Adds weapons (#48)
* Adds weapons - Adds melee weapons - Adds projectile weapons - Adds hitscan weapons (like lasers) * Adds a separate sprite for projectile weapons
This commit is contained in:
committed by
Pieter-Jan Briers
parent
63b5d83728
commit
128728bfcb
@@ -31,6 +31,10 @@ namespace Content.Client
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factory.RegisterIgnore("Welder");
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factory.RegisterIgnore("Wrench");
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factory.RegisterIgnore("Crowbar");
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factory.RegisterIgnore("HitscanWeapon");
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factory.RegisterIgnore("ProjectileWeapon");
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factory.RegisterIgnore("Projectile");
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factory.RegisterIgnore("MeleeWeapon");
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factory.Register<HandsComponent>();
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factory.RegisterReference<HandsComponent, IHandsComponent>();
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@@ -72,6 +72,11 @@
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<Compile Include="GameObjects\Components\Power\PowerNodeComponent.cs" />
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<Compile Include="GameObjects\Components\Power\PowerProviderComponent.cs" />
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<Compile Include="GameObjects\Components\Power\PowerTransferComponent.cs" />
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<Compile Include="GameObjects\Components\Projectiles\ProjectileComponent.cs" />
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<Compile Include="GameObjects\Components\Weapon\Melee\MeleeWeaponComponent.cs" />
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<Compile Include="GameObjects\Components\Weapon\Ranged\Hitscan\HitscanWeaponComponent.cs" />
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<Compile Include="GameObjects\Components\Weapon\Ranged\Projectile\ProjectileWeapon.cs" />
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<Compile Include="GameObjects\Components\Weapon\Ranged\RangedWeapon.cs" />
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<Compile Include="GameObjects\EntitySystems\InteractionSystem.cs" />
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<Compile Include="GameObjects\EntitySystems\PowerSystem.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
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@@ -21,6 +21,10 @@ using SS14.Shared.Map;
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using SS14.Shared.Timers;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.Maths;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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namespace Content.Server
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{
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@@ -74,6 +78,11 @@ namespace Content.Server
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factory.Register<WelderComponent>();
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factory.Register<ScrewdriverComponent>();
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factory.Register<CrowbarComponent>();
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factory.Register<HitscanWeaponComponent>();
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factory.Register<ProjectileWeaponComponent>();
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factory.Register<ProjectileComponent>();
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factory.Register<MeleeWeaponComponent>();
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}
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/// <inheritdoc />
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@@ -0,0 +1,61 @@
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Physics;
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using SS14.Shared.Interfaces.GameObjects.Components;
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using System;
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using System.Collections.Generic;
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using YamlDotNet.RepresentationModel;
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using SS14.Shared.Utility;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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public class ProjectileComponent : Component, ICollideSpecial, ICollideBehavior
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{
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public override string Name => "Projectile";
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public bool IgnoreShooter = true;
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private EntityUid Shooter = EntityUid.Invalid;
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public Dictionary<DamageType, int> damages = new Dictionary<DamageType, int>();
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/// <summary>
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(IEntity shooter)
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{
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Shooter = shooter.Uid;
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}
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/// <summary>
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/// Special collision override, can be used to give custom behaviors deciding when to collide
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/// </summary>
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/// <param name="collidedwith"></param>
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/// <returns></returns>
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bool ICollideSpecial.PreventCollide(ICollidable collidedwith)
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{
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if (IgnoreShooter && collidedwith.Owner.Uid == Shooter)
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return true;
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return false;
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}
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/// <summary>
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/// Applys the damage when our projectile collides with its victim
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/// </summary>
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/// <param name="collidedwith"></param>
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void ICollideBehavior.CollideWith(List<IEntity> collidedwith)
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{
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foreach(var entity in collidedwith)
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{
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if(entity.TryGetComponent(out DamageableComponent damage))
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{
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damage.TakeDamage(DamageType.Brute, 10);
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}
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}
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if (collidedwith.Count > 0)
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Owner.Delete();
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}
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}
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}
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@@ -0,0 +1,52 @@
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using System;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.Serialization;
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using Content.Server.GameObjects.EntitySystems;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Map;
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using SS14.Shared.IoC;
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using SS14.Server.GameObjects;
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using SS14.Shared.Maths;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.GameObjects.EntitySystemMessages;
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namespace Content.Server.GameObjects.Components.Weapon.Melee
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{
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public class MeleeWeaponComponent : Component, IAfterAttack
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{
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public override string Name => "MeleeWeapon";
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public int Damage = 1;
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public float Range = 1;
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public float ArcWidth = 90;
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public override void ExposeData(EntitySerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref Damage, "damage", 5);
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serializer.DataField(ref Range, "damage", 1);
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serializer.DataField(ref ArcWidth, "damage", 90);
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}
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void IAfterAttack.Afterattack(IEntity user, LocalCoordinates clicklocation)
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{
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var location = user.GetComponent<TransformComponent>().LocalPosition;
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var angle = new Angle(clicklocation.ToWorld().Position - location.ToWorld().Position);
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var entities = IoCManager.Resolve<IServerEntityManager>().GetEntitiesInArc(user.GetComponent<TransformComponent>().LocalPosition, Range, angle, ArcWidth);
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foreach(var entity in entities)
