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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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
{
public class BallisticAmmoCon : Consideration
{
public BallisticAmmoCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var weapon = context.GetState<WeaponEntityState>().GetValue();
if (weapon == null || !weapon.TryGetComponent(out BallisticMagazineWeaponComponent ballistic))
{
return 0.0f;
}
var contained = ballistic.MagazineSlot.ContainedEntity;
if (contained == null)
{
return 0.0f;
}
var mag = contained.GetComponent<BallisticMagazineComponent>();
if (mag.CountLoaded == 0)
{
// TODO: Do this better
return ballistic.GetChambered(0) != null ? 1.0f : 0.0f;
}
return (float) mag.CountLoaded / mag.Capacity;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
{
public class BallisticWeaponEquippedCon : Consideration
{
public BallisticWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped == null)
{
return 0.0f;
}
// Maybe change this to BallisticMagazineWeapon
return equipped.HasComponent<BallisticMagazineWeaponComponent>() ? 1.0f : 0.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Ballistic
{
public class EquippedBallisticCon : Consideration
{
public EquippedBallisticCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped == null || !equipped.HasComponent<BallisticMagazineWeaponComponent>())
{
return 0.0f;
}
return 1.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.Utils;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
{
public class HasTargetLosCon : Consideration
{
public HasTargetLosCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var owner = context.GetState<SelfState>().GetValue();
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null)
{
return 0.0f;
}
return Visibility.InLineOfSight(owner, target) ? 1.0f : 0.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.GameObjects.Components.Weapon.Ranged;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
{
public sealed class HeldRangedWeaponsCon : Consideration
{
public HeldRangedWeaponsCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var count = 0;
const int max = 3;
foreach (var item in context.GetState<InventoryState>().GetValue())
{
if (item.HasComponent<RangedWeaponComponent>())
{
count++;
}
}
return (float) count / max;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
{
public sealed class EquippedHitscanCon : Consideration
{
public EquippedHitscanCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped == null || !equipped.HasComponent<HitscanWeaponComponent>())
{
return 0.0f;
}
return 1.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
{
public sealed class HitscanChargeCon : Consideration
{
public HitscanChargeCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var weapon = context.GetState<WeaponEntityState>().GetValue();
if (weapon == null || !weapon.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
{
return 0.0f;
}
return hitscanWeaponComponent.CapacitorComponent.Charge / hitscanWeaponComponent.CapacitorComponent.Capacity;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Power.Chargers;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
{
public sealed class HitscanChargerFullCon : Consideration
{
public HitscanChargerFullCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null ||
!target.TryGetComponent(out WeaponCapacitorChargerComponent chargerComponent) ||
chargerComponent.HeldItem != null)
{
return 1.0f;
}
return 0.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Power.Chargers;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
{
public sealed class HitscanChargerRateCon : Consideration
{
public HitscanChargerRateCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var target = context.GetState<TargetEntityState>().GetValue();
if (target == null || !target.TryGetComponent(out WeaponCapacitorChargerComponent weaponCharger))
{
return 0.0f;
}
// AI don't care about efficiency, psfft!
return weaponCharger.TransferRatio;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
{
public sealed class HitscanWeaponDamageCon : Consideration
{
public HitscanWeaponDamageCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var weapon = context.GetState<WeaponEntityState>().GetValue();
if (weapon == null || !weapon.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
{
return 0.0f;
}
// Just went with max health
return hitscanWeaponComponent.Damage / 300.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged.Hitscan
{
public sealed class HitscanWeaponEquippedCon : Consideration
{
public HitscanWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped == null)
{
return 0.0f;
}
return equipped.HasComponent<HitscanWeaponComponent>() ? 1.0f : 0.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Inventory;
using Content.Server.GameObjects.Components.Weapon.Ranged;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
{
public sealed class RangedWeaponEquippedCon : Consideration
{
public RangedWeaponEquippedCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var equipped = context.GetState<EquippedEntityState>().GetValue();
if (equipped == null || !equipped.HasComponent<RangedWeaponComponent>())
{
return 0.0f;
}
return 1.0f;
}
}
}

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using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States.Combat;
using Content.Server.GameObjects.Components.Weapon.Ranged;
namespace Content.Server.AI.Utility.Considerations.Combat.Ranged
{
public class RangedWeaponFireRateCon : Consideration
{
public RangedWeaponFireRateCon(IResponseCurve curve) : base(curve) {}
public override float GetScore(Blackboard context)
{
var weapon = context.GetState<WeaponEntityState>().GetValue();
if (weapon == null || !weapon.TryGetComponent(out RangedWeaponComponent ranged))
{
return 0.0f;
}
return ranged.FireRate / 100.0f;
}
}
}