Weapons are now monolithic behaviors Various new weapon behavior types implemented All weapons have optional magazine and reload mechanic Visibility now decays globally
92 lines
2.8 KiB
C#
92 lines
2.8 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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[Union(0, typeof(ProjectileWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ConstantWeaponData)), RuntimeInspectable]
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public abstract class WeaponData : BehaviorData
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{
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[InspectableField, JsonProperty("damageType"), Key(1), RuntimeInspectable]
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public DamageType DamageType;
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[InspectableField, JsonProperty("damage"), Key(2), RuntimeInspectable]
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public PerformanceStat Damage = new PerformanceStat();
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[RangedFloatInspectable(0,1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
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public PerformanceStat Penetration = new PerformanceStat();
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[RangedFloatInspectable(0,1), JsonProperty("damageSpread"), Key(4)]
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public PerformanceStat DamageSpread = new PerformanceStat();
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[InspectableField, JsonProperty("range"), Key(5), RuntimeInspectable]
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public PerformanceStat Range = new PerformanceStat();
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[InspectablePrefab, JsonProperty("effect"), Key(6)]
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public string EffectPrefab;
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[InspectablePrefab, JsonProperty("energy"), Key(7), RuntimeInspectable]
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public PerformanceStat Energy = new PerformanceStat();
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[InspectablePrefab, JsonProperty("heat"), Key(8), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[InspectablePrefab, JsonProperty("visibility"), Key(9), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("ammo"), Key(10), RuntimeInspectable]
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public Guid AmmoType;
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[InspectablePrefab, JsonProperty("magSize"), Key(11)]
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public int MagazineSize;
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[InspectablePrefab, JsonProperty("reloadTime"), Key(12)]
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public float ReloadTime = 1;
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}
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public abstract class Weapon : IActivatedBehavior
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{
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private WeaponData _data;
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public abstract int Ammo { get; }
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public WeaponData WeaponData => _data;
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public BehaviorData Data => _data;
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protected bool _firing;
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public bool Firing
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{
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get => _firing;
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}
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public Weapon(ItemManager context, WeaponData data, Entity entity, EquippedItem item)
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{
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Context = context;
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Entity = entity;
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Item = item;
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_data = data;
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}
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public abstract bool Execute(float delta);
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public virtual void Activate()
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{
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_firing = true;
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}
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public virtual void Deactivate()
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{
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_firing = false;
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}
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}
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