Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
42 lines
1.2 KiB
C#
42 lines
1.2 KiB
C#
using System;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.AI.Operators.Combat.Ranged
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{
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public class WaitForHitscanChargeOperator : AiOperator
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{
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private float _lastCharge = 0.0f;
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private float _lastFill = 0.0f;
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private HitscanWeaponComponent _hitscan;
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public WaitForHitscanChargeOperator(IEntity entity)
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{
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if (!entity.TryGetComponent(out HitscanWeaponComponent hitscanWeaponComponent))
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{
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throw new InvalidOperationException();
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}
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_hitscan = hitscanWeaponComponent;
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}
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public override Outcome Execute(float frameTime)
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{
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if (_hitscan.CapacitorComponent.Capacity - _hitscan.CapacitorComponent.Charge < 0.01f)
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{
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return Outcome.Success;
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}
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// If we're not charging then just stop
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_lastFill = _hitscan.CapacitorComponent.Charge - _lastCharge;
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_lastCharge = _hitscan.CapacitorComponent.Charge;
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if (_lastFill == 0.0f)
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{
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return Outcome.Failed;
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}
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return Outcome.Continuing;
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}
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}
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}
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