* 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
86 lines
2.9 KiB
C#
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();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|