Made a fancier lasergun (#174)
Laserguns now have an internal capacitor that can be recharged by using it with a power cell Makes the final fix for #138
This commit is contained in:
committed by
Pieter-Jan Briers
parent
b94e015314
commit
1af1ee2ad4
@@ -149,6 +149,7 @@
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<Compile Include="ServerNotifyManager.cs" />
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<Compile Include="StatusShell.cs" />
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<Compile Include="GameObjects\Components\Healing\HealingComponent.cs" />
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<Compile Include="GameObjects\Components\Weapon\Ranged\Hitscan\HitscanWeaponCapacitorComponent.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Content.Shared\Content.Shared.csproj">
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@@ -156,15 +157,15 @@
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<Name>Content.Shared</Name>
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</ProjectReference>
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<ProjectReference Include="..\RobustToolbox\SS14.Server\SS14.Server.csproj">
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<Project>{916C5BF0-74BF-485D-A233-C1AC30007119}</Project>
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<Project>{B04AAE71-0000-0000-0000-000000000000}</Project>
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<Name>SS14.Server</Name>
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</ProjectReference>
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<ProjectReference Include="..\RobustToolbox\SS14.Shared.Maths\SS14.Shared.Maths.csproj">
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<Project>{7DC961F2-A45B-4193-BE7F-77622A231943}</Project>
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<Project>{93F23A82-00C5-4572-964E-E7C9457726D4}</Project>
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<Name>SS14.Shared.Maths</Name>
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</ProjectReference>
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<ProjectReference Include="..\RobustToolbox\SS14.Shared\SS14.Shared.csproj">
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<Project>{5F161008-6C48-4596-A2DE-5E7B0CEB2AA1}</Project>
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<Project>{0529F740-0000-0000-0000-000000000000}</Project>
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<Name>SS14.Shared</Name>
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</ProjectReference>
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</ItemGroup>
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@@ -135,6 +135,8 @@ namespace Content.Server
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factory.Register<BallisticBulletComponent>();
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factory.Register<BallisticMagazineComponent>();
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factory.Register<HitscanWeaponCapacitorComponent>();
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factory.Register<CameraRecoilComponent>();
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factory.RegisterReference<CameraRecoilComponent, SharedCameraRecoilComponent>();
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@@ -31,6 +31,7 @@ namespace Content.Server.GameObjects.Components.Power
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base.DeductCharge(toDeduct);
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_updateAppearance();
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ChargeChanged();
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}
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public override void AddCharge(float charge)
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@@ -38,6 +39,7 @@ namespace Content.Server.GameObjects.Components.Power
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base.AddCharge(charge);
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_updateAppearance();
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ChargeChanged();
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}
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private void _updateAppearance()
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@@ -60,6 +60,7 @@ namespace Content.Server.GameObjects.Components.Power
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[ViewVariables]
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public bool Full => Charge >= Capacity;
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public event Action OnChargeChanged;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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@@ -70,6 +71,14 @@ namespace Content.Server.GameObjects.Components.Power
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serializer.DataField(ref _distributionRate, "distributionrate", 1000);
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}
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protected virtual void ChargeChanged()
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{
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if (OnChargeChanged != null)
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{ //Only fire this event if anyone actually subscribes to it
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OnChargeChanged.Invoke();
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}
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}
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/// <summary>
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/// Checks if the storage can supply the amount of charge directly requested
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/// </summary>
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@@ -88,6 +97,7 @@ namespace Content.Server.GameObjects.Components.Power
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_charge = Math.Max(0, Charge - toDeduct);
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LastChargeState = ChargeState.Discharging;
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LastChargeStateChange = DateTime.Now;
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ChargeChanged();
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}
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public virtual void AddCharge(float charge)
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@@ -95,6 +105,7 @@ namespace Content.Server.GameObjects.Components.Power
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_charge = Math.Min(Capacity, Charge + charge);
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LastChargeState = ChargeState.Charging;
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LastChargeStateChange = DateTime.Now;
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ChargeChanged();
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}
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/// <summary>
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@@ -0,0 +1,50 @@
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using System;
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using Content.Server.GameObjects.Components.Power;
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using SS14.Shared.Serialization;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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public class HitscanWeaponCapacitorComponent : PowerCellComponent
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{
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public override string Name => "HitscanWeaponCapacitor";
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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}
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public override void Initialize()
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{
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base.Initialize();
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Charge = Capacity;
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}
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public float GetChargeFrom(float toDeduct)
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{
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//Use this function when you want to shoot even though you don't have enough energy for basecost
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ChargeChanged();
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var chargeChangedBy = Math.Min(this.Charge, toDeduct);
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this.DeductCharge(chargeChangedBy);
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return chargeChangedBy;
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}
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public void FillFrom(PowerStorageComponent battery)
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{
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var capacitorPowerDeficit = this.Capacity - this.Charge;
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if (battery.CanDeductCharge(capacitorPowerDeficit))
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{
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battery.DeductCharge(capacitorPowerDeficit);
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this.AddCharge(capacitorPowerDeficit);
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}
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else
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{
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this.AddCharge(battery.Charge);
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battery.DeductCharge(battery.Charge);
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}
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}
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}
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}
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@@ -14,35 +14,74 @@ using SS14.Shared.Serialization;
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using System;
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using Content.Server.GameObjects.Components.Sound;
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using SS14.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.Interfaces;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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public class HitscanWeaponComponent : Component
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public class HitscanWeaponComponent : Component, IAttackby
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{
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private const float MaxLength = 20;
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public override string Name => "HitscanWeapon";
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string Spritename = "Objects/laser.png";
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int Damage = 10;
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string _spritename;
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private int _damage;
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private int _baseFireCost;
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private float _lowerChargeLimit;
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//As this is a component that sits on the weapon rather than a static value
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//we just declare the field and then use GetComponent later to actually get it.
