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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@@ -1,33 +0,0 @@
using System.Collections.Generic;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Power.Chargers;
using JetBrains.Annotations;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.WorldState.States.Combat.Nearby
{
[UsedImplicitly]
public sealed class NearbyLaserChargersState : StateData<List<IEntity>>
{
public override string Name => "NearbyLaserChargers";
public override List<IEntity> GetValue()
{
var nearby = new List<IEntity>();
if (!Owner.TryGetComponent(out AiControllerComponent controller))
{
return nearby;
}
foreach (var result in Visibility
.GetNearestEntities(Owner.Transform.GridPosition, typeof(WeaponCapacitorChargerComponent), controller.VisionRadius))
{
nearby.Add(result);
}
return nearby;
}
}
}

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@@ -1,33 +0,0 @@
using System.Collections.Generic;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
using JetBrains.Annotations;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.WorldState.States.Combat.Nearby
{
[UsedImplicitly]
public sealed class NearbyLaserWeapons : StateData<List<IEntity>>
{
public override string Name => "NearbyLaserWeapons";
public override List<IEntity> GetValue()
{
var result = new List<IEntity>();
if (!Owner.TryGetComponent(out AiControllerComponent controller))
{
return result;
}
foreach (var entity in Visibility
.GetNearestEntities(Owner.Transform.GridPosition, typeof(HitscanWeaponComponent), controller.VisionRadius))
{
result.Add(entity);
}
return result;
}
}
}

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@@ -1,33 +0,0 @@
using System.Collections.Generic;
using Content.Server.AI.Utils;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Weapon.Ranged;
using JetBrains.Annotations;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.AI.WorldState.States.Combat.Nearby
{
[UsedImplicitly]
public sealed class NearbyRangedWeapons : CachedStateData<List<IEntity>>
{
public override string Name => "NearbyRangedWeapons";
protected override List<IEntity> GetTrueValue()
{
var result = new List<IEntity>();
if (!Owner.TryGetComponent(out AiControllerComponent controller))
{
return result;
}
foreach (var entity in Visibility
.GetNearestEntities(Owner.Transform.GridPosition, typeof(RangedWeaponComponent), controller.VisionRadius))
{
result.Add(entity);
}
return result;
}
}
}

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@@ -1,16 +0,0 @@
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Combat.Ranged
{
[UsedImplicitly]
public sealed class Accuracy : StateData<float>
{
public override string Name => "Accuracy";
public override float GetValue()
{
// TODO: Maybe just make it a SetValue (maybe make a third type besides sensor / daemon called settablestate)
return 1.0f;
}
}
}

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@@ -1,17 +0,0 @@
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Combat.Ranged
{
/// <summary>
/// How long to wait between bursts
/// </summary>
[UsedImplicitly]
public sealed class BurstCooldown : PlanningStateData<float>
{
public override string Name => "BurstCooldown";
public override void Reset()
{
Value = 0.0f;
}
}
}

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@@ -1,39 +0,0 @@
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Combat.Ranged
{
/// <summary>
/// Gets the discrete ammo count
/// </summary>
[UsedImplicitly]
public sealed class EquippedRangedWeaponAmmo : StateData<int?>
{
public override string Name => "EquippedRangedWeaponAmmo";
public override int? GetValue()
{
if (!Owner.TryGetComponent(out HandsComponent handsComponent))
{
return null;
}
var equippedItem = handsComponent.GetActiveHand?.Owner;
if (equippedItem == null) return null;
if (equippedItem.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
{
return (int) hitscanWeaponComponent.CapacitorComponent.Charge / hitscanWeaponComponent.BaseFireCost;
}
if (equippedItem.TryGetComponent(out BallisticMagazineWeaponComponent ballisticComponent))
{
return ballisticComponent.MagazineSlot.ContainedEntities.Count;
}
return null;
}
}
}

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@@ -1,17 +0,0 @@
using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Combat.Ranged
{
/// <summary>
/// How many shots to take before cooling down
/// </summary>
[UsedImplicitly]
public sealed class MaxBurstCount : PlanningStateData<int>
{
public override string Name => "BurstCount";
public override void Reset()
{
Value = 0;
}
}
}