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{
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if (!entity.GetComponent<TransformComponent>().IsMapTransform || entity == user)
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continue;
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if(entity.TryGetComponent(out DamageableComponent damagecomponent))
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{
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damagecomponent.TakeDamage(DamageType.Brute, Damage);
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}
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}
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}
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}
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}
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@@ -0,0 +1,61 @@
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using SS14.Server.GameObjects;
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using SS14.Server.GameObjects.EntitySystems;
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using SS14.Shared.GameObjects;
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using SS14.Shared.GameObjects.EntitySystemMessages;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Physics;
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using SS14.Shared.Interfaces.Timing;
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using SS14.Shared.IoC;
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using SS14.Shared.Map;
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using SS14.Shared.Maths;
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using SS14.Shared.Physics;
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using System;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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public class HitscanWeaponComponent : RangedWeaponComponent
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{
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public override string Name => "HitscanWeapon";
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string spritename = "laser";
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protected override void Fire(IEntity user, LocalCoordinates clicklocation)
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{
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var userposition = user.GetComponent<TransformComponent>().WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clicklocation.Position - userposition);
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var theta = angle.Theta;
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var ray = new Ray(userposition, angle.ToVec());
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var raycastresults = IoCManager.Resolve<ICollisionManager>().IntersectRay(ray, 20, Owner.GetComponent<TransformComponent>().GetMapTransform().Owner);
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Hit(raycastresults);
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AfterEffects(user, raycastresults, theta);
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}
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protected virtual void Hit(RayCastResults ray)
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{
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if(ray.HitEntity != null && ray.HitEntity.TryGetComponent(out DamageableComponent damage))
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{
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damage.TakeDamage(DamageType.Heat, 10);
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}
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}
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protected virtual void AfterEffects(IEntity user, RayCastResults ray, double theta)
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{
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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EffectSystemMessage message = new EffectSystemMessage
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{
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EffectSprite = spritename,
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Born = time,
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DeathTime = time + TimeSpan.FromSeconds(1),
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Size = new Vector2(ray.Distance, 1f),
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Coordinates = user.GetComponent<TransformComponent>().LocalPosition,
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//Rotated from east facing
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Rotation = (float)theta,
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Color = new Vector4(255,255,255,750)
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};
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IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<EffectSystem>().CreateParticle(message);
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}
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}
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}
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@@ -0,0 +1,40 @@
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using Content.Server.GameObjects.Components.Projectiles;
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using SS14.Server.GameObjects;
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using SS14.Server.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.IoC;
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using SS14.Shared.Map;
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using SS14.Shared.Maths;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Projectile
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{
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public class ProjectileWeaponComponent : RangedWeaponComponent
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{
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public override string Name => "ProjectileWeapon";
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private string _ProjectilePrototype = "ProjectileBullet";
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private float _velocity = 20f;
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protected override void Fire(IEntity user, LocalCoordinates clicklocation)
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{
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var userposition = user.GetComponent<TransformComponent>().LocalPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clicklocation.Position - userposition.Position);
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var theta = angle.Theta;
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//Spawn the projectileprototype
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IEntity projectile = IoCManager.Resolve<IServerEntityManager>().ForceSpawnEntityAt(_ProjectilePrototype, userposition);
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//Give it the velocity we fire from this weapon, and make sure it doesn't shoot our character
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projectile.GetComponent<ProjectileComponent>().IgnoreEntity(user);
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//Give it the velocity this weapon gives to things it fires from itself
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projectile.GetComponent<PhysicsComponent>().LinearVelocity = angle.ToVec() * _velocity;
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//Rotate the bullets sprite to the correct direction, from north facing I guess
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projectile.GetComponent<TransformComponent>().LocalRotation = angle.Theta;
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}
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}
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}
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@@ -0,0 +1,35 @@
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using SS14.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Map;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged
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{
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public class RangedWeaponComponent : Component, IAfterAttack
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{
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public override string Name => "RangedWeapon";
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void IAfterAttack.Afterattack(IEntity user, LocalCoordinates clicklocation)
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{
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if(UserCanFire(user) && WeaponCanFire())
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{
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Fire(user, clicklocation);
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}
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}
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protected virtual bool WeaponCanFire()
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{
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return true;
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}
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protected virtual bool UserCanFire(IEntity user)
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{
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return true;
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}
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protected virtual void Fire(IEntity user, LocalCoordinates clicklocation)
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{
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return;
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}
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}
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}
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@@ -216,10 +216,11 @@ namespace Content.Server.GameObjects.EntitySystems