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//Do remember to add it in both the .yaml prototype and the factory in EntryPoint.cs
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//Otherwise you will get errors
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private HitscanWeaponCapacitorComponent capacitorComponent;
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public int Damage => _damage;
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public int BaseFireCost => _baseFireCost;
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public HitscanWeaponCapacitorComponent CapacitorComponent => capacitorComponent;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref Spritename, "sprite", "Objects/laser.png");
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serializer.DataField(ref Damage, "damage", 10);
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serializer.DataField(ref _spritename, "sprite", "Objects/laser.png");
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serializer.DataField(ref _damage, "damage", 10);
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serializer.DataField(ref _baseFireCost, "baseFireCost", 300);
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serializer.DataField(ref _lowerChargeLimit, "lowerChargeLimit", 10);
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}
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public override void Initialize()
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{
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base.Initialize();
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var rangedWeapon = Owner.GetComponent<RangedWeaponComponent>();
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capacitorComponent = Owner.GetComponent<HitscanWeaponCapacitorComponent>();
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rangedWeapon.FireHandler = Fire;
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}
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public bool Attackby(IEntity user, IEntity attackwith)
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{
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if (!attackwith.TryGetComponent(out PowerStorageComponent component))
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{
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return false;
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}
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if (capacitorComponent.Full)
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{
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Owner.PopupMessage(user, "Capacitor at max charge");
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return false;
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}
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capacitorComponent.FillFrom(component);
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return true;
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}
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private void Fire(IEntity user, GridCoordinates clickLocation)
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{
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if (capacitorComponent.Charge < _lowerChargeLimit)
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{//If capacitor has less energy than the lower limit, do nothing
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return;
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}
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float energyModifier = capacitorComponent.GetChargeFrom(_baseFireCost) / _baseFireCost;
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var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clickLocation.Position - userPosition);
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@@ -50,26 +89,28 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength,
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Owner.Transform.GetMapTransform().Owner);
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Hit(rayCastResults);
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AfterEffects(user, rayCastResults, angle);
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Hit(rayCastResults, energyModifier);
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AfterEffects(user, rayCastResults, angle, energyModifier);
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}
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protected virtual void Hit(RayCastResults ray)
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protected virtual void Hit(RayCastResults ray, float damageModifier)
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{
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if (ray.HitEntity != null && ray.HitEntity.TryGetComponent(out DamageableComponent damage))
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{
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damage.TakeDamage(DamageType.Heat, Damage);
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damage.TakeDamage(DamageType.Heat, (int)Math.Round(_damage * damageModifier, MidpointRounding.AwayFromZero));
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//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
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//even numbers if halfway between two numbers, rather than rounding to nearest
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}
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}
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protected virtual void AfterEffects(IEntity user, RayCastResults ray, Angle angle)
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protected virtual void AfterEffects(IEntity user, RayCastResults ray, Angle angle, float energyModifier)
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{
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var time = IoCManager.Resolve<IGameTiming>().CurTime;
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var dist = ray.DidHitObject ? ray.Distance : MaxLength;
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var offset = angle.ToVec() * dist / 2;
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var message = new EffectSystemMessage
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{
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EffectSprite = Spritename,
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EffectSprite = _spritename,
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Born = time,
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DeathTime = time + TimeSpan.FromSeconds(1),
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Size = new Vector2(dist, 1f),
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@@ -77,7 +118,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Color = new Vector4(255, 255, 255, 750),
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), energyModifier),
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Shaded = false
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};
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var mgr = IoCManager.Resolve<IEntitySystemManager>();
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@@ -1,25 +1,3 @@
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- type: entity
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name: Laser Gun
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parent: BaseItem
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id: LaserItem
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description: A weapon using light amplified by the stimulated emission of radiation
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components:
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- type: Sprite
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sprite: Objects/laser_retro.rsi
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state: 100
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- type: Icon
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sprite: Objects/laser_retro.rsi
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state: 100
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- type: RangedWeapon
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- type: HitscanWeapon
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damage: 30
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sprite: "Objects/laser.png"
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- type: Item
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Size: 24
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sprite: Objects/laser_retro.rsi
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prefix: 100
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- type: Sound
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- type: entity
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name: Spear
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parent: BaseItem
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24
Resources/Prototypes/Entities/weapons/laserguns.yml
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24
Resources/Prototypes/Entities/weapons/laserguns.yml
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@@ -0,0 +1,24 @@
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- type: entity
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name: Laser Gun
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parent: BaseItem
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id: LaserItem
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description: A weapon using light amplified by the stimulated emission of radiation
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components:
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- type: Sprite
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sprite: Objects/laser_retro.rsi
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state: 100
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- type: Icon
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sprite: Objects/laser_retro.rsi
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state: 100
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- type: RangedWeapon
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- type: HitscanWeapon
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damage: 30
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sprite: "Objects/laser.png"
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lowerDischargeLimit: 10
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- type: HitscanWeaponCapacitor
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capacity: 1000
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- type: Item
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Size: 24
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sprite: Objects/laser_retro.rsi
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prefix: 100
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- type: Sound
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