# Conflicts: # .github/workflows/validate-rgas.yml # .github/workflows/validate-rsis.yml # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Options/UI/OptionsMenu.xaml.cs # Content.Client/SubFloor/SubFloorHideSystem.cs # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Server/Advertise/EntitySystems/SpeakOnUIClosedSystem.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Mindshield/MindShieldSystem.cs # Content.Server/Objectives/Systems/KillPersonConditionSystem.cs # Content.Server/Standing/StandingStateSystem.cs # Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Humanoid/HumanoidAppearanceComponent.cs # Content.Shared/Humanoid/Markings/MarkingManager.cs # Content.Shared/Humanoid/NamingSystem.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/Components/SubdermalImplantComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Resources/Audio/Lobby/attributions.yml # Resources/Locale/en-US/_strings/administration/commands/forceghost.ftl # Resources/Locale/en-US/_strings/clothing/components/fire-protection-component.ftl # Resources/Locale/en-US/_strings/components/storage-voice-control-component.ftl # Resources/Locale/en-US/_strings/prototypes/roles/antags.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/lathe/lathe-categories.ftl # Resources/Prototypes/Access/command.yml # Resources/Prototypes/Catalog/Fills/Books/bookshelf.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/misc.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/chemvend.yml # Resources/Prototypes/Catalog/thief_toolbox_sets.yml # Resources/Prototypes/Datasets/Names/Operation_prefix.yml # Resources/Prototypes/Datasets/Names/Operation_suffix.yml # Resources/Prototypes/Datasets/Names/arachnid_first.yml # Resources/Prototypes/Datasets/Names/arachnid_last.yml # Resources/Prototypes/Datasets/Names/borg.yml # Resources/Prototypes/Datasets/Names/cargo_shuttle.yml # Resources/Prototypes/Datasets/Names/clown.yml # Resources/Prototypes/Datasets/Names/diona.yml # Resources/Prototypes/Datasets/Names/fake_human_first.yml # Resources/Prototypes/Datasets/Names/fake_human_last.yml # Resources/Prototypes/Datasets/Names/first.yml # Resources/Prototypes/Datasets/Names/first_female.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/Names/fortunes.yml # Resources/Prototypes/Datasets/Names/hologram.yml # Resources/Prototypes/Datasets/Names/last.yml # Resources/Prototypes/Datasets/Names/military.yml # Resources/Prototypes/Datasets/Names/moth_first_female.yml # Resources/Prototypes/Datasets/Names/moth_first_male.yml # Resources/Prototypes/Datasets/Names/moth_last.yml # Resources/Prototypes/Datasets/Names/mushman_first.yml # Resources/Prototypes/Datasets/Names/mushman_last.yml # Resources/Prototypes/Datasets/Names/ninja.yml # Resources/Prototypes/Datasets/Names/ninja_title.yml # Resources/Prototypes/Datasets/Names/regalrat.yml # Resources/Prototypes/Datasets/Names/reptilian_female.yml # Resources/Prototypes/Datasets/Names/reptilian_male.yml # Resources/Prototypes/Datasets/Names/revenant.yml # Resources/Prototypes/Datasets/Names/skeleton_first.yml # Resources/Prototypes/Datasets/Names/syndicate.yml # Resources/Prototypes/Datasets/Names/vox.yml # Resources/Prototypes/Datasets/Names/wizard_first.yml # Resources/Prototypes/Datasets/Names/wizard_last.yml # Resources/Prototypes/Datasets/adjectives.yml # Resources/Prototypes/Datasets/corporations.yml # Resources/Prototypes/Datasets/criminal_records.yml # Resources/Prototypes/Datasets/rat_king_commands.yml # Resources/Prototypes/Datasets/verbs.yml # Resources/Prototypes/Entities/Clothing/Head/specific.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/specific.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/human.yml # Resources/Prototypes/Entities/Mobs/Player/humanoid.yml # Resources/Prototypes/Entities/Mobs/Species/arachnid.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/moth.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Misc/paper.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Stations/nanotrasen.yml # Resources/Prototypes/Entities/Structures/Furniture/carpets.yml # Resources/Prototypes/Entities/Structures/Storage/Closets/wall_lockers.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/Procedural/salvage_loot.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Species/arachnid.yml # Resources/Prototypes/Species/diona.yml # Resources/Prototypes/Species/moth.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/game_presets.yml # Resources/ServerInfo/Guidebook/Mobs/SlimePerson.xml # Resources/ServerInfo/Guidebook/ServerRules/SpaceLaw/SpaceLaw.xml # Resources/ServerInfo/Guidebook/Service/Botany.xml # Resources/Textures/Clothing/Eyes/Glasses/glasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/jamjar.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/mercglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/meson.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/ninjavisor.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/outlawglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/science.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/secglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/sunglasses.rsi/meta.json # Resources/Textures/Clothing/Eyes/Glasses/thermal.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-left.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/inhand-right.png # Resources/Textures/Clothing/Eyes/Hud/beergoggles.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/synd.rsi/meta.json # Resources/Textures/Clothing/Eyes/Hud/syndagent.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-left.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/inhand-right.png # Resources/Textures/Clothing/Head/Hats/capcap.rsi/meta.json # Resources/Textures/Interface/Misc/program_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lights.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/aloe.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/apple.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/carrot.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chanterelle.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/chili.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/eggplant.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/gatfruit.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/lemon.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/onion_red.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/potato.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/sugarcane.rsi/meta.json # Resources/Textures/Objects/Specific/Hydroponics/tomato.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/borgmodule.rsi/meta.json # Resources/Textures/Objects/Specific/Robotics/cyborg_parts.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/flashbang.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/grenade.rsi/meta.json # Resources/Textures/Objects/Weapons/Grenades/nukenade.rsi/meta.json # Resources/migration.yml # Tools/actions_changelogs_since_last_run.py
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, mapGrid.WorldToLocal(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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