Explosion now throws affected entities, fixes probability/severi… (#732)
* throwforce and probability fixes for explosions Applies force to all affected by explosion entities with ItemComponent Fixes probability issues with explosion related callbacks * dependency fix, throw helper * delete TODO Co-authored-by: gituhabu <48828502+gituhabu@users.noreply.github.com>
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@@ -1,5 +1,9 @@
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using Content.Server.GameObjects.EntitySystems;
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using System;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Destructible;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Throw;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.Physics;
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@@ -7,12 +11,15 @@ using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -20,7 +27,7 @@ namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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[ComponentReference(typeof(StoreableComponent))]
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public class ItemComponent : StoreableComponent, IAttackHand
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public class ItemComponent : StoreableComponent, IAttackHand, IExAct
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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@@ -28,6 +35,7 @@ namespace Content.Server.GameObjects
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#pragma warning disable 649
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[Dependency] private readonly IRobustRandom _robustRandom;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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private string _equippedPrefix;
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@@ -139,5 +147,29 @@ namespace Content.Server.GameObjects
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return (_robustRandom.NextFloat() * size) - size / 2;
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}
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}
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public void OnExplosion(ExplosionEventArgs eventArgs)
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{
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var sourceLocation = eventArgs.Source;
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var targetLocation = eventArgs.Target.Transform.GridPosition;
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var dirVec = (targetLocation.ToMapPos(_mapManager) - sourceLocation.ToMapPos(_mapManager)).Normalized;
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var throwForce = 1.0f;
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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throwForce = 3.0f;
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break;
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case ExplosionSeverity.Heavy:
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throwForce = 2.0f;
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break;
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case ExplosionSeverity.Light:
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throwForce = 1.0f;
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break;
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}
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ThrowHelper.Throw(Owner, throwForce, targetLocation, sourceLocation, true);
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}
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}
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}
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