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:
ScumbagDog
2019-04-01 20:06:43 +02:00
committed by Pieter-Jan Briers
parent b94e015314
commit 1af1ee2ad4
8 changed files with 148 additions and 38 deletions

View File

@@ -149,6 +149,7 @@
<Compile Include="ServerNotifyManager.cs" />
<Compile Include="StatusShell.cs" />
<Compile Include="GameObjects\Components\Healing\HealingComponent.cs" />
<Compile Include="GameObjects\Components\Weapon\Ranged\Hitscan\HitscanWeaponCapacitorComponent.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Content.Shared\Content.Shared.csproj">
@@ -156,15 +157,15 @@
<Name>Content.Shared</Name>
</ProjectReference>
<ProjectReference Include="..\RobustToolbox\SS14.Server\SS14.Server.csproj">
<Project>{916C5BF0-74BF-485D-A233-C1AC30007119}</Project>
<Project>{B04AAE71-0000-0000-0000-000000000000}</Project>
<Name>SS14.Server</Name>
</ProjectReference>
<ProjectReference Include="..\RobustToolbox\SS14.Shared.Maths\SS14.Shared.Maths.csproj">
<Project>{7DC961F2-A45B-4193-BE7F-77622A231943}</Project>
<Project>{93F23A82-00C5-4572-964E-E7C9457726D4}</Project>
<Name>SS14.Shared.Maths</Name>
</ProjectReference>
<ProjectReference Include="..\RobustToolbox\SS14.Shared\SS14.Shared.csproj">
<Project>{5F161008-6C48-4596-A2DE-5E7B0CEB2AA1}</Project>
<Project>{0529F740-0000-0000-0000-000000000000}</Project>
<Name>SS14.Shared</Name>
</ProjectReference>
</ItemGroup>

View File

@@ -135,6 +135,8 @@ namespace Content.Server
factory.Register<BallisticBulletComponent>();
factory.Register<BallisticMagazineComponent>();
factory.Register<HitscanWeaponCapacitorComponent>();
factory.Register<CameraRecoilComponent>();
factory.RegisterReference<CameraRecoilComponent, SharedCameraRecoilComponent>();

View File

@@ -31,6 +31,7 @@ namespace Content.Server.GameObjects.Components.Power
base.DeductCharge(toDeduct);
_updateAppearance();
ChargeChanged();
}
public override void AddCharge(float charge)
@@ -38,6 +39,7 @@ namespace Content.Server.GameObjects.Components.Power
base.AddCharge(charge);
_updateAppearance();
ChargeChanged();
}
private void _updateAppearance()

View File

@@ -60,6 +60,7 @@ namespace Content.Server.GameObjects.Components.Power
[ViewVariables]
public bool Full => Charge >= Capacity;
public event Action OnChargeChanged;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
@@ -70,6 +71,14 @@ namespace Content.Server.GameObjects.Components.Power
serializer.DataField(ref _distributionRate, "distributionrate", 1000);
}
protected virtual void ChargeChanged()
{
if (OnChargeChanged != null)
{ //Only fire this event if anyone actually subscribes to it
OnChargeChanged.Invoke();
}
}
/// <summary>
/// Checks if the storage can supply the amount of charge directly requested
/// </summary>
@@ -88,6 +97,7 @@ namespace Content.Server.GameObjects.Components.Power
_charge = Math.Max(0, Charge - toDeduct);
LastChargeState = ChargeState.Discharging;
LastChargeStateChange = DateTime.Now;
ChargeChanged();
}
public virtual void AddCharge(float charge)
@@ -95,6 +105,7 @@ namespace Content.Server.GameObjects.Components.Power
_charge = Math.Min(Capacity, Charge + charge);
LastChargeState = ChargeState.Charging;
LastChargeStateChange = DateTime.Now;
ChargeChanged();
}
/// <summary>

View File

@@ -0,0 +1,50 @@
using System;
using Content.Server.GameObjects.Components.Power;
using SS14.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
{
public class HitscanWeaponCapacitorComponent : PowerCellComponent
{
public override string Name => "HitscanWeaponCapacitor";
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
}
public override void Initialize()
{
base.Initialize();
Charge = Capacity;
}
public float GetChargeFrom(float toDeduct)
{
//Use this function when you want to shoot even though you don't have enough energy for basecost
ChargeChanged();
var chargeChangedBy = Math.Min(this.Charge, toDeduct);
this.DeductCharge(chargeChangedBy);
return chargeChangedBy;
}
public void FillFrom(PowerStorageComponent battery)
{
var capacitorPowerDeficit = this.Capacity - this.Charge;
if (battery.CanDeductCharge(capacitorPowerDeficit))
{
battery.DeductCharge(capacitorPowerDeficit);
this.AddCharge(capacitorPowerDeficit);
}
else
{
this.AddCharge(battery.Charge);
battery.DeductCharge(battery.Charge);
}
}
}
}

