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

View File

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using System.Collections.Generic;
using Content.Server.GameObjects.Components.Sound;
using Content.Server.GameObjects.Components.Weapon.Ranged.Ammunition;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels;
using Content.Shared.Interfaces;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Barrels
{
/// <summary>
/// Bolt-action rifles
/// </summary>
[RegisterComponent]
public sealed class PumpBarrelComponent : ServerRangedBarrelComponent, IMapInit
{
public override string Name => "PumpBarrel";
public override int ShotsLeft
{
get
{
var chamberCount = _chamberContainer.ContainedEntity != null ? 1 : 0;
return chamberCount + _spawnedAmmo.Count + _unspawnedCount;
}
}
public override int Capacity => _capacity;
private int _capacity;
// Even a point having a chamber? I guess it makes some of the below code cleaner
private ContainerSlot _chamberContainer;
private Stack<IEntity> _spawnedAmmo;
private Container _ammoContainer;
private BallisticCaliber _caliber;
private string _fillPrototype;
private int _unspawnedCount;
private bool _manualCycle;
private AppearanceComponent _appearanceComponent;
// Sounds
private string _soundCycle;
private string _soundInsert;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _caliber, "caliber", BallisticCaliber.Unspecified);
serializer.DataField(ref _capacity, "capacity", 6);
serializer.DataField(ref _fillPrototype, "fillPrototype", null);
serializer.DataField(ref _manualCycle, "manualCycle", true);
serializer.DataField(ref _soundCycle, "soundCycle", "/Audio/Guns/Cock/sf_rifle_cock.ogg");
serializer.DataField(ref _soundInsert, "soundInsert", "/Audio/Guns/MagIn/bullet_insert.ogg");
_spawnedAmmo = new Stack<IEntity>(_capacity - 1);
}
void IMapInit.MapInit()
{
if (_fillPrototype != null)
{
_unspawnedCount += Capacity - 1;
}
UpdateAppearance();
}
public override void Initialize()
{
base.Initialize();
_ammoContainer =
ContainerManagerComponent.Ensure<Container>($"{Name}-ammo-container", Owner, out var existing);
if (existing)
{
foreach (var entity in _ammoContainer.ContainedEntities)
{
_spawnedAmmo.Push(entity);
_unspawnedCount--;
}
}
_chamberContainer =
ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-chamber-container", Owner, out existing);
if (existing)
{
_unspawnedCount--;
}
if (Owner.TryGetComponent(out AppearanceComponent appearanceComponent))
{
_appearanceComponent = appearanceComponent;
}
_appearanceComponent?.SetData(MagazineBarrelVisuals.MagLoaded, true);
UpdateAppearance();
}
private void UpdateAppearance()
{
_appearanceComponent?.SetData(AmmoVisuals.AmmoCount, ShotsLeft);
_appearanceComponent?.SetData(AmmoVisuals.AmmoMax, Capacity);
}
public override IEntity PeekAmmo()
{
return _chamberContainer.ContainedEntity;
}
public override IEntity TakeProjectile()
{
var chamberEntity = _chamberContainer.ContainedEntity;
if (!_manualCycle)
{
Cycle();
}
return chamberEntity?.GetComponent<AmmoComponent>().TakeBullet();
}
private void Cycle(bool manual = false)
{
var chamberedEntity = _chamberContainer.ContainedEntity;
if (chamberedEntity != null)
{
_chamberContainer.Remove(chamberedEntity);
var ammoComponent = chamberedEntity.GetComponent<AmmoComponent>();
if (!ammoComponent.Caseless)
{
EjectCasing(chamberedEntity);
}
}
if (_spawnedAmmo.TryPop(out var next))
{
_ammoContainer.Remove(next);
_chamberContainer.Insert(next);
}
if (_unspawnedCount > 0)
{
_unspawnedCount--;
var ammoEntity = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.GridPosition);
_chamberContainer.Insert(ammoEntity);
}
if (manual)
{
if (_soundCycle != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundCycle, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
}
}
// Dirty();
UpdateAppearance();
}
public bool TryInsertBullet(InteractUsingEventArgs eventArgs)
{
if (!eventArgs.Using.TryGetComponent(out AmmoComponent ammoComponent))
{
return false;
}
if (ammoComponent.Caliber != _caliber)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Wrong caliber"));
return false;
}
if (_ammoContainer.ContainedEntities.Count < Capacity - 1)
{
_ammoContainer.Insert(eventArgs.Using);
_spawnedAmmo.Push(eventArgs.Using);
// Dirty();
UpdateAppearance();
if (_soundInsert != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundInsert, Owner.Transform.GridPosition, AudioParams.Default.WithVolume(-2));
}
return true;
}
Owner.PopupMessage(eventArgs.User, Loc.GetString("No room"));
return false;
}
public override bool UseEntity(UseEntityEventArgs eventArgs)
{
Cycle(true);
return true;
}
public override bool InteractUsing(InteractUsingEventArgs eventArgs)
{
return TryInsertBullet(eventArgs);
}
}
}