* 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>
52 lines
1.7 KiB
C#
52 lines
1.7 KiB
C#
using System.Collections.Generic;
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using Content.Server.AI.Operators;
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using Content.Server.AI.Operators.Inventory;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations.Combat.Melee;
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using Content.Server.AI.Utility.Considerations.Inventory;
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.AI.WorldState.States.Combat;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Utility.Actions.Combat.Melee
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{
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public sealed class EquipMelee : UtilityAction
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{
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private IEntity _entity;
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public EquipMelee(IEntity owner, IEntity entity, float weight) : base(owner)
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{
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_entity = entity;
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Bonus = weight;
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}
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public override void SetupOperators(Blackboard context)
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{
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ActionOperators = new Queue<AiOperator>(new AiOperator[]
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{
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new EquipEntityOperator(Owner, _entity)
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});
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}
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protected override void UpdateBlackboard(Blackboard context)
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{
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base.UpdateBlackboard(context);
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context.GetState<WeaponEntityState>().SetValue(_entity);
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context.GetState<TargetEntityState>().SetValue(_entity);
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}
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protected override Consideration[] Considerations { get; } = {
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new MeleeWeaponEquippedCon(
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new InverseBoolCurve()),
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new CanPutTargetInHandsCon(
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new BoolCurve()),
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new MeleeWeaponSpeedCon(
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new QuadraticCurve(1.0f, 0.5f, 0.0f, 0.0f)),
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new MeleeWeaponDamageCon(
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new QuadraticCurve(1.0f, 0.25f, 0.0f, 0.0f)),
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};
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}
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}
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