Fix throwing.

This commit is contained in:
Pieter-Jan Briers
2020-07-02 23:24:27 +02:00
parent 610ab8bf50
commit bc24a852f9
10 changed files with 149 additions and 90 deletions

View File

@@ -1,26 +1,27 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
{
#pragma warning disable 649
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
#pragma warning restore 649
public const float DefaultThrowTime = 0.25f;
private bool _shouldCollide = true;
public override string Name => "ThrownItem";
public override uint? NetID => ContentNetIDs.THROWN_ITEM;
/// <summary>
/// User who threw the item.
@@ -34,6 +35,7 @@ namespace Content.Server.GameObjects.Components
{
damage.TakeDamage(DamageType.Brute, 10, Owner, User);
}
// Stop colliding with mobs, this mimics not having enough velocity to do damage
// after impacting the first object.
// For realism this should actually be changed when the velocity of the object is less than a threshold.
@@ -44,20 +46,56 @@ namespace Content.Server.GameObjects.Components
}
}
public void PostCollide(int collideCount)
private void StopThrow()
{
if (collideCount > 0 && Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
if (Owner.TryGetComponent(out CollidableComponent body) && body.PhysicsShapes.Count >= 1)
{
body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.MobImpassable;
body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
// KYS, your job is finished. Trigger ILand as well.
var physics = Owner.GetComponent<PhysicsComponent>();
(physics.Controller as ThrowController).StopThrow();
physics.RemoveController();
physics.LinearVelocity = Vector2.Zero;
physics.Status = BodyStatus.OnGround;
body.Status = BodyStatus.OnGround;
Owner.RemoveComponent<ThrownItemComponent>();
_entitySystemManager.GetEntitySystem<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.GridPosition);
EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.GridPosition);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (collideCount > 0)
{
StopThrow();
}
}
public void StartThrow(Vector2 initialImpulse)
{
var comp = Owner.GetComponent<PhysicsComponent>();
comp.Status = BodyStatus.InAir;
comp.Momentum = initialImpulse;
StartStopTimer();
}
private void StartStopTimer()
{
Timer.Spawn((int) (DefaultThrowTime * 1000), MaybeStopThrow);
}
private void MaybeStopThrow()
{
if (Deleted)
{
return;
}
if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.GridPosition))
{
StartStopTimer();
return;
}
StopThrow();
}
}
}