Files
tbd-station-14/Content.Server/Projectiles/ProjectileSystem.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00

86 lines
2.9 KiB
C#

using Content.Server.Camera;
using Content.Server.Projectiles.Components;
using Content.Shared.Body.Components;
using Content.Shared.Damage;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
namespace Content.Server.Projectiles
{
[UsedImplicitly]
internal sealed class ProjectileSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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 otherEntity = args.OtherFixture.Body.Owner;
var coordinates = args.OtherFixture.Body.Owner.Transform.Coordinates;
var playerFilter = Filter.Pvs(coordinates);
if (!otherEntity.Deleted && component.SoundHitSpecies != null &&
otherEntity.HasComponent<SharedBodyComponent>())
{
SoundSystem.Play(playerFilter, component.SoundHitSpecies.GetSound(), coordinates);
}
else
{
var soundHit = component.SoundHit?.GetSound();
if (!string.IsNullOrEmpty(soundHit))
SoundSystem.Play(playerFilter, soundHit, coordinates);
}
if (!otherEntity.Deleted)
{
_damageableSystem.TryChangeDamage(otherEntity.Uid, component.Damage);
component.DamagedEntity = true;
// "DamagedEntity" is misleading. Hit entity may be more accurate, as the damage may have been resisted
// by resistance sets.
}
// Damaging it can delete it
if (!otherEntity.Deleted && otherEntity.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>())
{
component.TimeLeft -= frameTime;
if (component.TimeLeft <= 0)
{
component.Owner.Delete();
}
}
}
}
}