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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@@ -35,6 +35,7 @@ namespace Content.Shared.GameObjects.Components.Inventory
MASK,
OUTERCLOTHING,
INNERCLOTHING,
NECK,
BACKPACK,
BELT,
GLOVES,
@@ -69,17 +70,18 @@ namespace Content.Shared.GameObjects.Components.Inventory
MASK = 1 << 4,
OUTERCLOTHING = 1 << 5,
INNERCLOTHING = 1 << 6,
BACK = 1 << 7,
BACKPACK = 1 << 7,
BELT = 1 << 8,
GLOVES = 1 << 9,
HAND = 1 << 9,
IDCARD = 1 << 10,
POCKET = 1 << 11,
LEGS = 1 << 12,
SHOES = 1 << 13,
FEET = 1 << 13,
EXOSUITSTORAGE = 1 << 14
NECK = 1 << 7,
BACK = 1 << 8,
BACKPACK = 1 << 8,
BELT = 1 << 9,
GLOVES = 1 << 10,
HAND = 1 << 10,
IDCARD = 1 << 11,
POCKET = 1 << 12,
LEGS = 1 << 13,
SHOES = 1 << 14,
FEET = 1 << 14,
EXOSUITSTORAGE = 1 << 15
}
public static readonly IReadOnlyDictionary<Slots, string> SlotNames = new Dictionary<Slots, string>()
@@ -90,6 +92,7 @@ namespace Content.Shared.GameObjects.Components.Inventory
{Slots.MASK, "Mask"},
{Slots.OUTERCLOTHING, "Outer Clothing"},
{Slots.INNERCLOTHING, "Inner Clothing"},
{Slots.NECK, "Neck"},
{Slots.BACKPACK, "Backpack"},
{Slots.BELT, "Belt"},
{Slots.GLOVES, "Gloves"},
@@ -117,6 +120,7 @@ namespace Content.Shared.GameObjects.Components.Inventory
{Slots.MASK, SlotFlags.MASK},
{Slots.OUTERCLOTHING, SlotFlags.OUTERCLOTHING},
{Slots.INNERCLOTHING, SlotFlags.INNERCLOTHING},
{Slots.NECK, SlotFlags.NECK},
{Slots.BACKPACK, SlotFlags.BACK},
{Slots.BELT, SlotFlags.BELT},
{Slots.GLOVES, SlotFlags.GLOVES},
@@ -140,6 +144,7 @@ namespace Content.Shared.GameObjects.Components.Inventory
"Inventory_MASK",
"Inventory_OUTERCLOTHING",
"Inventory_INNERCLOTHING",
"Inventory_NECK",
"Inventory_BACKPACK",
"Inventory_BELT",
"Inventory_GLOVES",

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@@ -28,11 +28,12 @@ namespace Content.Shared.GameObjects
private static readonly Dictionary<Slots, int> _slotDrawingOrder = new Dictionary<Slots, int>
{
{Slots.POCKET1, 12},
{Slots.POCKET2, 11},
{Slots.HEAD, 10},
{Slots.MASK, 9},
{Slots.EARS, 8},
{Slots.POCKET1, 13},
{Slots.POCKET2, 12},
{Slots.HEAD, 11},
{Slots.MASK, 10},
{Slots.EARS, 9},
{Slots.NECK, 8},
{Slots.BACKPACK, 7},
{Slots.EYES, 6},
{Slots.OUTERCLOTHING, 5},
@@ -46,9 +47,10 @@ namespace Content.Shared.GameObjects
public override IReadOnlyList<Slots> SlotMasks { get; } = new List<Slots>()
{
Slots.EYES, Slots.HEAD, Slots.EARS,
Slots.OUTERCLOTHING, Slots.MASK, Slots.INNERCLOTHING,
Slots.OUTERCLOTHING, Slots.MASK, Slots.INNERCLOTHING,
Slots.BACKPACK, Slots.BELT, Slots.GLOVES,
Slots.NONE, Slots.SHOES, Slots.IDCARD, Slots.POCKET1, Slots.POCKET2
Slots.NONE, Slots.SHOES, Slots.IDCARD, Slots.POCKET1, Slots.POCKET2,
Slots.NECK
};
public override int SlotDrawingOrder(Slots slot)

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@@ -53,7 +53,7 @@ namespace Content.Shared.GameObjects.Components.Movement
/// <param name="enabled">If the direction is active.</param>
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool walking);
}
}

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@@ -77,7 +77,7 @@ namespace Content.Shared.GameObjects.Components.Movement
public float CurrentPushSpeed => 5;
public float GrabRange => 0.2f;
public bool Sprinting => !_heldMoveButtons.HasFlag(MoveButtons.Sprint);
public bool Sprinting => !_heldMoveButtons.HasFlag(MoveButtons.Walk);
/// <summary>
/// Calculated linear velocity direction of the entity.
@@ -207,11 +207,11 @@ namespace Content.Shared.GameObjects.Components.Movement
Dirty();
}
public void SetSprinting(ushort subTick, bool enabled)
public void SetSprinting(ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(subTick, enabled, MoveButtons.Sprint);
SetMoveInput(subTick, walking, MoveButtons.Walk);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
@@ -281,7 +281,7 @@ namespace Content.Shared.GameObjects.Components.Movement
Down = 2,
Left = 4,
Right = 8,
Sprint = 16,
Walk = 16,
}
}
}

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@@ -108,6 +108,9 @@ namespace Content.Shared.GameObjects.Components.Sound
public void ExposeData(ObjectSerializer serializer)
{
if (!serializer.Reading)
return;
Filename = serializer.ReadDataField("filename", "");
Delay = serializer.ReadDataField("delay", 0u);
RandomDelay = serializer.ReadDataField("randomdelay", 0u);

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@@ -0,0 +1,21 @@
using System;
using Robust.Shared.GameObjects;
namespace Content.Shared.GameObjects.Components.Utensil
{
[Flags]
public enum UtensilType : byte
{
None = 0,
Fork = 1,
Spoon = 1 << 1,
Knife = 1 << 2
}
public class SharedUtensilComponent : Component
{
public override string Name => "Utensil";
public virtual UtensilType Types { get; set; }
}
}

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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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@@ -0,0 +1,12 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Weapons.Ranged
{
/// <summary>
/// This is sent if the MagazineBarrel AutoEjects the magazine
/// </summary>
[Serializable, NetSerializable]
public sealed class MagazineAutoEjectMessage : ComponentMessage {}
}

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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;
}
}
}