* 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>
145 lines
5.0 KiB
C#
145 lines
5.0 KiB
C#
using System;
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using Content.Server.GameObjects.Components.Weapon.Ranged.Barrels;
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using Content.Shared.GameObjects.Components.Power;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Power.Chargers
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{
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public abstract class BaseCharger : Component
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{
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protected IEntity _heldItem;
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protected ContainerSlot _container;
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protected PowerDeviceComponent _powerDevice;
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public CellChargerStatus Status => _status;
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protected CellChargerStatus _status;
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protected AppearanceComponent _appearanceComponent;
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public abstract double CellChargePercent { get; }
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// Powered items have their own charge rates, this is just a way to have chargers with different rates as well
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public float TransferRatio => _transferRatio;
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[ViewVariables]
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protected float _transferRatio;
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public float TransferEfficiency => _transferEfficiency;
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[ViewVariables]
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protected float _transferEfficiency;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _transferRatio, "transfer_ratio", 0.1f);
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serializer.DataField(ref _transferEfficiency, "transfer_efficiency", 0.85f);
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}
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public override void Initialize()
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{
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base.Initialize();
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_powerDevice = Owner.GetComponent<PowerDeviceComponent>();
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if (_powerDevice == null)
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{
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var exc = new InvalidOperationException("Chargers requires a PowerDevice to function");
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Logger.FatalS("charger", exc.Message);
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throw exc;
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}
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_container =
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ContainerManagerComponent.Ensure<ContainerSlot>($"{Name}-powerCellContainer", Owner);
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_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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// Default state in the visualizer is OFF, so when this gets powered on during initialization it will generally show empty
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_powerDevice.OnPowerStateChanged += PowerUpdate;
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}
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/// <summary>
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/// This will remove the item directly into the user's hand / floor
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/// </summary>
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/// <param name="user"></param>
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public void RemoveItem(IEntity user)
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{
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var heldItem = _container.ContainedEntity;
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if (heldItem == null)
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{
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return;
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}
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_container.Remove(heldItem);
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if (user.TryGetComponent(out HandsComponent handsComponent))
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{
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handsComponent.PutInHandOrDrop(heldItem.GetComponent<ItemComponent>());
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}
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if (heldItem.TryGetComponent(out ServerBatteryBarrelComponent batteryBarrelComponent))
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{
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batteryBarrelComponent.UpdateAppearance();
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}
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UpdateStatus();
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}
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protected void PowerUpdate(object sender, PowerStateEventArgs eventArgs)
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{
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UpdateStatus();
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}
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protected abstract CellChargerStatus GetStatus();
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protected abstract void TransferPower(float frameTime);
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protected void UpdateStatus()
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{
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// Not called UpdateAppearance just because it messes with the load
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var status = GetStatus();
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if (_status == status)
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{
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return;
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}
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_status = status;
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switch (_status)
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{
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// Update load just in case
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case CellChargerStatus.Off:
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_powerDevice.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Off);
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break;
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case CellChargerStatus.Empty:
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_powerDevice.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Empty); ;
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break;
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case CellChargerStatus.Charging:
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charging);
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break;
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case CellChargerStatus.Charged:
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_powerDevice.Load = 0;
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_appearanceComponent?.SetData(CellVisual.Light, CellChargerStatus.Charged);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_appearanceComponent?.SetData(CellVisual.Occupied, _container.ContainedEntity != null);
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}
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public void OnUpdate(float frameTime)
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{
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if (_status == CellChargerStatus.Empty || _status == CellChargerStatus.Charged ||
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_container.ContainedEntity == null)
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{
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return;
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}
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TransferPower(frameTime);
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}
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}
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}
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