Explosion refactor TEST MERG (#6995)
* Explosions * fix yaml typo and prevent silly UI inputs * oop Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
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@@ -1,40 +1,8 @@
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using Content.Server.Throwing;
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using Content.Shared.Acts;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Server.Explosion.Components
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namespace Content.Server.Explosion.Components;
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// TODO EXPLOSION make this a tag? or just get rid of it and launch all unanchored physics entities?
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[RegisterComponent]
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public sealed class ExplosionLaunchedComponent : Component
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{
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[RegisterComponent]
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public sealed class ExplosionLaunchedComponent : Component, IExAct
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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if (_entMan.Deleted(Owner))
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return;
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var sourceLocation = eventArgs.Source;
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var targetLocation = _entMan.GetComponent<TransformComponent>(eventArgs.Target).Coordinates;
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if (sourceLocation.Equals(targetLocation)) return;
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var offset = (targetLocation.ToMapPos(_entMan) - sourceLocation.ToMapPos(_entMan));
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//Don't throw if the direction is center (0,0)
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if (offset == Vector2.Zero) return;
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var direction = offset.Normalized;
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var throwForce = eventArgs.Severity switch
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{
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ExplosionSeverity.Heavy => 30,
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ExplosionSeverity.Light => 20,
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_ => 0,
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};
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Owner.TryThrow(direction, throwForce);
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}
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}
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}
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