Wall slams - Damage on high velocity impact. (#1600)

* Wallslammed!

* Removes debug logging

* Buff damage to 5 by default
This commit is contained in:
Víctor Aguilera Puerto
2020-08-07 16:22:32 +02:00
committed by GitHub
parent 8a66bf0284
commit 079937a9fe
9 changed files with 85 additions and 14 deletions

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@@ -151,6 +151,7 @@
"Flippable", "Flippable",
"Airtight", "Airtight",
"MovedByPressure", "MovedByPressure",
"DamageOnHighSpeedImpact",
}; };
} }
} }

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@@ -49,10 +49,7 @@ namespace Content.Server.Atmos.Reactions
mixture.SetMoles(Gas.Phoron, mixture.GetMoles(Gas.Phoron) - phoronBurnRate); mixture.SetMoles(Gas.Phoron, mixture.GetMoles(Gas.Phoron) - phoronBurnRate);
mixture.SetMoles(Gas.Oxygen, mixture.GetMoles(Gas.Oxygen) - (phoronBurnRate * oxygenBurnRate)); mixture.SetMoles(Gas.Oxygen, mixture.GetMoles(Gas.Oxygen) - (phoronBurnRate * oxygenBurnRate));
if(superSaturation) mixture.AdjustMoles(superSaturation ? Gas.Tritium : Gas.CarbonDioxide, phoronBurnRate);
mixture.AdjustMoles(Gas.Tritium, phoronBurnRate);
else
mixture.AdjustMoles(Gas.CarbonDioxide, phoronBurnRate);
energyReleased += Atmospherics.FirePhoronEnergyReleased * (phoronBurnRate); energyReleased += Atmospherics.FirePhoronEnergyReleased * (phoronBurnRate);

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@@ -13,6 +13,7 @@ using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Timing; using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
@@ -323,7 +324,7 @@ namespace Content.Server.GameObjects.Components.Atmos
switch (_state) switch (_state)
{ {
case ProcessState.TileEqualize: case ProcessState.TileEqualize:
if(ProcessTileEqualize()) ProcessTileEqualize();
_state = ProcessState.ActiveTiles; _state = ProcessState.ActiveTiles;
return; return;
case ProcessState.ActiveTiles: case ProcessState.ActiveTiles:
@@ -335,7 +336,7 @@ namespace Content.Server.GameObjects.Components.Atmos
_state = ProcessState.HighPressureDelta; _state = ProcessState.HighPressureDelta;
return; return;
case ProcessState.HighPressureDelta: case ProcessState.HighPressureDelta:
if(ProcessHighPressureDelta()) ProcessHighPressureDelta();
_state = ProcessState.Hotspots; _state = ProcessState.Hotspots;
break; break;
case ProcessState.Hotspots: case ProcessState.Hotspots:
@@ -347,7 +348,7 @@ namespace Content.Server.GameObjects.Components.Atmos
UpdateCounter++; UpdateCounter++;
} }
public bool ProcessTileEqualize() public void ProcessTileEqualize()
{ {
_stopwatch.Restart(); _stopwatch.Restart();
@@ -360,10 +361,10 @@ namespace Content.Server.GameObjects.Components.Atmos
number = 0; number = 0;
// Process the rest next time. // Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds) if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
return false; return;
} }
return true; return;
} }
public bool ProcessActiveTiles() public bool ProcessActiveTiles()
@@ -411,7 +412,7 @@ namespace Content.Server.GameObjects.Components.Atmos
return true; return true;
} }
public bool ProcessHighPressureDelta() public void ProcessHighPressureDelta()
{ {
_stopwatch.Restart(); _stopwatch.Restart();
@@ -427,10 +428,10 @@ namespace Content.Server.GameObjects.Components.Atmos
number = 0; number = 0;
// Process the rest next time. // Process the rest next time.
if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds) if (_stopwatch.Elapsed.TotalMilliseconds >= LagCheckMaxMilliseconds)
return false; return;
} }
return true; return;
} }
private bool ProcessHotspots() private bool ProcessHotspots()

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@@ -0,0 +1,67 @@
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.Interfaces.GameObjects;
using Content.Shared.Audio;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Damage
{
[RegisterComponent]
public class DamageOnHighSpeedImpactComponent : Component, ICollideBehavior
{
[Dependency] private IRobustRandom _robustRandom = default!;
public override string Name => "DamageOnHighSpeedImpact";
public DamageType Damage { get; set; } = DamageType.Brute;
public float MinimumSpeed { get; set; } = 20f;
public int BaseDamage { get; set; } = 5;
public float Factor { get; set; } = 0.75f;
public string SoundHit { get; set; } = "";
public float StunChance { get; set; } = 0.25f;
public int StunMinimumDamage { get; set; } = 10;
public float StunSeconds { get; set; }
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => Damage, "damage", DamageType.Brute);
serializer.DataField(this, x => MinimumSpeed, "minimumSpeed", 20f);
serializer.DataField(this, x => BaseDamage, "baseDamage", 5);
serializer.DataField(this, x => Factor, "factor", 1f);
serializer.DataField(this, x => SoundHit, "soundHit", "");
serializer.DataField(this, x => StunChance, "stunChance", 0.25f);
serializer.DataField(this, x => StunSeconds, "stunSeconds", 1f);
serializer.DataField(this, x => StunMinimumDamage, "stunMinimumDamage", 10);
}
public void CollideWith(IEntity collidedWith)
{
if (!Owner.TryGetComponent(out ICollidableComponent collidable) || !Owner.TryGetComponent(out DamageableComponent damageable)) return;
var speed = collidable.LinearVelocity.Length;
if (speed < MinimumSpeed) return;
var damage = (int) (BaseDamage * (speed / MinimumSpeed) * Factor);
if(!string.IsNullOrEmpty(SoundHit))
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, collidedWith, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance))
stun.Stun(StunSeconds);
damageable.TakeDamage(Damage, damage, collidedWith, Owner);
}
}
}

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@@ -18,6 +18,8 @@
state: generic_door state: generic_door
- type: Clickable - type: Clickable
- type: MovedByPressure - type: MovedByPressure
- type: DamageOnHighSpeedImpact
soundHit: /Audio/Effects/bang.ogg
- type: InteractionOutline - type: InteractionOutline
- type: Collidable - type: Collidable
shapes: shapes:

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@@ -12,6 +12,8 @@
- type: Hands - type: Hands
- type: MovementSpeedModifier - type: MovementSpeedModifier
- type: MovedByPressure - type: MovedByPressure
- type: DamageOnHighSpeedImpact
soundHit: /Audio/Effects/hit_kick.ogg
- type: Hunger - type: Hunger
- type: Thirst - type: Thirst
# Organs # Organs

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@@ -8,6 +8,7 @@
- type: Clickable - type: Clickable
- type: InteractionOutline - type: InteractionOutline
- type: MovedByPressure - type: MovedByPressure
- type: DamageOnHighSpeedImpact
- type: Collidable - type: Collidable
shapes: shapes:
- !type:PhysShapeAabb - !type:PhysShapeAabb