View File

@@ -14,35 +14,74 @@ using SS14.Shared.Serialization;
using System;
using Content.Server.GameObjects.Components.Sound;
using SS14.Shared.GameObjects;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.Components.Power;
using Content.Shared.Interfaces;
namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
{
public class HitscanWeaponComponent : Component
public class HitscanWeaponComponent : Component, IAttackby
{
private const float MaxLength = 20;
public override string Name => "HitscanWeapon";
string Spritename = "Objects/laser.png";
int Damage = 10;
string _spritename;
private int _damage;
private int _baseFireCost;
private float _lowerChargeLimit;
//As this is a component that sits on the weapon rather than a static value
//we just declare the field and then use GetComponent later to actually get it.
//Do remember to add it in both the .yaml prototype and the factory in EntryPoint.cs
//Otherwise you will get errors
private HitscanWeaponCapacitorComponent capacitorComponent;
public int Damage => _damage;
public int BaseFireCost => _baseFireCost;
public HitscanWeaponCapacitorComponent CapacitorComponent => capacitorComponent;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref Spritename, "sprite", "Objects/laser.png");
serializer.DataField(ref Damage, "damage", 10);
serializer.DataField(ref _spritename, "sprite", "Objects/laser.png");
serializer.DataField(ref _damage, "damage", 10);
serializer.DataField(ref _baseFireCost, "baseFireCost", 300);
serializer.DataField(ref _lowerChargeLimit, "lowerChargeLimit", 10);
}
public override void Initialize()
{
base.Initialize();
var rangedWeapon = Owner.GetComponent<RangedWeaponComponent>();
capacitorComponent = Owner.GetComponent<HitscanWeaponCapacitorComponent>();
rangedWeapon.FireHandler = Fire;
}
public bool Attackby(IEntity user, IEntity attackwith)
{
if (!attackwith.TryGetComponent(out PowerStorageComponent component))
{
return false;
}
if (capacitorComponent.Full)
{
Owner.PopupMessage(user, "Capacitor at max charge");
return false;
}
capacitorComponent.FillFrom(component);
return true;
}
private void Fire(IEntity user, GridCoordinates clickLocation)
{
if (capacitorComponent.Charge < _lowerChargeLimit)
{//If capacitor has less energy than the lower limit, do nothing
return;
}
float energyModifier = capacitorComponent.GetChargeFrom(_baseFireCost) / _baseFireCost;
var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
var angle = new Angle(clickLocation.Position - userPosition);
@@ -50,26 +89,28 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength,
Owner.Transform.GetMapTransform().Owner);
Hit(rayCastResults);
AfterEffects(user, rayCastResults, angle);
Hit(rayCastResults, energyModifier);
AfterEffects(user, rayCastResults, angle, energyModifier);
}
protected virtual void Hit(RayCastResults ray)
protected virtual void Hit(RayCastResults ray, float damageModifier)
{
if (ray.HitEntity != null && ray.HitEntity.TryGetComponent(out DamageableComponent damage))
{
damage.TakeDamage(DamageType.Heat, Damage);
damage.TakeDamage(DamageType.Heat, (int)Math.Round(_damage * damageModifier, MidpointRounding.AwayFromZero));
//I used Math.Round over Convert.toInt32, as toInt32 always rounds to
//even numbers if halfway between two numbers, rather than rounding to nearest
}
}
protected virtual void AfterEffects(IEntity user, RayCastResults ray, Angle angle)
protected virtual void AfterEffects(IEntity user, RayCastResults ray, Angle angle, float energyModifier)
{
var time = IoCManager.Resolve<IGameTiming>().CurTime;
var dist = ray.DidHitObject ? ray.Distance : MaxLength;
var offset = angle.ToVec() * dist / 2;
var message = new EffectSystemMessage
{
EffectSprite = Spritename,
EffectSprite = _spritename,
Born = time,
DeathTime = time + TimeSpan.FromSeconds(1),
Size = new Vector2(dist, 1f),
@@ -77,7 +118,8 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
//Rotated from east facing
Rotation = (float) angle.Theta,
ColorDelta = new Vector4(0, 0, 0, -1500f),
Color = new Vector4(255, 255, 255, 750),
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), energyModifier),
Shaded = false
};
var mgr = IoCManager.Resolve<IEntitySystemManager>();

View File

@@ -1,25 +1,3 @@
- type: entity
name: Laser Gun
parent: BaseItem
id: LaserItem
description: A weapon using light amplified by the stimulated emission of radiation
components:
- type: Sprite
sprite: Objects/laser_retro.rsi
state: 100
- type: Icon
sprite: Objects/laser_retro.rsi
state: 100
- type: RangedWeapon
- type: HitscanWeapon
damage: 30
sprite: "Objects/laser.png"
- type: Item
Size: 24
sprite: Objects/laser_retro.rsi
prefix: 100
- type: Sound
- type: entity
name: Spear
parent: BaseItem

View File

@@ -0,0 +1,24 @@
- type: entity
name: Laser Gun
parent: BaseItem
id: LaserItem
description: A weapon using light amplified by the stimulated emission of radiation
components:
- type: Sprite
sprite: Objects/laser_retro.rsi
state: 100
- type: Icon
sprite: Objects/laser_retro.rsi
state: 100
- type: RangedWeapon
- type: HitscanWeapon
damage: 30
sprite: "Objects/laser.png"
lowerDischargeLimit: 10
- type: HitscanWeaponCapacitor
capacity: 1000
- type: Item
Size: 24
sprite: Objects/laser_retro.rsi
prefix: 100
- type: Sound