using System.Collections.Generic; using Content.Server.GameObjects.Components.Mobs; using Content.Shared.Damage; using Content.Shared.GameObjects.Components.Damage; using Content.Shared.GameObjects.Components.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; namespace Content.Server.GameObjects.Components.Projectiles { [RegisterComponent] public class ProjectileComponent : SharedProjectileComponent, IStartCollide { protected override EntityUid Shooter => _shooter; private EntityUid _shooter = EntityUid.Invalid; [DataField("damages")] private Dictionary _damages = new(); [ViewVariables] public Dictionary Damages { get => _damages; set => _damages = value; } [DataField("deleteOnCollide")] public bool DeleteOnCollide { get; } = true; // Get that juicy FPS hit sound [DataField("soundHit")] private string? _soundHit = default; [DataField("soundHitSpecies")] private string? _soundHitSpecies = default; private bool _damagedEntity; public float TimeLeft { get; set; } = 10; /// /// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves /// /// public void IgnoreEntity(IEntity shooter) { _shooter = shooter.Uid; Dirty(); } /// /// Applies the damage when our projectile collides with its victim /// 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.Delete(); } public override ComponentState GetComponentState(ICommonSession player) { return new ProjectileComponentState(NetID!.Value, _shooter, IgnoreShooter); } } }