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/// <param name="clicklocation"></param>
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private void InteractAfterattack(IEntity user, IEntity weapon, LocalCoordinates clicklocation)
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{
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//If not lets attempt to use afterattack from the held item on the click location
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if (weapon.TryGetComponent(out IAfterAttack attacker))
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List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
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for (var i = 0; i < afterattacks.Count; i++)
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{
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attacker.Afterattack(user, clicklocation);
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afterattacks[i].Afterattack(user, clicklocation);
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}
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}
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@@ -244,10 +245,13 @@ namespace Content.Server.GameObjects.EntitySystems
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//Else check damage component to see if we damage if not attackby, and if so can we attack object
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//If we aren't directly attacking the nearby object, lets see if our item has an after attack we can do
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if (weapon.TryGetComponent(out IAfterAttack attacker))
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List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
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for (var i = 0; i < afterattacks.Count; i++)
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{
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attacker.Afterattack(user, clicklocation);
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afterattacks[i].Afterattack(user, clicklocation);
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}
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}
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@@ -312,10 +316,15 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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}
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//If not lets attempt to use afterattack from the held item on the click location
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if (weapon != null && weapon.TryGetComponent(out IAfterAttack attacker))
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if(weapon != null)
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{
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attacker.Afterattack(user, clicklocation);
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List<IAfterAttack> afterattacks = weapon.GetComponents<IAfterAttack>().ToList();
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//See if we have a ranged attack interaction
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for (var i = 0; i < afterattacks.Count; i++)
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{
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afterattacks[i].Afterattack(user, clicklocation);
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}
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}
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}
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}
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23
Resources/Prototypes/Entities/HitscanWeapons.yml
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23
Resources/Prototypes/Entities/HitscanWeapons.yml
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@@ -0,0 +1,23 @@
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- type: entity
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name: "LASER"
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parent: BaseItem
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id: LaserItem
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components:
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- type: WearableAnimatedSprite
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notWornSprite: gun
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sprite: gun
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- type: Icon
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icon: gun
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- type: HitscanWeapon
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- type: entity
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name: GUN
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parent: BaseItem
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id: GUNITEM
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components:
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- type: WearableAnimatedSprite
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notWornSprite: projectileweapon
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sprite: projectileweapon
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- type: Icon
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icon: gun
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- type: ProjectileWeapon
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17
Resources/Prototypes/Entities/Projectiles.yml
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17
Resources/Prototypes/Entities/Projectiles.yml
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@@ -0,0 +1,17 @@
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- type: entity
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id: ProjectileBullet
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name: ProjectileBullet
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components:
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- type: Transform
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- type: Sprite
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drawdepth: FloorPlaceable
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sprites:
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- projectilebullet
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- type: Icon
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icon: projectilebullet
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- type: BoundingBox
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- type: Physics
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edgeslide: false
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- type: Projectile
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- type: Collidable
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hard: false
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@@ -9,6 +9,7 @@
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sprite: wirecutter
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- type: Icon
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icon: wirecutter
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- type: MeleeWeapon
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- type: entity
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name: Screwdriver
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@@ -21,6 +22,7 @@
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sprite: screwdriver
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- type: Icon
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icon: screwdriver
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- type: MeleeWeapon
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- type: entity
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name: Welder
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@@ -33,6 +35,7 @@
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sprite: welder
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- type: Icon
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icon: welder
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- type: MeleeWeapon
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- type: entity
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name: Wrench
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@@ -45,6 +48,7 @@
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sprite: wrench
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- type: Icon
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icon: wrench
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- type: MeleeWeapon
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- type: entity
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name: Crowbar
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@@ -57,6 +61,7 @@
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sprite: crowbar
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- type: Icon
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icon: crowbar
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- type: MeleeWeapon
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- type: entity
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name: Multitool
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BIN
Resources/textures/Objects/gun.png
Normal file
BIN
Resources/textures/Objects/gun.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 282 B |
BIN
Resources/textures/Objects/laser.png
Normal file
BIN
Resources/textures/Objects/laser.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 153 B |
BIN
Resources/textures/Objects/projectilebullet.png
Normal file
BIN
Resources/textures/Objects/projectilebullet.png
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Binary file not shown.
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After Width: | Height: | Size: 263 B |
BIN
Resources/textures/Objects/projectileweapon.png
Normal file
BIN
Resources/textures/Objects/projectileweapon.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 308 B |
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