Allow PKA to gather (#16250)

This commit is contained in:
metalgearsloth
2023-05-11 23:19:08 +10:00
committed by GitHub
parent eea9a216b3
commit 5daa1e7dec
5 changed files with 61 additions and 12 deletions

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@@ -0,0 +1,10 @@
namespace Content.Server.Gatherable.Components;
/// <summary>
/// Destroys a gatherable entity when colliding with it.
/// </summary>
[RegisterComponent]
public sealed class GatheringProjectileComponent : Component
{
}

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@@ -0,0 +1,28 @@
using Content.Server.Gatherable.Components;
using Content.Server.Projectiles;
using Content.Shared.Projectiles;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Physics.Events;
namespace Content.Server.Gatherable;
public sealed partial class GatherableSystem
{
private void InitializeProjectile()
{
SubscribeLocalEvent<GatheringProjectileComponent, StartCollideEvent>(OnProjectileCollide);
}
private void OnProjectileCollide(EntityUid uid, GatheringProjectileComponent component, ref StartCollideEvent args)
{
if (!args.OtherFixture.Hard ||
args.OurFixture.ID != SharedProjectileSystem.ProjectileFixture ||
!TryComp<GatherableComponent>(args.OtherEntity, out var gatherable))
{
return;
}
Gather(args.OtherEntity, uid, gatherable);
QueueDel(uid);
}
}

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@@ -5,18 +5,20 @@ using Content.Shared.EntityList;
using Content.Shared.Gatherable; using Content.Shared.Gatherable;
using Content.Shared.Interaction; using Content.Shared.Interaction;
using Content.Shared.Tag; using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
namespace Content.Server.Gatherable; namespace Content.Server.Gatherable;
public sealed class GatherableSystem : EntitySystem public sealed partial class GatherableSystem : EntitySystem
{ {
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly DestructibleSystem _destructible = default!; [Dependency] private readonly DestructibleSystem _destructible = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!; [Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tagSystem = default!; [Dependency] private readonly TagSystem _tagSystem = default!;
public override void Initialize() public override void Initialize()
@@ -25,6 +27,7 @@ public sealed class GatherableSystem : EntitySystem
SubscribeLocalEvent<GatherableComponent, InteractUsingEvent>(OnInteractUsing); SubscribeLocalEvent<GatherableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<GatherableComponent, GatherableDoAfterEvent>(OnDoAfter); SubscribeLocalEvent<GatherableComponent, GatherableDoAfterEvent>(OnDoAfter);
InitializeProjectile();
} }
private void OnInteractUsing(EntityUid uid, GatherableComponent component, InteractUsingEvent args) private void OnInteractUsing(EntityUid uid, GatherableComponent component, InteractUsingEvent args)
@@ -53,36 +56,44 @@ public sealed class GatherableSystem : EntitySystem
private void OnDoAfter(EntityUid uid, GatherableComponent component, GatherableDoAfterEvent args) private void OnDoAfter(EntityUid uid, GatherableComponent component, GatherableDoAfterEvent args)
{ {
if(!TryComp<GatheringToolComponent>(args.Args.Used, out var tool) || args.Args.Target == null) if(!TryComp<GatheringToolComponent>(args.Args.Used, out var tool))
return; return;
tool.GatheringEntities.Remove(args.Args.Target.Value); tool.GatheringEntities.Remove(uid);
if (args.Handled || args.Cancelled) if (args.Handled || args.Cancelled)
return; return;
Gather(uid, args.Args.Used, component, tool.GatheringSound);
args.Handled = true;
}
public void Gather(EntityUid gatheredUid, EntityUid? gatherer = null, GatherableComponent? component = null, SoundSpecifier? sound = null)
{
if (!Resolve(gatheredUid, ref component))
return;
// Complete the gathering process // Complete the gathering process
_destructible.DestroyEntity(args.Args.Target.Value); _destructible.DestroyEntity(gatheredUid);
_audio.PlayPvs(tool.GatheringSound, args.Args.Target.Value); _audio.PlayPvs(sound, gatheredUid);
// Spawn the loot! // Spawn the loot!
if (component.MappedLoot == null) if (component.MappedLoot == null)
return; return;
var playerPos = Transform(args.Args.User).MapPosition; var pos = Transform(gatheredUid).MapPosition;
foreach (var (tag, table) in component.MappedLoot) foreach (var (tag, table) in component.MappedLoot)
{ {
if (tag != "All") if (tag != "All")
{ {
if (!_tagSystem.HasTag(tool.Owner, tag)) if (gatherer != null && !_tagSystem.HasTag(gatherer.Value, tag))
continue; continue;
} }
var getLoot = _prototypeManager.Index<EntityLootTablePrototype>(table); var getLoot = _prototypeManager.Index<EntityLootTablePrototype>(table);
var spawnLoot = getLoot.GetSpawns(); var spawnLoot = getLoot.GetSpawns();
var spawnPos = playerPos.Offset(_random.NextVector2(0.3f)); var spawnPos = pos.Offset(_random.NextVector2(0.3f));
Spawn(spawnLoot[0], spawnPos); Spawn(spawnLoot[0], spawnPos);
} }
args.Handled = true;
} }
} }

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@@ -9,7 +9,7 @@ public abstract class SharedDestructibleSystem : EntitySystem
{ {
var eventArgs = new DestructionEventArgs(); var eventArgs = new DestructionEventArgs();
RaiseLocalEvent(owner, eventArgs, false); RaiseLocalEvent(owner, eventArgs);
QueueDel(owner); QueueDel(owner);
} }
@@ -19,7 +19,7 @@ public abstract class SharedDestructibleSystem : EntitySystem
public void BreakEntity(EntityUid owner) public void BreakEntity(EntityUid owner)
{ {
var eventArgs = new BreakageEventArgs(); var eventArgs = new BreakageEventArgs();
RaiseLocalEvent(owner, eventArgs, false); RaiseLocalEvent(owner, eventArgs);
} }
} }

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@@ -294,12 +294,12 @@
description: Not too bad, but you still don't want to get hit by it. description: Not too bad, but you still don't want to get hit by it.
components: components:
- type: Sprite - type: Sprite
netsync: false
noRot: false noRot: false
sprite: Objects/Weapons/Guns/Projectiles/magic.rsi sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
layers: layers:
- state: chronobolt - state: chronobolt
shader: unshaded shader: unshaded
- type: GatheringProjectile
- type: Projectile - type: Projectile
impactEffect: BulletImpactEffectKinetic impactEffect: BulletImpactEffectKinetic
damage: damage: