(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

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