mirror of
https://github.com/HbmMods/Hbm-s-Nuclear-Tech-GIT.git
synced 2026-01-25 10:32:49 +00:00
124 lines
4.6 KiB
Java
124 lines
4.6 KiB
Java
package com.hbm.handler;
|
|
|
|
import java.util.ArrayList;
|
|
import java.util.HashMap;
|
|
import java.util.List;
|
|
import java.util.function.Consumer;
|
|
|
|
import com.hbm.lib.HbmCollection.EnumGunManufacturer;
|
|
import com.hbm.render.anim.BusAnimation;
|
|
import com.hbm.render.anim.HbmAnimations.AnimType;
|
|
import com.hbm.render.util.RenderScreenOverlay.Crosshair;
|
|
|
|
import net.minecraft.util.ResourceLocation;
|
|
|
|
public class GunConfiguration implements Cloneable {
|
|
|
|
/**
|
|
* alt function restrictions:
|
|
* alt can not be reloaded (reload type of 0, ammo cap of 0)
|
|
* alt cooldown and main cooldown are shared (alt cooldown will almoast always be greater or equal)
|
|
* alt is always the lower priority, mouse2 will be canceled then mouse1 is activated at the same time
|
|
* restrictions must be applied in gun's logic, mechanism may be dysfunctional if these rules are ignored
|
|
*/
|
|
|
|
//amount of ticks between each bullet
|
|
public int rateOfFire;
|
|
//amount of bullets fired per delay passed
|
|
public int roundsPerCycle;
|
|
/** Amount of rounds per burst, irrelevant if not a burst fire weapon**/
|
|
public int roundsPerBurst;
|
|
//0 = normal, 1 = release, 2 = both
|
|
public int gunMode;
|
|
//0 = manual, 1 = automatic
|
|
public int firingMode;
|
|
//weapon won't fire after weapon breaks (main only)
|
|
public int durability;
|
|
|
|
//animations!
|
|
public HashMap<AnimType, BusAnimation> animations = new HashMap<AnimType, BusAnimation>();
|
|
//lazy-ish loading for animations, required for loading animations from ResourceManager, since that occurs after we've initialised the guns
|
|
public Consumer<Void> loadAnimations;
|
|
public boolean animationsLoaded = false;
|
|
//when sneaking, disables crosshair and centers the bullet spawn point
|
|
public boolean hasSights;
|
|
//texture overlay when sneaking
|
|
public ResourceLocation scopeTexture;
|
|
//whether the FOV multiplier should be absolute or multiplicative to other modifiers, multiplicative mode is experimental!
|
|
public boolean absoluteFOV = true;
|
|
//the target FOV/multiplied FOV modifier when sneaking
|
|
public float zoomFOV = 0.0F;
|
|
|
|
//how long the reload animation will play
|
|
//MUST BE GREATER THAN ZERO ! ! !
|
|
public int reloadDuration;
|
|
//duration of every animation cycle, used also for how quickly a burst fire rifle can fire
|
|
public int firingDuration;
|
|
//sound path to the reload sound
|
|
public String reloadSound = "";
|
|
//sound path to the shooting sound
|
|
public String firingSound = "";
|
|
public float firingVolume = 1.0F;
|
|
public float firingPitch = 1.0F;
|
|
//whether the reload sound should be played at the beginning or at the end of the reload
|
|
public boolean reloadSoundEnd = true;
|
|
public String equipSound = "";
|
|
|
|
//how much ammo the clip can hold, 0 if drawn from inventory
|
|
public int ammoCap;
|
|
//0 does not allow direct reload, 1 is full clip, 2 is single bullet
|
|
public int reloadType;
|
|
//whether or not the infinity enchantment should work
|
|
public boolean allowsInfinity;
|
|
//whether the ammo count should be displayed
|
|
public boolean showAmmo = true;
|
|
|
|
//for electrically powered weapons:
|
|
//the Maximum capacity of the gun
|
|
public long maxCharge;
|
|
//the rate at which the gun is charged
|
|
public long chargeRate;
|
|
//how much energy is discharged per shot
|
|
public long dischargePerShot;
|
|
|
|
public String name = "";
|
|
public EnumGunManufacturer manufacturer = EnumGunManufacturer.NONE;
|
|
public List<String> comment = new ArrayList<String>();
|
|
|
|
//bullet configs for main and alt fire
|
|
public List<Integer> config = new ArrayList<Integer>();
|
|
|
|
//crosshair
|
|
public Crosshair crosshair;
|
|
|
|
//casing eject behavior
|
|
public CasingEjector ejector = null;
|
|
|
|
public static final int MODE_NORMAL = 0;
|
|
public static final int MODE_RELEASE = 1;
|
|
public static final int MODE_BOTH = 1;
|
|
|
|
public static final int FIRE_MANUAL = 0;
|
|
public static final int FIRE_AUTO = 1;
|
|
public static final int FIRE_BURST = 2;
|
|
|
|
public static final int RELOAD_NONE = 0;
|
|
public static final int RELOAD_FULL = 1;
|
|
public static final int RELOAD_SINGLE = 2;
|
|
|
|
public static final String RSOUND_REVOLVER = "hbm:weapon.revolverReload";
|
|
public static final String RSOUND_RIFLE = "";
|
|
public static final String RSOUND_MAG = "hbm:weapon.magReload";
|
|
public static final String RSOUND_SHOTGUN = "hbm:weapon.shotgunReload";
|
|
public static final String RSOUND_LAUNCHER = "hbm:weapon.rpgReload";
|
|
public static final String RSOUND_GRENADE = "hbm:weapon.hkReload";
|
|
public static final String RSOUND_GRENADE_NEW = "hbm:weapon.glReload";
|
|
public static final String RSOUND_FATMAN = "hbm:weapon.fatmanReload";
|
|
|
|
public GunConfiguration silenced() {
|
|
this.firingSound = "hbm:weapon.silencerShoot";
|
|
return this;
|
|
}
|
|
|
|
}
|