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:
@@ -1,39 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
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{
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public class BallisticAmmoCon : Consideration
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{
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public BallisticAmmoCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var weapon = context.GetState<WeaponEntityState>().GetValue();
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if (weapon == null || !weapon.TryGetComponent(out BallisticMagazineWeaponComponent ballistic))
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{
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return 0.0f;
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}
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var contained = ballistic.MagazineSlot.ContainedEntity;
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if (contained == null)
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{
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return 0.0f;
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}
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var mag = contained.GetComponent<BallisticMagazineComponent>();
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if (mag.CountLoaded == 0)
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{
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// TODO: Do this better
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return ballistic.GetChambered(0) != null ? 1.0f : 0.0f;
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}
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return (float) mag.CountLoaded / mag.Capacity;
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}
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}
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}
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@@ -1,25 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
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{
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public class BallisticWeaponEquippedCon : Consideration
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{
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public BallisticWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null)
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{
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return 0.0f;
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}
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// Maybe change this to BallisticMagazineWeapon
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return equipped.HasComponent<BallisticMagazineWeaponComponent>() ? 1.0f : 0.0f;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
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{
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public class EquippedBallisticCon : Consideration
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{
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public EquippedBallisticCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null || !equipped.HasComponent<BallisticMagazineWeaponComponent>())
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{
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return 0.0f;
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}
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return 1.0f;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.Utils;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
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{
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public class HasTargetLosCon : Consideration
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{
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public HasTargetLosCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null)
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{
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return 0.0f;
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}
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return Visibility.InLineOfSight(owner, target) ? 1.0f : 0.0f;
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}
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}
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}
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@@ -1,29 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Melee;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
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{
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public sealed class HeldRangedWeaponsCon : Consideration
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{
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public HeldRangedWeaponsCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var count = 0;
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const int max = 3;
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foreach (var item in context.GetState<InventoryState>().GetValue())
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{
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if (item.HasComponent<RangedWeaponComponent>())
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{
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count++;
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}
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}
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return (float) count / max;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class EquippedHitscanCon : Consideration
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{
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public EquippedHitscanCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null || !equipped.HasComponent<HitscanWeaponComponent>())
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{
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return 0.0f;
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}
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return 1.0f;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanChargeCon : Consideration
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{
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public HitscanChargeCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var weapon = context.GetState<WeaponEntityState>().GetValue();
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if (weapon == null || !weapon.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
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{
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return 0.0f;
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}
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return hitscanWeaponComponent.CapacitorComponent.Charge / hitscanWeaponComponent.CapacitorComponent.Capacity;
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}
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}
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}
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@@ -1,26 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.Components.Power.Chargers;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanChargerFullCon : Consideration
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{
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public HitscanChargerFullCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null ||
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!target.TryGetComponent(out WeaponCapacitorChargerComponent chargerComponent) ||
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chargerComponent.HeldItem != null)
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{
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return 1.0f;
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}
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return 0.0f;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.Components.Power.Chargers;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanChargerRateCon : Consideration
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{
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public HitscanChargerRateCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var target = context.GetState<TargetEntityState>().GetValue();
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if (target == null || !target.TryGetComponent(out WeaponCapacitorChargerComponent weaponCharger))
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{
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return 0.0f;
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}
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// AI don't care about efficiency, psfft!
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return weaponCharger.TransferRatio;
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}
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}
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}
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@@ -1,25 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanWeaponDamageCon : Consideration
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{
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public HitscanWeaponDamageCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var weapon = context.GetState<WeaponEntityState>().GetValue();
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if (weapon == null || !weapon.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
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{
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return 0.0f;
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}
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// Just went with max health
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return hitscanWeaponComponent.Damage / 300.0f;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
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{
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public sealed class HitscanWeaponEquippedCon : Consideration
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{
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public HitscanWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null)
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{
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return 0.0f;
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}
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return equipped.HasComponent<HitscanWeaponComponent>() ? 1.0f : 0.0f;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Inventory;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
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{
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public sealed class RangedWeaponEquippedCon : Consideration
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{
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public RangedWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var equipped = context.GetState<EquippedEntityState>().GetValue();
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if (equipped == null || !equipped.HasComponent<RangedWeaponComponent>())
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{
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return 0.0f;
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}
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return 1.0f;
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}
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}
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}
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@@ -1,24 +0,0 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States.Combat;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
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{
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public class RangedWeaponFireRateCon : Consideration
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{
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public RangedWeaponFireRateCon(IResponseCurve curve) : base(curve) {}
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public override float GetScore(Blackboard context)
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{
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var weapon = context.GetState<WeaponEntityState>().GetValue();
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if (weapon == null || !weapon.TryGetComponent(out RangedWeaponComponent ranged))
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{
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return 0.0f;
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}
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return ranged.FireRate / 100.0f;
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}
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}
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}
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Reference in New Issue
Block a user