Files
tbd-station-14/Content.Server/GameObjects/Components/Power/Chargers/PowerCellChargerComponent.cs
metalgearsloth 95995b6232 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>
2020-06-21 21:47:15 +02:00

181 lines
6.3 KiB
C#

using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Utility;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Power;
using Content.Shared.Interfaces;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.GameObjects.Components.Power.Chargers
{
/// <summary>
/// This is used for the standalone cell rechargers (e.g. from a flashlight)
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
[ComponentReference(typeof(IInteractUsing))]
public sealed class PowerCellChargerComponent : BaseCharger, IActivate, IInteractUsing
{
public override string Name => "PowerCellCharger";
public override double CellChargePercent => _container.ContainedEntity != null ?
_container.ContainedEntity.GetComponent<PowerCellComponent>().Charge /
_container.ContainedEntity.GetComponent<PowerCellComponent>().Capacity * 100 : 0.0f;
public override void Initialize()
{
base.Initialize();
_powerDevice = Owner.GetComponent<PowerDeviceComponent>();
_container =
ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powerCellContainer", Owner);
_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
_powerDevice.OnPowerStateChanged += PowerUpdate;
}
bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
var result = TryInsertItem(eventArgs.Using);
if (result)
{
return true;
}
var localizationManager = IoCManager.Resolve<ILocalizationManager>();
eventArgs.User.PopupMessage(Owner, localizationManager.GetString("Unable to insert capacitor"));
return false;
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
RemoveItem(eventArgs.User);
}
[Verb]
private sealed class InsertVerb : Verb<PowerCellChargerComponent>
{
protected override void GetData(IEntity user, PowerCellChargerComponent component, VerbData data)
{
if (!user.TryGetComponent(out HandsComponent handsComponent))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
if (component._container.ContainedEntity != null || handsComponent.GetActiveHand == null)
{
data.Visibility = VerbVisibility.Disabled;
data.Text = "Insert";
return;
}
data.Text = $"Insert {handsComponent.GetActiveHand.Owner.Name}";
}
protected override void Activate(IEntity user, PowerCellChargerComponent component)
{
if (!user.TryGetComponent(out HandsComponent handsComponent))
{
return;
}
if (handsComponent.GetActiveHand == null)
{
return;
}
var userItem = handsComponent.GetActiveHand.Owner;
handsComponent.Drop(userItem);
component.TryInsertItem(userItem);
}
}
[Verb]
private sealed class EjectVerb : Verb<PowerCellChargerComponent>
{
protected override void GetData(IEntity user, PowerCellChargerComponent component, VerbData data)
{
if (component._container.ContainedEntity == null)
{
data.Text = "Eject";
data.Visibility = VerbVisibility.Disabled;
return;
}
data.Text = $"Eject {component._container.ContainedEntity.Name}";
}
protected override void Activate(IEntity user, PowerCellChargerComponent component)
{
component.RemoveItem(user);
}
}
public bool TryInsertItem(IEntity entity)
{
if (!entity.HasComponent<PowerCellComponent>() ||
_container.ContainedEntity != null)
{
return false;
}
if (!_container.Insert(entity))
{
return false;
}
UpdateStatus();
return true;
}
protected override CellChargerStatus GetStatus()
{
if (!_powerDevice.Powered)
{
return CellChargerStatus.Off;
}
if (_container.ContainedEntity == null)
{
return CellChargerStatus.Empty;
}
if (_container.ContainedEntity.TryGetComponent(out PowerCellComponent component) &&
Math.Abs(component.Capacity - component.Charge) < 0.01)
{
return CellChargerStatus.Charged;
}
return CellChargerStatus.Charging;
}
protected override void TransferPower(float frameTime)
{
// Two numbers: One for how much power actually goes into the device (chargeAmount) and
// chargeLoss which is how much is drawn from the powernet
var cellComponent = _container.ContainedEntity.GetComponent<PowerCellComponent>();
var chargeLoss = cellComponent.RequestCharge(frameTime) * _transferRatio;
_powerDevice.Load = chargeLoss;
if (!_powerDevice.Powered)
{
// No power: Event should update to Off status
return;
}
var chargeAmount = chargeLoss * _transferEfficiency;
cellComponent.AddCharge(chargeAmount);
// Just so the sprite won't be set to 99.99999% visibility
if (cellComponent.Capacity - cellComponent.Charge < 0.01)
{
cellComponent.Charge = cellComponent.Capacity;
}
UpdateStatus();
}
}
}