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:
@@ -1,33 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.AI.Utils;
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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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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.WorldState.States.Combat.Nearby
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{
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[UsedImplicitly]
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public sealed class NearbyLaserChargersState : StateData<List<IEntity>>
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{
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public override string Name => "NearbyLaserChargers";
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public override List<IEntity> GetValue()
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{
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var nearby = new List<IEntity>();
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if (!Owner.TryGetComponent(out AiControllerComponent controller))
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{
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return nearby;
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}
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foreach (var result in Visibility
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.GetNearestEntities(Owner.Transform.GridPosition, typeof(WeaponCapacitorChargerComponent), controller.VisionRadius))
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{
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nearby.Add(result);
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}
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return nearby;
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}
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}
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}
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@@ -1,33 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.AI.Utils;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.WorldState.States.Combat.Nearby
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{
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[UsedImplicitly]
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public sealed class NearbyLaserWeapons : StateData<List<IEntity>>
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{
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public override string Name => "NearbyLaserWeapons";
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public override List<IEntity> GetValue()
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{
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var result = new List<IEntity>();
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if (!Owner.TryGetComponent(out AiControllerComponent controller))
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{
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return result;
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}
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foreach (var entity in Visibility
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.GetNearestEntities(Owner.Transform.GridPosition, typeof(HitscanWeaponComponent), controller.VisionRadius))
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{
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result.Add(entity);
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}
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return result;
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}
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}
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}
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@@ -1,33 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.AI.Utils;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.Components.Weapon.Ranged;
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using JetBrains.Annotations;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.WorldState.States.Combat.Nearby
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{
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[UsedImplicitly]
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public sealed class NearbyRangedWeapons : CachedStateData<List<IEntity>>
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{
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public override string Name => "NearbyRangedWeapons";
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protected override List<IEntity> GetTrueValue()
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{
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var result = new List<IEntity>();
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if (!Owner.TryGetComponent(out AiControllerComponent controller))
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{
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return result;
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}
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foreach (var entity in Visibility
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.GetNearestEntities(Owner.Transform.GridPosition, typeof(RangedWeaponComponent), controller.VisionRadius))
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{
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result.Add(entity);
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}
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return result;
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}
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}
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}
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@@ -1,16 +0,0 @@
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using JetBrains.Annotations;
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namespace Content.Server.AI.WorldState.States.Combat.Ranged
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{
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[UsedImplicitly]
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public sealed class Accuracy : StateData<float>
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{
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public override string Name => "Accuracy";
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public override float GetValue()
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{
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// TODO: Maybe just make it a SetValue (maybe make a third type besides sensor / daemon called settablestate)
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return 1.0f;
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}
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}
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}
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@@ -1,17 +0,0 @@
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using JetBrains.Annotations;
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namespace Content.Server.AI.WorldState.States.Combat.Ranged
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{
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/// <summary>
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/// How long to wait between bursts
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/// </summary>
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[UsedImplicitly]
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public sealed class BurstCooldown : PlanningStateData<float>
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{
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public override string Name => "BurstCooldown";
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public override void Reset()
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{
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Value = 0.0f;
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}
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}
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}
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@@ -1,39 +0,0 @@
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using Content.Server.GameObjects;
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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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using JetBrains.Annotations;
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namespace Content.Server.AI.WorldState.States.Combat.Ranged
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{
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/// <summary>
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/// Gets the discrete ammo count
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/// </summary>
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[UsedImplicitly]
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public sealed class EquippedRangedWeaponAmmo : StateData<int?>
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{
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public override string Name => "EquippedRangedWeaponAmmo";
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public override int? GetValue()
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{
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if (!Owner.TryGetComponent(out HandsComponent handsComponent))
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{
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return null;
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}
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var equippedItem = handsComponent.GetActiveHand?.Owner;
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if (equippedItem == null) return null;
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if (equippedItem.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
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{
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return (int) hitscanWeaponComponent.CapacitorComponent.Charge / hitscanWeaponComponent.BaseFireCost;
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}
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if (equippedItem.TryGetComponent(out BallisticMagazineWeaponComponent ballisticComponent))
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{
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return ballisticComponent.MagazineSlot.ContainedEntities.Count;
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}
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return null;
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}
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}
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}
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@@ -1,17 +0,0 @@
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using JetBrains.Annotations;
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namespace Content.Server.AI.WorldState.States.Combat.Ranged
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{
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/// <summary>
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/// How many shots to take before cooling down
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/// </summary>
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[UsedImplicitly]
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public sealed class MaxBurstCount : PlanningStateData<int>
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{
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public override string Name => "BurstCount";
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public override void Reset()
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{
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Value = 0;
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}
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}
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}
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