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:
metalgearsloth
2020-06-22 05:47:15 +10:00
committed by GitHub
parent ac19ad7eac
commit 95995b6232
1977 changed files with 13600 additions and 11229 deletions

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@@ -1,100 +0,0 @@
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Weapon.Ranged;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Operators.Combat.Ranged
{
public class ShootAtEntityOperator : AiOperator
{
private IEntity _owner;
private IEntity _target;
private float _accuracy;
private float _burstTime;
private float _elapsedTime;
public ShootAtEntityOperator(IEntity owner, IEntity target, float accuracy, float burstTime = 0.5f)
{
_owner = owner;
_target = target;
_accuracy = accuracy;
_burstTime = burstTime;
}
public override bool TryStartup()
{
if (!base.TryStartup())
{
return true;
}
if (!_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
return false;
}
if (!combatModeComponent.IsInCombatMode)
{
combatModeComponent.IsInCombatMode = true;
}
return true;
}
public override void Shutdown(Outcome outcome)
{
base.Shutdown(outcome);
if (_owner.TryGetComponent(out CombatModeComponent combatModeComponent))
{
combatModeComponent.IsInCombatMode = false;
}
}
public override Outcome Execute(float frameTime)
{
// TODO: Probably just do all the checks on first try and then after that repeat the fire.
if (_burstTime <= _elapsedTime)
{
return Outcome.Success;
}
_elapsedTime += frameTime;
if (_target.TryGetComponent(out DamageableComponent damageableComponent))
{
if (damageableComponent.IsDead())
{
return Outcome.Success;
}
}
if (!_owner.TryGetComponent(out HandsComponent hands) || hands.GetActiveHand == null)
{
return Outcome.Failed;
}
var equippedWeapon = hands.GetActiveHand.Owner;
if ((_target.Transform.GridPosition.Position - _owner.Transform.GridPosition.Position).Length >
_owner.GetComponent<AiControllerComponent>().VisionRadius)
{
// Not necessarily a hard fail, more of a soft fail
return Outcome.Failed;
}
// Unless RangedWeaponComponent is removed from hitscan weapons this shouldn't happen
if (!equippedWeapon.TryGetComponent(out RangedWeaponComponent rangedWeaponComponent))
{
return Outcome.Failed;
}
// TODO: Accuracy
rangedWeaponComponent.AiFire(_owner, _target.Transform.GridPosition);
return Outcome.Continuing;
}
}
}

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@@ -1,41 +0,0 @@
using System;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.Operators.Combat.Ranged
{
public class WaitForHitscanChargeOperator : AiOperator
{
private float _lastCharge = 0.0f;
private float _lastFill = 0.0f;
private HitscanWeaponComponent _hitscan;
public WaitForHitscanChargeOperator(IEntity entity)
{
if (!entity.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
{
throw new InvalidOperationException();
}
_hitscan = hitscanWeaponComponent;
}
public override Outcome Execute(float frameTime)
{
if (_hitscan.CapacitorComponent.Capacity - _hitscan.CapacitorComponent.Charge < 0.01f)
{
return Outcome.Success;
}
// If we're not charging then just stop
_lastFill = _hitscan.CapacitorComponent.Charge - _lastCharge;
_lastCharge = _hitscan.CapacitorComponent.Charge;
if (_lastFill == 0.0f)
{
return Outcome.Failed;
}
return Outcome.Continuing;
}
}
}