using System.Numerics; using Content.Client.Animations; using Content.Client.DisplacementMap; using Content.Client.Gameplay; using Content.Client.Items; using Content.Client.Weapons.Ranged.Components; using Content.Shared._Starlight.Effects; using Content.Shared._Starlight.Weapon.Components; using Content.Shared._Sunrise.SunriseCCVars; using Content.Shared.Camera; using Content.Shared.CombatMode; using Content.Shared.Mech.Components; 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.Starlight.Utility; using Robust.Client.Animations; using Robust.Client.ComponentTrees; using Robust.Client.GameObjects; using Robust.Client.Graphics; using Robust.Client.Input; 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.Timing; using Robust.Shared.Utility; using SharedGunSystem = Content.Shared.Weapons.Ranged.Systems.SharedGunSystem; using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent; using Robust.Shared.Configuration; using Content.Shared.Damage; using Robust.Shared.Audio; using Content.Shared.Weapons.Hitscan.Events; namespace Content.Client.Weapons.Ranged.Systems; // There’ve been so many radical changes here that you can basically consider the entire file as being under the Starlight folder now. public sealed partial class GunSystem : SharedGunSystem { [Dependency] private readonly IConfigurationManager _cfg = default!; [Dependency] private readonly IComponentFactory _factory = default!; [Dependency] private readonly IEyeManager _eyeManager = default!; [Dependency] private readonly IInputManager _inputManager = default!; [Dependency] private readonly IOverlayManager _overlayManager = default!; [Dependency] private readonly IPlayerManager _player = default!; [Dependency] private readonly IStateManager _state = default!; [Dependency] private readonly IPrototypeManager _proto = default!; [Dependency] private readonly AnimationPlayerSystem _animPlayer = default!; [Dependency] private readonly InputSystem _inputSystem = default!; [Dependency] private readonly SharedCameraRecoilSystem _recoil = default!; [Dependency] private readonly SharedMapSystem _maps = default!; [Dependency] private readonly SharedTransformSystem _xform = default!; [Dependency] private readonly DisplacementMapSystem _displacement = default!; [Dependency] private readonly SpriteSystem _sprite = default!; [ValidatePrototypeId] public const string HitscanProto = "HitscanEffect"; public const string ImpactProto = "ImpactEffect"; private DisplacementEffect _displacementEffect = null!; private bool _tracesEnabled = true; public override void Shutdown() { base.Shutdown(); _cfg.UnsubValueChanged(SunriseCCVars.TracesEnabled, OnTracesEnabledChanged); } private void OnTracesEnabledChanged(bool tracesEnabled) => _tracesEnabled = tracesEnabled; public bool SpreadOverlay { get => _spreadOverlay; set { if (_spreadOverlay == value) return; _spreadOverlay = value; 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(); _cfg.OnValueChanged(SunriseCCVars.TracesEnabled, OnTracesEnabledChanged, true); UpdatesOutsidePrediction = true; SubscribeLocalEvent(OnAmmoCounterCollect); SubscribeAllEvent(OnMuzzleFlash); // Plays animated effects on the client. SubscribeNetworkEvent(OnHitscan); InitializeMagazineVisuals(); InitializeSpentAmmo(); _displacementEffect = _proto.Index("displacementEffect"); } private void OnMuzzleFlash(MuzzleFlashEvent args) { var gunUid = GetEntity(args.Uid); CreateEffect(gunUid, args, gunUid); } private void OnHitscan(HitscanEvent ev) { foreach (var trace in ev.Traces) { var delay = 0f; delay = FireEffect(ev, delay, trace); } } private float FireEffect(HitscanEvent visuals, float delay, HitscanTrace trace) { //The real bullet speed is so high that the bullet isn’t visible at all. So, let's slow it down 5x. var length = trace.Distance / (visuals.Speed / 5000); if (trace.MuzzleCoordinates is { } muzzleCoordinates) { if (visuals.MuzzleFlash is { } mozzle && (_tracesEnabled || visuals.Bullet is null)) RenderFlash(muzzleCoordinates, trace.Angle, mozzle, 1f, false, false, length, delay); if (visuals.Bullet is { } bullet) RenderBullet(muzzleCoordinates, trace.Angle, bullet, trace.Distance - 1.5f, length, delay); } if (visuals.TravelFlash is { } travel && trace.TravelCoordinates is { } travelCoordinates && (_tracesEnabled || visuals.Bullet is null)) RenderFlash(travelCoordinates, trace.Angle, travel, trace.Distance - 1.5f, true, false, length, delay); delay += length; if ((visuals.ImpactFlash is not null || trace.ImpactedEnt is not null) && (_tracesEnabled || visuals.Bullet is null)) Timer.Spawn((int)delay, () => { if (visuals.ImpactFlash is { } impact) RenderFlash(trace.ImpactCoordinates, trace.Angle, impact, 1f, false, true, length, delay); if (trace.ImpactedEnt is { } netEnt && GetEntity(netEnt) is EntityUid ent) RenderDisplacementImpact(GetCoordinates(trace.ImpactCoordinates), trace.Angle, ent); }); return delay; } private void RenderDisplacementImpact(EntityCoordinates coords, Angle angle, EntityUid target) { if (!TryComp(target, out var sprite)) return; if (!TryComp(coords.EntityId, out TransformComponent? relativeXform)) return; if (!sprite!.AllLayers.TryFirstOrDefault(x => (x.ActualRsi ?? x.Rsi) != null && x.RsiState != null, out var layer)) return; if (layer.PixelSize.X != 32 || layer.PixelSize.Y != 32) return; var ent = Spawn(ImpactProto, coords); var spriteComp = Comp(ent); var xform = Transform(ent); var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform); var delta = targetWorldRot - _xform.GetWorldRotation(xform); _xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform); _sprite.LayerSetRsi((ent, spriteComp), "unshaded", (layer!.ActualRsi ?? layer.Rsi)!); _sprite.LayerSetRsiState((ent, spriteComp), "unshaded", layer.RsiState); spriteComp["unshaded"].Visible = true; _displacement.TryAddDisplacement(_displacementEffect.Displacement, (ent, spriteComp), 0, "unshaded", out _); } private void RenderBullet(NetCoordinates coordinates, Angle angle, ExtendedSpriteSpecifier sprite, float distance, float length, float delay) { if (sprite.Sprite is not SpriteSpecifier.Rsi rsi) return; var coords = GetCoordinates(coordinates); if (!TryComp(coords.EntityId, out TransformComponent? relativeXform)) return; var ent = Spawn(HitscanProto, coords); var spriteComp = Comp(ent); var spriteEnt = (ent, spriteComp); var xform = Transform(ent); var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform); var delta = targetWorldRot - _xform.GetWorldRotation(xform); _xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform); spriteComp[EffectLayers.Unshaded].AutoAnimated = false; spriteComp[EffectLayers.Unshaded].Visible = true; _sprite.LayerSetSprite(spriteEnt, EffectLayers.Unshaded, rsi); _sprite.LayerSetRsiState(spriteEnt, EffectLayers.Unshaded, rsi.RsiState); _sprite.SetOffset(spriteEnt, new Vector2(1f, 0f)); _sprite.SetRotation(spriteEnt, 1.5708f); _sprite.SetColor(spriteEnt, sprite.SpriteColor); _sprite.SetVisible(spriteEnt, delay == 0); var time = delay + length; var despawn = Comp(ent); despawn.Lifetime = (time / 1000) + 1000; if (delay != 0) Timer.Spawn((int)delay, () => { if (TryComp(ent, out spriteComp)) _sprite.SetVisible((ent, spriteComp), true); }); Timer.Spawn((int)time, () => { if (TryComp(ent, out spriteComp)) _sprite.SetVisible((ent, spriteComp), false); }); var anim = new Animation() { Length = TimeSpan.FromMilliseconds(time), AnimationTracks = { new AnimationTrackComponentProperty() { ComponentType = typeof(SpriteComponent), Property = nameof(SpriteComponent.Offset), KeyFrames = { new AnimationTrackProperty.KeyFrame(new Vector2(1f, 0f), delay / 1000), new AnimationTrackProperty.KeyFrame(new Vector2(distance + 1.0f, 0f), time / 1000), new AnimationTrackProperty.KeyFrame(new Vector2(distance + 1.0f, 0f), (time + 1000) / 1000), }, InterpolationMode = AnimationInterpolationMode.Linear } } }; _animPlayer.Play(ent, anim, "hitscan-effect"); } private void RenderFlash(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float distance, bool travel, bool end, float length, float delay) { if (end) length = 0; var time = delay + length + 100; if (sprite is not SpriteSpecifier.Rsi rsi) return; var coords = GetCoordinates(coordinates); if (!TryComp(coords.EntityId, out TransformComponent? relativeXform)) return; var ent = Spawn(HitscanProto, coords); var spriteComp = Comp(ent); var spriteEnt = (ent, spriteComp); var xform = Transform(ent); var targetWorldRot = angle + _xform.GetWorldRotation(relativeXform); var delta = targetWorldRot - _xform.GetWorldRotation(xform); _xform.SetLocalRotationNoLerp(ent, xform.LocalRotation + delta, xform); spriteComp[EffectLayers.Unshaded].AutoAnimated = false; _sprite.LayerSetSprite(spriteEnt, EffectLayers.Unshaded, rsi); _sprite.LayerSetRsiState(spriteEnt, EffectLayers.Unshaded, rsi.RsiState); if (travel) { _sprite.SetScale(spriteEnt, new Vector2(0.05f, 0.5f)); _sprite.SetOffset(spriteEnt, new Vector2(distance * -0.5f, 0f)); } else _sprite.SetScale(spriteEnt, new Vector2(1f, 0.5f)); spriteComp[EffectLayers.Unshaded].Visible = true; var despawn = Comp(ent); despawn.Lifetime = (time / 1000) + 1000; if (delay != 0) Timer.Spawn((int)delay, () => spriteComp.Visible = true); Timer.Spawn((int)time, () => { if (!Deleted(ent)) _sprite.SetVisible(spriteEnt, false); }); var anim = new Animation() { Length = TimeSpan.FromMilliseconds(time), AnimationTracks = { new AnimationTrackSpriteFlick() { LayerKey = EffectLayers.Unshaded, KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(rsi.RsiState, (time - 100) / 1000), } } } }; if (travel) { anim.AnimationTracks.Add(new AnimationTrackComponentProperty() { ComponentType = typeof(SpriteComponent), Property = nameof(SpriteComponent.Scale), KeyFrames = { new AnimationTrackProperty.KeyFrame(new Vector2(0.05f, 0.5f), delay / 1000), new AnimationTrackProperty.KeyFrame(new Vector2(distance, 0.5f), (time - 100) / 1000), new AnimationTrackProperty.KeyFrame(new Vector2(distance, 0.5f), time / 1000), }, InterpolationMode = AnimationInterpolationMode.Cubic }); anim.AnimationTracks.Add(new AnimationTrackComponentProperty() { ComponentType = typeof(SpriteComponent), Property = nameof(SpriteComponent.Offset), KeyFrames = { new AnimationTrackProperty.KeyFrame(new Vector2(distance * -0.5f, 0f), delay / 1000), new AnimationTrackProperty.KeyFrame(new Vector2(0, 0f), (time - 100) / 1000), new AnimationTrackProperty.KeyFrame(new Vector2(0, 0f), time / 1000), }, InterpolationMode = AnimationInterpolationMode.Cubic }); } _animPlayer.Play(ent, anim, "hitscan-effect"); } public override void Update(float frameTime) { base.Update(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 (TryComp(entity, out var mechPilot)) { entity = mechPilot.Mech; } 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 && !gun.BurstActivated) { if (gun.ShotCounter != 0) 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) 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); // Sunrise-Start var targets = new List(); if (_state.CurrentState is GameplayStateBase screen) { var spriteTree = EntityManager.EntitySysManager.GetEntitySystem(); var entities = spriteTree.QueryAabb(mousePos.MapId, Box2.CenteredAround(mousePos.Position, new Vector2(1.5f, 1.5f))); foreach (var ent in entities) { targets.Add(GetNetEntity(ent.Uid)); } } // Sunrise-End Log.Debug($"Sending shoot request tick {Timing.CurTick} / {Timing.CurTime}"); RaisePredictiveEvent(new RequestShootEvent { Targets = targets, // Sunrise-Edit Coordinates = GetNetCoordinates(coordinates), Gun = GetNetEntity(gunUid), }); } 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; // Rather than splitting client / server for every ammo provider it's easier // to just delete the spawned entities. This is for programmer sanity despite the wasted perf. // This also means any ammo specific stuff can be grabbed as necessary. var direction = TransformSystem.ToMapCoordinates(fromCoordinates).Position - TransformSystem.ToMapCoordinates(toCoordinates).Position; var worldAngle = direction.ToAngle().Opposite(); foreach (var (ent, shootable) in ammo) { if (throwItems) { Recoil(user, direction, gun.CameraRecoilScalarModified); if (IsClientSide(ent!.Value)) Del(ent.Value); else RemoveShootable(ent.Value); continue; } switch (shootable) { //🌟Starlight🌟 case HitScanCartridgeAmmoComponent cartridge: if (!cartridge.Spent) { SetCartridgeSpent(ent!.Value, cartridge, true); MuzzleFlash(gunUid, cartridge, worldAngle, user); Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user); Recoil(user, direction, gun.CameraRecoilScalarModified); } else { userImpulse = false; Audio.PlayPredicted(gun.SoundEmpty, gunUid, user); } if (IsClientSide(ent!.Value)) Del(ent.Value); break; case CartridgeAmmoComponent cartridge: if (!cartridge.Spent) { SetCartridgeSpent(ent!.Value, cartridge, true); MuzzleFlash(gunUid, cartridge, worldAngle, user); Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user); Recoil(user, direction, gun.CameraRecoilScalarModified); // TODO: Can't predict entity deletions. //if (cartridge.DeleteOnSpawn) // Del(cartridge.Owner); } else { userImpulse = false; Audio.PlayPredicted(gun.SoundEmpty, gunUid, user); } if (IsClientSide(ent!.Value)) Del(ent.Value); break; case AmmoComponent newAmmo: MuzzleFlash(gunUid, newAmmo, worldAngle, user); Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user); Recoil(user, direction, gun.CameraRecoilScalarModified); if (IsClientSide(ent!.Value)) Del(ent.Value); else RemoveShootable(ent.Value); break; case HitscanPrototype: Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user); Recoil(user, direction, gun.CameraRecoilScalarModified); break; } } } private void Recoil(EntityUid? user, Vector2 recoil, float recoilScalar) { if (!Timing.IsFirstTimePredicted || user == null || recoil == Vector2.Zero || recoilScalar == 0) return; _recoil.KickCamera(user.Value, recoil.Normalized() * 0.5f * recoilScalar); } 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) { 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(ent, out var despawn)) // Sunrise-Edit { 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 = Factory.GetComponent(); 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 PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound) {} }