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:
@@ -1,28 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
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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.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.ExpandableActions.Combat.Ranged.Ballistic
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{
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public sealed class DropEmptyBallisticExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<InventoryState>().GetValue())
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{
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if (entity.HasComponent<BallisticMagazineWeaponComponent>())
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{
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yield return new DropEmptyBallistic(owner, entity, Bonus);
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}
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}
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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 System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
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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.AI.WorldState.States.Inventory;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Ballistic
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{
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public sealed class EquipBallisticExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<InventoryState>().GetValue())
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{
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yield return new EquipBallistic(owner, entity, Bonus);
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}
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}
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}
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}
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@@ -1,32 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
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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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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Ballistic
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{
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public sealed class PickUpAmmoExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out AiControllerComponent controller))
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{
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throw new InvalidOperationException();
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}
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foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(BallisticMagazineComponent),
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controller.VisionRadius))
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{
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yield return new PickUpAmmo(owner, entity, Bonus);
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}
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}
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}
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}
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@@ -1,32 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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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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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Power.Chargers;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
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{
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public sealed class ChargeEquippedHitscanExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out AiControllerComponent controller))
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{
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throw new InvalidOperationException();
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}
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foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(WeaponCapacitorChargerComponent),
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controller.VisionRadius))
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{
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yield return new PutHitscanInCharger(owner, entity, Bonus);
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}
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}
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}
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}
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@@ -1,28 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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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.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.ExpandableActions.Combat.Ranged.Hitscan
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{
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public class DropEmptyHitscanExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<InventoryState>().GetValue())
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{
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if (entity.HasComponent<HitscanWeaponComponent>())
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{
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yield return new DropEmptyHitscan(owner, entity, Bonus);
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}
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}
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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 System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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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.AI.WorldState.States.Inventory;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
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{
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public sealed class EquipHitscanExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<InventoryState>().GetValue())
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{
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yield return new EquipHitscan(owner, entity, Bonus);
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}
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}
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}
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}
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@@ -1,37 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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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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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Power.Chargers;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged.Hitscan
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{
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public sealed class PickUpHitscanFromChargersExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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if (!owner.TryGetComponent(out AiControllerComponent controller))
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{
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throw new InvalidOperationException();
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}
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foreach (var entity in Visibility.GetEntitiesInRange(owner.Transform.GridPosition, typeof(WeaponCapacitorChargerComponent),
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controller.VisionRadius))
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{
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var contained = entity.GetComponent<WeaponCapacitorChargerComponent>().HeldItem;
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if (contained != null)
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{
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yield return new PickUpHitscanFromCharger(owner, entity, contained, Bonus);
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}
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}
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}
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}
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}
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@@ -1,35 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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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.AI.WorldState.States.Combat.Nearby;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged
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{
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public sealed class PickUpRangedExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatPrepBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<NearbyRangedWeapons>().GetValue())
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{
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if (entity.HasComponent<HitscanWeaponComponent>())
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{
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yield return new PickUpHitscanWeapon(owner, entity, Bonus);
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}
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if (entity.HasComponent<BallisticMagazineWeaponComponent>())
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{
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yield return new PickUpBallisticMagWeapon(owner, entity, Bonus);
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}
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}
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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 System.Collections.Generic;
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using Content.Server.AI.Utility.Actions;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Ballistic;
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using Content.Server.AI.Utility.Actions.Combat.Ranged.Hitscan;
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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.AI.WorldState.States.Mobs;
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namespace Content.Server.AI.Utility.ExpandableActions.Combat.Ranged
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{
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public sealed class RangedAttackNearbySpeciesExp : ExpandableUtilityAction
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{
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public override float Bonus => UtilityAction.CombatBonus;
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public override IEnumerable<UtilityAction> GetActions(Blackboard context)
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{
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var owner = context.GetState<SelfState>().GetValue();
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foreach (var entity in context.GetState<NearbySpeciesState>().GetValue())
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{
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yield return new HitscanAttackEntity(owner, entity, Bonus);
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yield return new BallisticAttackEntity(owner, entity, Bonus);
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}
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}
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}
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}
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Block a user