using System.Collections.Generic;
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.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.Components
{
[RegisterComponent]
class ThrownItemComponent : ProjectileComponent, ICollideBehavior
{
#pragma warning disable 649
[Dependency] private readonly IEntitySystemManager _entitySystemManager;
#pragma warning restore 649
public override string Name => "ThrownItem";
///
/// User who threw the item.
///
public IEntity User;
void ICollideBehavior.CollideWith(List 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 CollidableComponent body) && body.PhysicsShapes.Count >= 1)
{
body.PhysicsShapes[0].CollisionMask &= (int)~CollisionGroup.Mob;
body.IsScrapingFloor = true;
// KYS, your job is finished. Trigger ILand as well.
Owner.RemoveComponent();
_entitySystemManager.GetEntitySystem().LandInteraction(User, Owner, Owner.Transform.GridPosition);
}
}
}
}