(mostly) ECS projectiles (#4317)
* (mostly) ECS projectiles * a * Actual queue
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@@ -1,17 +1,70 @@
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using Content.Server.Camera;
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using Content.Server.Projectiles.Components;
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using Content.Shared.Damage.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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namespace Content.Server.Projectiles
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{
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[UsedImplicitly]
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internal sealed class ProjectileSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (!args.OtherFixture.Hard || component.DamagedEntity)
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{
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return;
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}
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var coordinates = args.OtherFixture.Body.Owner.Transform.Coordinates;
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var playerFilter = Filter.Pvs(coordinates);
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if (args.OtherFixture.Body.Owner.TryGetComponent(out IDamageableComponent? damage) && component.SoundHitSpecies != null)
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{
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SoundSystem.Play(playerFilter, component.SoundHitSpecies, coordinates);
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}
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else if (component.SoundHit != null)
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{
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SoundSystem.Play(playerFilter, component.SoundHit, coordinates);
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}
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if (damage != null)
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{
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EntityManager.TryGetEntity(component.Shooter, out var shooter);
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foreach (var (damageType, amount) in component.Damages)
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{
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damage.ChangeDamage(damageType, amount, false, shooter);
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}
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component.DamagedEntity = true;
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}
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// Damaging it can delete it
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if (!args.OtherFixture.Body.Deleted && args.OtherFixture.Body.Owner.TryGetComponent(out CameraRecoilComponent? recoilComponent))
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{
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var direction = args.OurFixture.Body.LinearVelocity.Normalized;
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recoilComponent.Kick(direction);
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}
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if (component.DeleteOnCollide)
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EntityManager.QueueDeleteEntity(uid);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var component in ComponentManager.EntityQuery<ProjectileComponent>(true))
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foreach (var component in ComponentManager.EntityQuery<ProjectileComponent>())
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{
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component.TimeLeft -= frameTime;
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