Add a LOT more dakka (#1033)
* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
This commit is contained in:
@@ -1,100 +0,0 @@
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Operators.Combat.Ranged
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{
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public class ShootAtEntityOperator : AiOperator
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{
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private IEntity _owner;
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private IEntity _target;
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private float _accuracy;
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private float _burstTime;
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private float _elapsedTime;
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public ShootAtEntityOperator(IEntity owner, IEntity target, float accuracy, float burstTime = 0.5f)
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{
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_owner = owner;
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_target = target;
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_accuracy = accuracy;
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_burstTime = burstTime;
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}
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public override bool TryStartup()
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{
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if (!base.TryStartup())
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{
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return true;
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}
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if (!_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
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{
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return false;
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}
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if (!combatModeComponent.IsInCombatMode)
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{
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combatModeComponent.IsInCombatMode = true;
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}
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return true;
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}
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public override void Shutdown(Outcome outcome)
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{
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base.Shutdown(outcome);
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if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
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{
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combatModeComponent.IsInCombatMode = false;
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}
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}
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public override Outcome Execute(float frameTime)
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{
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// TODO: Probably just do all the checks on first try and then after that repeat the fire.
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if (_burstTime <= _elapsedTime)
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{
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return Outcome.Success;
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}
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_elapsedTime += frameTime;
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if (_target.TryGetComponent(out DamageableComponent damageableComponent))
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{
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if (damageableComponent.IsDead())
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{
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return Outcome.Success;
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}
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}
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if (!_owner.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand == null)
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{
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return Outcome.Failed;
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}
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var equippedWeapon = hands.GetActiveHand.Owner;
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if ((_target.Transform.GridPosition.Position - _owner.Transform.GridPosition.Position).Length >
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_owner.GetComponent<AiControllerComponent>().VisionRadius)
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{
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// Not necessarily a hard fail, more of a soft fail
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return Outcome.Failed;
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}
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// Unless RangedWeaponComponent is removed from hitscan weapons this shouldn't happen
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if (!equippedWeapon.TryGetComponent(out RangedWeaponComponent rangedWeaponComponent))
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{
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return Outcome.Failed;
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}
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// TODO: Accuracy
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rangedWeaponComponent.AiFire(_owner, _target.Transform.GridPosition);
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return Outcome.Continuing;
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}
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}
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}
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@@ -1,41 +0,0 @@
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using System;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Operators.Combat.Ranged
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{
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public class WaitForHitscanChargeOperator : AiOperator
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{
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private float _lastCharge = 0.0f;
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private float _lastFill = 0.0f;
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private HitscanWeaponComponent _hitscan;
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public WaitForHitscanChargeOperator(IEntity entity)
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{
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if (!entity.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
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{
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throw new InvalidOperationException();
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}
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_hitscan = hitscanWeaponComponent;
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}
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public override Outcome Execute(float frameTime)
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{
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if (_hitscan.CapacitorComponent.Capacity - _hitscan.CapacitorComponent.Charge < 0.01f)
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{
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return Outcome.Success;
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}
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// If we're not charging then just stop
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_lastFill = _hitscan.CapacitorComponent.Charge - _lastCharge;
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_lastCharge = _hitscan.CapacitorComponent.Charge;
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if (_lastFill == 0.0f)
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{
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return Outcome.Failed;
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}
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return Outcome.Continuing;
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}
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}
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}
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