Aetheria/Assets/Scripts/ServerShared/Scenarios/WeaponFeel.cs

38 lines
1.9 KiB
C#

using static CultMath.math;
using static ItemRotation;
public sealed class WeaponFeel : Scenario
{
public override string Name => "Weapon Feel";
public override string Brief => "The Smoke Test Hull with a Charged Scatter Blaster, an Autocannon and a Cell Blaster burst weapon; a bare Longinus dead ahead. " +
"Verify: Charged Scatter Blaster and Autocannon fire with effects, particles and action-bar icons; the burst weapon's " +
"cadence is as before; a fast release-and-press on the Charged Scatter Blaster starts no second charge.";
public override uint Seed => 107;
public override bool Ambient => false;
// The one target, ahead of the nose: inside every forward mount's arc.
public static readonly CultMath.float2 Target = float2(0, 400);
public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(DemoTerminus.Cast);
public override void Stage(ScenarioStage stage)
{
var shooter = stage.Fit("Smoke Test Hull",
("Cockpit 2x2", int2(4, 6), None),
("Large Drive", int2(3, 0), Reversed),
("Large Drive", int2(5, 0), Reversed),
("Rugged Drive", int2(4, 14), CounterClockwise),
("Rugged Drive", int2(5, 14), Clockwise),
("Compact Reactor", int2(4, 4), None),
("ChargeBlast SG", int2(3, 17), None), // Charged Scatter Blaster
("🫳🔫", int2(5, 17), None), // Autocannon
("FastBlast+-", int2(3, 8), None), // Cell Blaster
("Radiator", int2(4, 2), CounterClockwise),
("Radiator", int2(5, 2), Clockwise),
("not if i see you first", int2(5, 10), None), // Compact Sensor
("Panopticon Prime", int2(3, 6), Clockwise)); // Fire Control Array
stage.Player(shooter, float2(0, 0), facing: float2(0, 1));
stage.Place(stage.Bare("Longinus"), Target);
}
}