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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@@ -1,39 +0,0 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
[Serializable, NetSerializable]
public class BallisticMagazineWeaponComponentState : ComponentState
{
/// <summary>
/// True if a bullet is chambered.
/// </summary>
public bool Chambered { get; }
/// <summary>
/// Count of bullets in the magazine.
/// </summary>
/// <remarks>
/// Null if no magazine is inserted.
/// </remarks>
public (int count, int max)? MagazineCount { get; }
public BallisticMagazineWeaponComponentState(bool chambered, (int count, int max)? magazineCount) : base(ContentNetIDs.BALLISTIC_MAGAZINE_WEAPON)
{
Chambered = chambered;
MagazineCount = magazineCount;
}
}
// BMW is "Ballistic Magazine Weapon" here.
/// <summary>
/// Fired server -> client when the magazine in a Ballistic Magazine Weapon got auto-ejected.
/// </summary>
[Serializable, NetSerializable]
public sealed class BmwComponentAutoEjectedMessage : ComponentMessage
{
}
}

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@@ -0,0 +1,48 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged.Barrels
{
[Serializable, NetSerializable]
public enum AmmoVisuals
{
AmmoCount,
AmmoMax,
Spent,
}
[Serializable, NetSerializable]
public enum MagazineBarrelVisuals
{
MagLoaded
}
[Serializable, NetSerializable]
public enum BarrelBoltVisuals
{
BoltOpen,
}
[Serializable, NetSerializable]
public class MagazineBarrelComponentState : ComponentState
{
public bool Chambered { get; }
public FireRateSelector FireRateSelector { get; }
public (int count, int max)? Magazine { get; }
public string SoundGunshot { get; }
public MagazineBarrelComponentState(
bool chambered,
FireRateSelector fireRateSelector,
(int count, int max)? magazine,
string soundGunshot) :
base(ContentNetIDs.MAGAZINE_BARREL)
{
Chambered = chambered;
FireRateSelector = fireRateSelector;
Magazine = magazine;
SoundGunshot = soundGunshot;
}
}
}

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@@ -1,12 +0,0 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
[Serializable, NetSerializable]
public enum BallisticMagazineVisuals
{
AmmoCapacity,
AmmoLeft,
}
}

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@@ -1,13 +0,0 @@
using System;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
[Serializable, NetSerializable]
public enum BallisticMagazineWeaponVisuals
{
MagazineLoaded,
AmmoCapacity,
AmmoLeft,
}
}

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@@ -0,0 +1,23 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
public abstract class SharedRangedBarrelComponent : Component
{
public abstract FireRateSelector FireRateSelector { get; }
public abstract FireRateSelector AllRateSelectors { get; }
public abstract float FireRate { get; }
public abstract int ShotsLeft { get; }
public abstract int Capacity { get; }
}
[Flags]
public enum FireRateSelector
{
Safety = 0,
Single = 1 << 0,
Automatic = 1 << 1,
}
}

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@@ -5,40 +5,35 @@ using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
public class SharedRangedWeaponComponent : Component
public abstract class SharedRangedWeaponComponent : Component
{
private float _fireRate;
private bool _automatic;
// Each RangedWeapon should have a RangedWeapon component +
// some kind of RangedBarrelComponent (this dictates what ammo is retrieved).
public override string Name => "RangedWeapon";
public override uint? NetID => ContentNetIDs.RANGED_WEAPON;
}
/// <summary>
/// If true, this weapon is fully automatic, holding down left mouse button will keep firing it.
/// </summary>
public bool Automatic => _automatic;
/// <summary>
/// If the weapon is automatic, controls how many shots can be fired per second.
/// </summary>
public float FireRate => _fireRate;
public override void ExposeData(ObjectSerializer serializer)
[Serializable, NetSerializable]
public sealed class RangedWeaponComponentState : ComponentState
{
public FireRateSelector FireRateSelector { get; }
public RangedWeaponComponentState(
FireRateSelector fireRateSelector
) : base(ContentNetIDs.RANGED_WEAPON)
{
base.ExposeData(serializer);
serializer.DataField(ref _fireRate, "firerate", 4);
serializer.DataField(ref _automatic, "automatic", false);
FireRateSelector = fireRateSelector;
}
}
[Serializable, NetSerializable]
protected class SyncFirePosMessage : ComponentMessage
[Serializable, NetSerializable]
public sealed class FirePosComponentMessage : ComponentMessage
{
public GridCoordinates Target { get; }
public FirePosComponentMessage(GridCoordinates target)
{
public readonly GridCoordinates Target;
public SyncFirePosMessage(GridCoordinates target)
{
Target = target;
}
Target = target;
}
}
}

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@@ -0,0 +1,25 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons
{
public class SharedFlashableComponent : Component
{
public override string Name => "Flashable";
public override uint? NetID => ContentNetIDs.FLASHABLE;
}
[Serializable, NetSerializable]
public class FlashComponentState : ComponentState
{
public double Duration { get; }
public TimeSpan Time { get; }
public FlashComponentState(double duration, TimeSpan time) : base(ContentNetIDs.FLASHABLE)
{
Duration = duration;
Time = time;
}
}
}