GUNS PELASE WORK.

This commit is contained in:
Pieter-Jan Briers
2020-06-24 20:00:31 +02:00
parent 9b6455519b
commit 74a63c9555
7 changed files with 54 additions and 48 deletions

View File

@@ -44,19 +44,19 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
[Dependency] private IGameTiming _gameTiming;
[Dependency] private IRobustRandom _robustRandom;
#pragma warning restore 649
public override FireRateSelector FireRateSelector => _fireRateSelector;
private FireRateSelector _fireRateSelector;
public override FireRateSelector AllRateSelectors => _fireRateSelector;
private FireRateSelector _allRateSelectors;
public override float FireRate => _fireRate;
private float _fireRate;
// _lastFire is when we actually fired (so if we hold the button then recoil doesn't build up if we're not firing)
private TimeSpan _lastFire;
public abstract IEntity PeekAmmo();
public abstract IEntity TakeProjectile();
public abstract IEntity TakeProjectile(GridCoordinates spawnAt);
// Recoil / spray control
private Angle _minAngle;
@@ -98,7 +98,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
var minAngle = serializer.ReadDataField("minAngle", 0) / 2;
_minAngle = Angle.FromDegrees(minAngle);
// Random doubles it as it's +/- so uhh we'll just half it here for readability
// Random doubles it as it's +/- so uhh we'll just half it here for readability
var maxAngle = serializer.ReadDataField("maxAngle", 45) / 2;
_maxAngle = Angle.FromDegrees(maxAngle);
var angleIncrease = serializer.ReadDataField("angleIncrease", (40 / _fireRate));
@@ -106,7 +106,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
var angleDecay = serializer.ReadDataField("angleDecay", (float) 20);
_angleDecay = angleDecay * (float) Math.PI / 180;
serializer.DataField(ref _spreadRatio, "ammoSpreadRatio", 1.0f);
// FireRate options
var allFireRates = serializer.ReadDataField("allSelectors", new List<FireRateSelector>());
foreach (var fireRate in allFireRates)
@@ -193,7 +193,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
}
var ammo = PeekAmmo();
var projectile = TakeProjectile();
var projectile = TakeProjectile(shooter.Transform.GridPosition);
if (projectile == null)
{
soundSystem.PlayAtCoords(_soundEmpty, Owner.Transform.GridPosition);
@@ -236,7 +236,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
// Invalid types
throw new InvalidOperationException();
}
soundSystem.PlayAtCoords(_soundGunshot, Owner.Transform.GridPosition);
_lastFire = _gameTiming.CurTime;
@@ -253,9 +253,9 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
/// <param name="prototypeManager"></param>
/// <param name="ejectDirections"></param>
public static void EjectCasing(
IEntity entity,
IEntity entity,
bool playSound = true,
IRobustRandom robustRandom = null,
IRobustRandom robustRandom = null,
IPrototypeManager prototypeManager = null,
Direction[] ejectDirections = null)
{
@@ -268,7 +268,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
ejectDirections = new[] {Direction.East, Direction.North, Direction.South, Direction.West};
}
const float ejectOffset = 0.2f;
var ammo = entity.GetComponent<AmmoComponent>();
var offsetPos = (robustRandom.NextFloat() * ejectOffset, robustRandom.NextFloat() * ejectOffset);
@@ -330,7 +330,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
for (var i = 0; i < count; i++)
{
IEntity projectile;
if (i == 0)
{
projectile = baseProjectile;
@@ -355,21 +355,21 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
var physicsComponent = projectile.GetComponent<PhysicsComponent>();
physicsComponent.Status = BodyStatus.InAir;
projectile.Transform.GridPosition = Owner.Transform.GridPosition;
var projectileComponent = projectile.GetComponent<ProjectileComponent>();
projectileComponent.IgnoreEntity(shooter);
projectile.GetComponent<PhysicsComponent>().LinearVelocity = projectileAngle.ToVec() * velocity;
projectile.Transform.LocalRotation = projectileAngle.Theta;
}
}
/// <summary>
/// Returns a list of numbers that form a set of equal intervals between the start and end value. Used to calculate shotgun spread angles.
/// </summary>
private List<Angle> Linspace(double start, double end, int intervals)
{
DebugTools.Assert(intervals > 1);
var linspace = new List<Angle>(intervals);
for (var i = 0; i <= intervals - 1; i++)
@@ -398,11 +398,11 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
return;
}
damageable.TakeDamage(
hitscan.DamageType,
(int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero),
Owner,
hitscan.DamageType,
(int)Math.Round(hitscan.Damage, MidpointRounding.AwayFromZero),
Owner,
shooter);
//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
//even numbers if halfway between two numbers, rather than rounding to nearest