffectLayers.Unshaded].Visible = true; var anim = new Animation() { Length = TimeSpan.FromSeconds(0.48f), AnimationTracks = { new AnimationTrackSpriteFlick() { LayerKey = EffectLayers.Unshaded, KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(rsi.RsiState, 0f), } } } }; _animPlayer.Play(ent, anim, "hitscan-effect"); } } public override void Update(float frameTime) { if (!Timing.IsFirstTimePredicted) return; var entityNull = _player.LocalEntity; if (entityNull == null || !TryComp(entityNull, out var combat) || !combat.IsInCombatMode) { return; } var entity = entityNull.Value; if (!TryGetGun(entity, out var gunUid, out var gun)) { return; } var useKey = gun.UseKey ? EngineKeyFunctions.Use : EngineKeyFunctions.UseSecondary; if (_inputSystem.CmdStates.GetState(useKey) != BoundKeyState.Down) { if (gun.ShotCounter != 0) EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) }); return; } if (gun.NextFire > Timing.CurTime) return; var mousePos = _eyeManager.PixelToMap(_inputManager.MouseScreenPosition); if (mousePos.MapId == MapId.Nullspace) { if (gun.ShotCounter != 0) EntityManager.RaisePredictiveEvent(new RequestStopShootEvent { Gun = GetNetEntity(gunUid) }); return; } // Define target coordinates relative to gun entity, so that network latency on moving grids doesn't fuck up the target location. var coordinates = TransformSystem.ToCoordinates(entity, mousePos); NetEntity? target = null; if (_state.CurrentState is GameplayStateBase screen) target = GetNetEntity(screen.GetClickedEntity(mousePos)); if (_player.LocalSession is not { } session) return; Log.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}"); var projectiles = ShootRequested(GetNetEntity(gunUid), GetNetCoordinates(coordinates), target, null, session); RaisePredictiveEvent(new RequestShootEvent() { Target = target, Coordinates = GetNetCoordinates(coordinates), Gun = GetNetEntity(gunUid), Shot = projectiles?.Select(e => e.Id).ToList(), }); } protected override void Popup(string message, EntityUid? uid, EntityUid? user) { if (uid == null || user == null || !Timing.IsFirstTimePredicted) return; PopupSystem.PopupEntity(message, uid.Value, user.Value); } protected override void CreateEffect(EntityUid gunUid, MuzzleFlashEvent message, EntityUid? tracked = null, EntityUid? player = null) { if (!Timing.IsFirstTimePredicted) return; // EntityUid check added to stop throwing exceptions due to https://github.com/space-wizards/space-station-14/issues/28252 // TODO: Check to see why invalid entities are firing effects. if (gunUid == EntityUid.Invalid) { Log.Debug($"Invalid Entity sent MuzzleFlashEvent (proto: {message.Prototype}, gun: {ToPrettyString(gunUid)})"); return; } var gunXform = Transform(gunUid); var gridUid = gunXform.GridUid; EntityCoordinates coordinates; if (TryComp(gridUid, out MapGridComponent? mapGrid)) { coordinates = new EntityCoordinates(gridUid.Value, _maps.LocalToGrid(gridUid.Value, mapGrid, gunXform.Coordinates)); } else if (gunXform.MapUid != null) { coordinates = new EntityCoordinates(gunXform.MapUid.Value, TransformSystem.GetWorldPosition(gunXform)); } else { return; } var ent = Spawn(message.Prototype, coordinates); TransformSystem.SetWorldRotationNoLerp(ent, message.Angle); if (tracked != null) { var track = EnsureComp(ent); track.User = tracked; track.Offset = Vector2.UnitX / 2f; } var lifetime = 0.4f; if (TryComp(gunUid, out var despawn)) { lifetime = despawn.Lifetime; } var anim = new Animation() { Length = TimeSpan.FromSeconds(lifetime), AnimationTracks = { new AnimationTrackComponentProperty { ComponentType = typeof(SpriteComponent), Property = nameof(SpriteComponent.Color), InterpolationMode = AnimationInterpolationMode.Linear, KeyFrames = { new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(1f), 0), new AnimationTrackProperty.KeyFrame(Color.White.WithAlpha(0f), lifetime) } } } }; _animPlayer.Play(ent, anim, "muzzle-flash"); if (!TryComp(gunUid, out PointLightComponent? light)) { light = (PointLightComponent)_factory.GetComponent(typeof(PointLightComponent)); light.NetSyncEnabled = false; AddComp(gunUid, light); } Lights.SetEnabled(gunUid, true, light); Lights.SetRadius(gunUid, 2f, light); Lights.SetColor(gunUid, Color.FromHex("#cc8e2b"), light); Lights.SetEnergy(gunUid, 5f, light); var animTwo = new Animation() { Length = TimeSpan.FromSeconds(lifetime), AnimationTracks = { new AnimationTrackComponentProperty { ComponentType = typeof(PointLightComponent), Property = nameof(PointLightComponent.Energy), InterpolationMode = AnimationInterpolationMode.Linear, KeyFrames = { new AnimationTrackProperty.KeyFrame(5f, 0), new AnimationTrackProperty.KeyFrame(0f, lifetime) } }, new AnimationTrackComponentProperty { ComponentType = typeof(PointLightComponent), Property = nameof(PointLightComponent.AnimatedEnable), InterpolationMode = AnimationInterpolationMode.Linear, KeyFrames = { new AnimationTrackProperty.KeyFrame(true, 0), new AnimationTrackProperty.KeyFrame(false, lifetime) } } } }; var uidPlayer = EnsureComp(gunUid); _animPlayer.Stop(gunUid, uidPlayer, "muzzle-flash-light"); _animPlayer.Play((gunUid, uidPlayer), animTwo, "muzzle-flash-light"); } public override void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid gunUid, EntityUid? user = null, float speed = 20) { EnsureComp(uid); _physics.UpdateIsPredicted(uid); base.ShootProjectile(uid, direction, gunVelocity, gunUid, user, speed); } }