Thrown Item Physics (#120)

* Thrown object speed is now based on force.
Fixed BoundingBox namespace.

* 100% more throwing.
CollisionGroup enum.

* Update Engine.
This commit is contained in:
Acruid
2018-10-30 01:13:10 -07:00
committed by Pieter-Jan Briers
parent fc7493e149
commit d186f18c20
8 changed files with 119 additions and 33 deletions

View File

@@ -0,0 +1,36 @@
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Shared.Physics;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.GameObjects.Components;
namespace Content.Server.GameObjects.Components
{
class ThrownItemComponent : ProjectileComponent, ICollideBehavior
{
public override string Name => "ThrownItem";
void ICollideBehavior.CollideWith(List<IEntity> collidedwith)
{
foreach (var entity in collidedwith)
{
if (entity.TryGetComponent(out DamageableComponent damage))
{
damage.TakeDamage(DamageType.Brute, 10);
}
}
// 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.
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (collidedwith.Count > 0 && Owner.TryGetComponent(out ICollidableComponent body))
{
body.CollisionMask &= (int) ~CollisionGroup.Mob;
// KYS, your job is finished.
Owner.RemoveComponent<ThrownItemComponent>();
}
}
}
}