(mostly) ECS projectiles (#4317)

* (mostly) ECS projectiles

* a

* Actual queue
This commit is contained in:
metalgearsloth
2021-07-21 22:19:50 +10:00
committed by GitHub
parent 590a6ce969
commit d34f1d4b54
2 changed files with 58 additions and 59 deletions

View File

@@ -1,13 +1,7 @@
using System.Collections.Generic;
using Content.Server.Camera;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Projectiles;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
@@ -16,9 +10,8 @@ namespace Content.Server.Projectiles.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedProjectileComponent))]
public class ProjectileComponent : SharedProjectileComponent, IStartCollide
public class ProjectileComponent : SharedProjectileComponent
{
[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
[ViewVariables]
@@ -32,12 +25,10 @@ namespace Content.Server.Projectiles.Components
public bool DeleteOnCollide { get; } = true;
// Get that juicy FPS hit sound
[DataField("soundHit")]
private string? _soundHit = default;
[DataField("soundHitSpecies")]
private string? _soundHitSpecies = default;
[DataField("soundHit")] public string? SoundHit = default;
[DataField("soundHitSpecies")] public string? SoundHitSpecies = default;
private bool _damagedEntity;
public bool DamagedEntity;
public float TimeLeft { get; set; } = 10;
@@ -51,51 +42,6 @@ namespace Content.Server.Projectiles.Components
Dirty();
}
/// <summary>
/// Applies the damage when our projectile collides with its victim
/// </summary>
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
// This is so entities that shouldn't get a collision are ignored.
if (!otherFixture.Hard || _damagedEntity)
{
return;
}
var coordinates = otherFixture.Body.Owner.Transform.Coordinates;
var playerFilter = Filter.Pvs(coordinates);
if (otherFixture.Body.Owner.TryGetComponent(out IDamageableComponent? damage) && _soundHitSpecies != null)
{
SoundSystem.Play(playerFilter, _soundHitSpecies, coordinates);
}
else if (_soundHit != null)
{
SoundSystem.Play(playerFilter, _soundHit, coordinates);
}
if (damage != null)
{
Owner.EntityManager.TryGetEntity(Shooter, out var shooter);
foreach (var (damageType, amount) in _damages)
{
damage.ChangeDamage(damageType, amount, false, shooter);
}
_damagedEntity = true;
}
// Damaging it can delete it
if (!otherFixture.Body.Deleted && otherFixture.Body.Owner.TryGetComponent(out CameraRecoilComponent? recoilComponent))
{
var direction = ourFixture.Body.LinearVelocity.Normalized;
recoilComponent.Kick(direction);
}
if(DeleteOnCollide)
Owner.QueueDelete();
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new ProjectileComponentState(Shooter, IgnoreShooter);