Files
tbd-station-14/Content.Shared/Utility/ContentHelpers.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

61 lines
2.2 KiB
C#

using System;
namespace Content.Shared.Utility
{
public static class ContentHelpers
{
/// <summary>
/// Assigns the value <paramref name="actual" /> going from 0 to <paramref name="max" />
/// such that it is divided into a set of (amount <paramref name="levels" />) "levels".
/// Rounding is performed to the "middle" so that the highest and lowest levels are only assigned
/// if <paramref name="actual" /> is exactly <paramref name="max" /> or 0.
/// </summary>
/// <example>
/// Say you have a progress bar going from 0 -> 100 inclusive and you want to map this to 6 sprite states (0, 4 intermediates and full).
/// This method allows you to easily map this progress bar to the sprite states.
/// </example>
/// <param name="levels">The amount of levels to subdivide into.</param>
/// <returns>An integer from 0 to <paramref name="levels" />-1.</returns>
/// <exception cref="ArgumentException">
/// Thrown if levels is less than 1.
/// </exception>
public static int RoundToLevels(double actual, double max, int levels)
{
if (levels <= 0)
{
throw new ArgumentException("Levels must be greater than 0.", nameof(levels));
}
if (actual >= max)
{
return levels - 1;
}
if (actual <= 0)
{
return 0;
}
var toOne = actual / max;
double threshold;
if (levels % 2 == 0)
{
// Basically, if we have an even count of levels, there's no exact "mid point".
// Thus, I nominate the first one below the 50% mark.
threshold = ((levels / 2f) - 1) / (levels - 1);
}
else
{
threshold = 0.5f;
}
var preround = toOne * (levels - 1);
if (toOne <= threshold || levels <= 2)
{
return (int)Math.Ceiling(preround);
}
else
{
return (int)Math.Floor(preround);
}
}
}
}