Aetheria/Assets/Scripts/ServerShared/Behaviors/Weapon.cs
Reinier Vens dbc522a224 Weapos Rejiggered
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
2021-01-31 03:52:32 +00:00

129 lines
4.3 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[Union(0, typeof(InstantWeaponData)),
Union(1, typeof(LauncherData)),
Union(2, typeof(ConstantWeaponData)),
Union(3, typeof(ChargedWeaponData)),
RuntimeInspectable]
public abstract class WeaponData : BehaviorData
{
[InspectableField, JsonProperty("damageType"), Key(1), RuntimeInspectable]
public DamageType DamageType;
[InspectableField, JsonProperty("damage"), Key(2), RuntimeInspectable]
public PerformanceStat Damage = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
public PerformanceStat Penetration = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("damageSpread"), Key(4)]
public PerformanceStat DamageSpread = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(5), RuntimeInspectable]
public PerformanceStat Range = new PerformanceStat();
[InspectablePrefab, JsonProperty("effect"), Key(6)]
public string EffectPrefab;
[InspectablePrefab, JsonProperty("energy"), Key(7), RuntimeInspectable]
public PerformanceStat Energy = new PerformanceStat();
[InspectablePrefab, JsonProperty("heat"), Key(8), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab, JsonProperty("visibility"), Key(9), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("ammo"), Key(10), RuntimeInspectable]
public Guid AmmoType;
[InspectablePrefab, JsonProperty("magSize"), Key(11)]
public int MagazineSize;
[InspectablePrefab, JsonProperty("reloadTime"), Key(12)]
public float ReloadTime = 1;
[InspectablePrefab, JsonProperty("spread"), Key(13)]
public PerformanceStat Spread = new PerformanceStat();
[InspectableField, JsonProperty("velocity"), Key(14)]
public PerformanceStat Velocity = new PerformanceStat();
}
public abstract class Weapon : IActivatedBehavior
{
private WeaponData _data;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public abstract int Ammo { get; }
public WeaponData WeaponData => _data;
public BehaviorData Data => _data;
public float Damage { get; protected set; }
public float Penetration { get; protected set; }
public float DamageSpread { get; protected set; }
public float Range { get; protected set; }
public float Energy { get; protected set; }
public float Heat { get; protected set; }
public float Visibility { get; protected set; }
public float Spread { get; protected set; }
public float Velocity { get; protected set; }
protected bool _firing;
public bool Firing
{
get => _firing;
}
public Weapon(ItemManager context, WeaponData data, Entity entity, EquippedItem item)
{
Context = context;
Entity = entity;
Item = item;
_data = data;
}
public virtual void ResetEvents(){}
protected virtual void UpdateStats()
{
Damage = Context.Evaluate(_data.Damage, Item.EquippableItem, Entity);
Penetration = Context.Evaluate(_data.Penetration, Item.EquippableItem, Entity);
DamageSpread = Context.Evaluate(_data.DamageSpread, Item.EquippableItem, Entity);
Range = Context.Evaluate(_data.Range, Item.EquippableItem, Entity);
Energy = Context.Evaluate(_data.Energy, Item.EquippableItem, Entity);
Heat = Context.Evaluate(_data.Heat, Item.EquippableItem, Entity);
Visibility = Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
Spread = Context.Evaluate(_data.Spread, Item.EquippableItem, Entity);
Velocity = Context.Evaluate(_data.Velocity, Item.EquippableItem, Entity);
}
public virtual bool Execute(float delta)
{
UpdateStats();
return true;
}
public virtual void Activate()
{
_firing = true;
}
public virtual void Deactivate()
{
_firing = false;
}
}