Merge branch 'master' into 20-06-24-movement-prediction

This commit is contained in:
Pieter-Jan Briers
2020-06-24 04:04:43 +02:00
2259 changed files with 16436 additions and 11772 deletions

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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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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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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;
}
}
}