# Conflicts: # .github/workflows/publish.yml # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/Clothing/Systems/ChameleonClothingSystem.cs # Content.Client/Fax/UI/FaxWindow.xaml # Content.Client/Ghost/GhostSystem.cs # Content.Client/Holiday/HolidaySystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Lobby/UI/Loadouts/LoadoutWindow.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/Mech/MechSystem.cs # Content.Client/Stealth/StealthSystem.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.Server.Database/Migrations/Sqlite/SqliteServerDbContextModelSnapshot.cs # Content.Server/Bed/BedSystem.cs # Content.Server/Body/Systems/BodySystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Cargo/Systems/CargoSystem.Orders.cs # Content.Server/Communications/CommunicationsConsoleComponent.cs # Content.Server/EntityEffects/Effects/AreaReactionEffect.cs # Content.Server/EntityEffects/Effects/MakeSentient.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustPests.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustToxins.cs # Content.Server/EntityEffects/Effects/PlantMetabolism/PlantAdjustWeeds.cs # Content.Server/EntityEffects/Effects/PlantMutateGases.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Nutrition/EntitySystems/FoodSystem.cs # Content.Server/Power/EntitySystems/PowerNetSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/VoiceMask/VoiceMaskSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Bed/Components/HealOnBuckleComponent.cs # Content.Shared/Clothing/EntitySystems/ClothingSystem.cs # Content.Shared/EntityEffects/Effects/ExplosionReactionEffect.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Item/ItemToggle/Components/ComponentTogglerComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/Loadouts/RoleLoadout.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Machines/attributions.yml # Resources/Locale/en-US/_strings/atmos/plaque-component.ftl # Resources/Locale/en-US/_strings/chat/chat-channel.ftl # Resources/Locale/en-US/_strings/components/screen-component.ftl # Resources/Locale/en-US/_strings/inventory/components/slot-block-component.ftl # Resources/Locale/en-US/_strings/mass-media/news-discord.ftl # Resources/Locale/en-US/_strings/objectives/commands/stripall.ftl # Resources/Locale/en-US/_strings/salvage/job-board.ftl # Resources/Locale/en-US/_strings/ui/spray-painter-window.ftl # Resources/Locale/en-US/_strings/ui/turret-controls.ftl # Resources/Maps/_Sunrise/Station/box.yml # Resources/Prototypes/Access/misc.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Lockers/engineer.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Masks/masks.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Markers/Spawners/mobs.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/regalrat.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Player/dragon.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/LootTables/suspicion_loot_table.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/science.yml # Resources/Prototypes/Recipes/Lathes/medical.yml # Resources/Prototypes/SoundCollections/NukeMusic.yml # Resources/ServerInfo/Guidebook/Cargo/Salvage.xml # Resources/Textures/Clothing/Hands/Gloves/KnuckleDusters/brassknuckleduster.rsi/equipped-OUTERCLOTHING-reptilian.png # Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_emergency.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva_prisoner.rsi/meta.json # Resources/Textures/Effects/speech.rsi/alien3.png # Resources/Textures/Effects/speech.rsi/alienroyal3.png # Resources/Textures/Effects/speech.rsi/default3.png # Resources/Textures/Effects/speech.rsi/guardian3.png # Resources/Textures/Effects/speech.rsi/holo3.png # Resources/Textures/Effects/speech.rsi/lawyer3.png # Resources/Textures/Effects/speech.rsi/lizard3.png # Resources/Textures/Effects/speech.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Effects/speech.rsi/robot3.png # Resources/Textures/Effects/speech.rsi/slime3.png # Resources/Textures/Effects/speech.rsi/spider3.png # Resources/Textures/Effects/speech.rsi/syndibot3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Mobs/Silicon/chassis.rsi/meta.json # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_f.png # Resources/Textures/Mobs/Species/Reptilian/parts.rsi/head_m.png # Resources/Textures/Objects/Misc/id_cards.rsi/meta.json # Resources/Textures/Structures/Doors/Airlocks/Glass/external.rsi/emergency_unlit.png # Resources/Textures/Structures/Piping/disposal.rsi/meta.json # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/steel_dirty.png # Resources/migration.yml # runclient-Tools.bat # runclient.bat
212 lines
7.2 KiB
C#
212 lines
7.2 KiB
C#
using Content.Server.NPC.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.NPC.Systems;
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public sealed partial class NPCCombatSystem
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{
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[Dependency] private readonly SharedCombatModeSystem _combat = default!;
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[Dependency] private readonly RotateToFaceSystem _rotate = default!;
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private EntityQuery<CombatModeComponent> _combatQuery;
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private EntityQuery<NPCSteeringComponent> _steeringQuery;
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private EntityQuery<RechargeBasicEntityAmmoComponent> _rechargeQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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// TODO: Don't predict for hitscan
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private const float ShootSpeed = 20f;
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/// <summary>
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/// Cooldown on raycasting to check LOS.
