using System;
using Content.Shared.GameObjects;
using Content.Shared.Physics;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.EntitySystemMessages;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.Projectiles
{
///
/// Lasers etc.
///
[RegisterComponent]
public class HitscanComponent : Component
{
public override string Name => "Hitscan";
public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
private int _collisionMask;
public float Damage
{
get => _damage;
set => _damage = value;
}
private float _damage;
public DamageType DamageType => _damageType;
private DamageType _damageType;
public float MaxLength => 20.0f;
private TimeSpan _startTime;
private TimeSpan _deathTime;
public float ColorModifier { get; set; } = 1.0f;
private string _spriteName;
private string _muzzleFlash;
private string _impactFlash;
private string _soundHitWall;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _collisionMask, "layers", (int) CollisionGroup.Opaque, WithFormat.Flags());
serializer.DataField(ref _damage, "damage", 10.0f);
serializer.DataField(ref _damageType, "damageType", DamageType.Heat);
serializer.DataField(ref _spriteName, "spriteName", "Objects/Weapons/Guns/Projectiles/laser.png");
serializer.DataField(ref _muzzleFlash, "muzzleFlash", null);
serializer.DataField(ref _impactFlash, "impactFlash", null);
serializer.DataField(ref _soundHitWall, "soundHitWall", "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
}
public void FireEffects(IEntity user, float distance, Angle angle, IEntity hitEntity = null)
{
var effectSystem = EntitySystem.Get();
_startTime = IoCManager.Resolve().CurTime;
_deathTime = _startTime + TimeSpan.FromSeconds(1);
var afterEffect = AfterEffects(user.Transform.GridPosition, angle, distance, 1.0f);
if (afterEffect != null)
{
effectSystem.CreateParticle(afterEffect);
}
// if we're too close we'll stop the impact and muzzle / impact sprites from clipping
if (distance > 1.0f)
{
var impactEffect = ImpactFlash(distance, angle);
if (impactEffect != null)
{
effectSystem.CreateParticle(impactEffect);
}
var muzzleEffect = MuzzleFlash(user.Transform.GridPosition, angle);
if (muzzleEffect != null)
{
effectSystem.CreateParticle(muzzleEffect);
}
}
if (hitEntity != null && _soundHitWall != null)
{
// TODO: No wall component so ?
var offset = angle.ToVec().Normalized / 2;
EntitySystem.Get().PlayAtCoords(_soundHitWall, user.Transform.GridPosition.Translated(offset));
}
Timer.Spawn((int) _deathTime.TotalMilliseconds, () =>
{
if (!Owner.Deleted)
{
Owner.Delete();
}
});
}
private EffectSystemMessage MuzzleFlash(GridCoordinates grid, Angle angle)
{
if (_muzzleFlash == null)
{
return null;
}
var offset = angle.ToVec().Normalized / 2;
var message = new EffectSystemMessage
{
EffectSprite = _muzzleFlash,
Born = _startTime,
DeathTime = _deathTime,
Coordinates = grid.Translated(offset),
//Rotated from east facing
Rotation = (float) angle.Theta,
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
ColorDelta = new Vector4(0, 0, 0, -1500f),
Shaded = false
};
return message;
}
private EffectSystemMessage AfterEffects(GridCoordinates origin, Angle angle, float distance, float offset = 0.0f)
{
var midPointOffset = angle.ToVec() * distance / 2;
var message = new EffectSystemMessage
{
EffectSprite = _spriteName,
Born = _startTime,
DeathTime = _deathTime,
Size = new Vector2(distance - offset, 1f),
Coordinates = origin.Translated(midPointOffset),
//Rotated from east facing
Rotation = (float) angle.Theta,
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
ColorDelta = new Vector4(0, 0, 0, -1500f),
Shaded = false
};
return message;
}
private EffectSystemMessage ImpactFlash(float distance, Angle angle)
{
if (_impactFlash == null)
{
return null;
}
var message = new EffectSystemMessage
{
EffectSprite = _impactFlash,
Born = _startTime,
DeathTime = _deathTime,
Coordinates = Owner.Transform.GridPosition.Translated(angle.ToVec() * distance),
//Rotated from east facing
Rotation = (float) angle.FlipPositive(),
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
ColorDelta = new Vector4(0, 0, 0, -1500f),
Shaded = false
};
return message;
}
}
}