Files
RAGECOOP-V/Client/Scripts/Sync/SyncEvents.cs
2023-03-19 15:22:38 +08:00

203 lines
7.2 KiB
C#

using System;
using GTA;
using GTA.Math;
using GTA.Native;
using Lidgren.Network;
using RageCoop.Client.Scripting;
using RageCoop.Core;
namespace RageCoop.Client
{
internal static class SyncEvents
{
#region TRIGGER
public static void TriggerPedKilled(SyncedPed victim)
{
Networking.SendSync(new Packets.PedKilled { VictimID = victim.ID }, ConnectionChannel.SyncEvents);
}
public static void TriggerChangeOwner(int vehicleID, int newOwnerID)
{
Networking.SendSync(new Packets.OwnerChanged
{
ID = vehicleID,
NewOwnerID = newOwnerID
}, ConnectionChannel.SyncEvents, NetDeliveryMethod.ReliableOrdered);
}
public static void TriggerNozzleTransform(int vehID, bool hover)
{
Networking.SendSync(new Packets.NozzleTransform { VehicleID = vehID, Hover = hover },
ConnectionChannel.SyncEvents);
}
#endregion
#region HANDLE
public static ParticleEffectAsset CorePFXAsset = new ParticleEffectAsset("core");
private static void HandlePedKilled(Packets.PedKilled p)
{
EntityPool.GetPedByID(p.VictimID)?.MainPed?.Kill();
}
private static void HandleOwnerChanged(Packets.OwnerChanged p)
{
var v = EntityPool.GetVehicleByID(p.ID);
if (v == null) return;
v.OwnerID = p.NewOwnerID;
v.SetLastSynced(true);
v.Position = v.MainVehicle.Position;
v.Quaternion = v.MainVehicle.Quaternion;
}
private static void HandleNozzleTransform(Packets.NozzleTransform p)
{
EntityPool.GetVehicleByID(p.VehicleID)?.MainVehicle?.SetNozzleAngel(p.Hover ? 1 : 0);
}
private static void HandleBulletShot(int ownerID, uint weaponHash, Vector3 end)
{
var c = EntityPool.GetPedByID(ownerID);
var p = c?.MainPed;
if (p == null)
{
return;
// p = Game.Player.Character;
// Log.Warning("Failed to find owner for bullet");
}
var damage = (int)p.GetWeaponDamage(weaponHash);
// Some weapon hash has some firing issue, so we need to replace it with known good ones
weaponHash = WeaponUtil.GetWeaponFix(weaponHash);
// Request asset for muzzle flash
if (!CorePFXAsset.IsLoaded) CorePFXAsset.Request();
// Request asset for materialising the bullet
var asset = new WeaponAsset(weaponHash);
if (!asset.IsLoaded) asset.Request();
var vehWeap = p.VehicleWeapon;
bool isVeh = vehWeap != VehicleWeaponHash.Invalid;
var bone = isVeh ? c.MainPed.CurrentVehicle.GetMuzzleBone(vehWeap) : c.MainPed.GetMuzzleBone();
if (bone == null)
{
Log.Warning($"Failed to find muzzle bone for {(isVeh ? vehWeap : (WeaponHash)weaponHash)}, {(isVeh ? p.CurrentVehicle.DisplayName : "")}");
return;
}
World.ShootBullet(bone.Position, end, p, asset, damage);
World.CreateParticleEffectNonLooped(CorePFXAsset,
!isVeh && p.Weapons.Current.Components.GetSuppressorComponent().Active
? "muz_pistol_silencer"
: ((WeaponHash)weaponHash).GetFlashFX(isVeh), bone.Position, isVeh ? bone.GetRotation() : bone.Owner.Rotation);
}
public static void HandleEvent(PacketType type, NetIncomingMessage msg)
{
switch (type)
{
case PacketType.BulletShot:
{
var p = msg.GetPacket<Packets.BulletShot>();
HandleBulletShot(p.OwnerID, p.WeaponHash, p.EndPosition);
break;
}
case PacketType.OwnerChanged:
{
HandleOwnerChanged(msg.GetPacket<Packets.OwnerChanged>());
}
break;
case PacketType.PedKilled:
{
HandlePedKilled(msg.GetPacket<Packets.PedKilled>());
}
break;
case PacketType.NozzleTransform:
{
HandleNozzleTransform(msg.GetPacket<Packets.NozzleTransform>());
break;
}
}
Networking.Peer.Recycle(msg);
}
#endregion
#region CHECK EVENTS
public static void Check(SyncedPed c)
{
var subject = c.MainPed;
// Check bullets
if (subject.IsShooting && !subject.IsUsingProjectileWeapon())
{
var i = 0;
// Some weapon is not instant hit, so we may need to wait a few ticks to get the impact position
bool getBulletImpact()
{
var endPos = subject.LastWeaponImpactPosition;
var vehWeap = subject.VehicleWeapon;
if (vehWeap == VehicleWeaponHash.Invalid)
{
// Ped weapon sync
var pedWeap = subject.Weapons.Current.Hash;
if (endPos != default)
{
Networking.SendBullet(c.ID, (uint)pedWeap, endPos);
return true;
}
// Get impact in next tick
if (++i <= 5) return false;
// Exceeded maximum wait of 5 ticks, return (inaccurate) aim coordinate
endPos = subject.GetAimCoord();
Networking.SendBullet(c.ID, (uint)pedWeap, endPos);
return true;
}
else
{
// Veh weapon sync
if (endPos == default)
{
var veh = c.MainPed.CurrentVehicle;
var b = veh.GetMuzzleBone(vehWeap);
if (b == null)
{
Log.Warning($"Failed to find muzzle bone for {vehWeap}, {veh.DisplayName}");
return true;
}
endPos = b.Position + b.ForwardVector * 200;
}
Networking.SendBullet(c.ID, (uint)vehWeap, endPos);
return true;
}
}
if (!getBulletImpact()) API.QueueAction(getBulletImpact);
}
}
public static void Check(SyncedVehicle v)
{
if (v.MainVehicle == null || !v.MainVehicle.HasNozzle()) return;
if (v.LastNozzleAngle == 1 && v.MainVehicle.GetNozzleAngel() != 1)
TriggerNozzleTransform(v.ID, false);
else if (v.LastNozzleAngle == 0 && v.MainVehicle.GetNozzleAngel() != 0) TriggerNozzleTransform(v.ID, true);
v.LastNozzleAngle = v.MainVehicle.GetNozzleAngel();
}
#endregion
}
}