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/// </summary>
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public const float UnoccludedCooldown = 0.2f;
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private void InitializeRanged()
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{
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_combatQuery = GetEntityQuery<CombatModeComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_rechargeQuery = GetEntityQuery<RechargeBasicEntityAmmoComponent>();
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_steeringQuery = GetEntityQuery<NPCSteeringComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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SubscribeLocalEvent<NPCRangedCombatComponent, ComponentStartup>(OnRangedStartup);
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SubscribeLocalEvent<NPCRangedCombatComponent, ComponentShutdown>(OnRangedShutdown);
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}
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private void OnRangedStartup(EntityUid uid, NPCRangedCombatComponent component, ComponentStartup args)
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{
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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_combat.SetInCombatMode(uid, true, combat);
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}
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else
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{
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component.Status = CombatStatus.Unspecified;
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}
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}
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private void OnRangedShutdown(EntityUid uid, NPCRangedCombatComponent component, ComponentShutdown args)
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{
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if (TryComp<CombatModeComponent>(uid, out var combat))
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{
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_combat.SetInCombatMode(uid, false, combat);
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}
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}
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private void UpdateRanged(float frameTime)
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{
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var query = EntityQueryEnumerator<NPCRangedCombatComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var comp, out var xform))
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{
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if (comp.Status == CombatStatus.Unspecified)
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continue;
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if (_steeringQuery.TryGetComponent(uid, out var steering) && steering.Status == SteeringStatus.NoPath)
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{
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comp.Status = CombatStatus.TargetUnreachable;
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comp.ShootAccumulator = 0f;
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continue;
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}
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if (!_xformQuery.TryGetComponent(comp.Target, out var targetXform) ||
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!_physicsQuery.TryGetComponent(comp.Target, out var targetBody))
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{
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comp.Status = CombatStatus.TargetUnreachable;
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comp.ShootAccumulator = 0f;
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continue;
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}
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if (targetXform.MapID != xform.MapID)
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{
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comp.Status = CombatStatus.TargetUnreachable;
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comp.ShootAccumulator = 0f;
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continue;
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}
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if (_combatQuery.TryGetComponent(uid, out var combatMode))
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{
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_combat.SetInCombatMode(uid, true, combatMode);
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}
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if (!_gun.TryGetGun(uid, out var gunUid, out var gun))
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{
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comp.Status = CombatStatus.NoWeapon;
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comp.ShootAccumulator = 0f;
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continue;
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}
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var ammoEv = new GetAmmoCountEvent();
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RaiseLocalEvent(gunUid, ref ammoEv);
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if (ammoEv.Count == 0)
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{
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// Recharging then?
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if (_rechargeQuery.HasComponent(gunUid))
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{
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continue;
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}
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comp.Status = CombatStatus.Unspecified;
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comp.ShootAccumulator = 0f;
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continue;
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}
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comp.LOSAccumulator -= frameTime;
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var worldPos = _transform.GetWorldPosition(xform);
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var targetPos = _transform.GetWorldPosition(targetXform);
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// We'll work out the projected spot of the target and shoot there instead of where they are.
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var distance = (targetPos - worldPos).Length();
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var oldInLos = comp.TargetInLOS;
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// TODO: Should be doing these raycasts in parallel
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// Ideally we'd have 2 steps, 1. to go over the normal details for shooting and then 2. to handle beep / rotate / shoot
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if (comp.LOSAccumulator < 0f)
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{
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comp.LOSAccumulator += UnoccludedCooldown;
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// For consistency with NPC steering.
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var collisionGroup = comp.UseOpaqueForLOSChecks ? CollisionGroup.Opaque : (CollisionGroup.Impassable | CollisionGroup.InteractImpassable);
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comp.TargetInLOS = _interaction.InRangeUnobstructed(uid, comp.Target, distance + 0.1f, collisionGroup);
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}
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if (!comp.TargetInLOS)
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{
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comp.ShootAccumulator = 0f;
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comp.Status = CombatStatus.NotInSight;
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if (TryComp(uid, out steering))
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{
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steering.ForceMove = true;
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}
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continue;
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}
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if (!oldInLos && comp.SoundTargetInLOS != null)
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{
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_audio.PlayPvs(comp.SoundTargetInLOS, uid);
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}
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comp.ShootAccumulator += frameTime;
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if (comp.ShootAccumulator < comp.ShootDelay)
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{
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continue;
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}
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var mapVelocity = targetBody.LinearVelocity;
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var targetSpot = targetPos + mapVelocity * distance / ShootSpeed;
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// If we have a max rotation speed then do that.
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var goalRotation = (targetSpot - worldPos).ToWorldAngle();
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var rotationSpeed = comp.RotationSpeed;
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if (!_rotate.TryRotateTo(uid, goalRotation, frameTime, comp.AccuracyThreshold, rotationSpeed?.Theta ?? double.MaxValue, xform))
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{
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continue;
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}
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// TODO: LOS
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// TODO: Ammo checks
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// TODO: Burst fire
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// TODO: Cycling
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// Max rotation speed
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// TODO: Check if we can face
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if (!Enabled || !_gun.CanShoot(gun))
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continue;
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EntityCoordinates targetCordinates;
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if (_mapManager.TryFindGridAt(xform.MapID, targetPos, out var gridUid, out var mapGrid))
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{
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targetCordinates = new EntityCoordinates(gridUid, _map.WorldToLocal(gridUid, mapGrid, targetSpot));
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}
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else
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{
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targetCordinates = new EntityCoordinates(xform.MapUid!.Value, targetSpot);
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}
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comp.Status = CombatStatus.Normal;
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if (gun.NextFire > _timing.CurTime)
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{
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return;
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}
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_gun.SetTarget(gun, comp.Target);
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_gun.AttemptShoot(uid, gunUid, gun, targetCordinates);
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}
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}
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}
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