Files
tbd-station-14/Content.Server/ParticleAccelerator/Components/ParticleProjectileComponent.cs
metalgearsloth 39801372be Remove IStartCollide from containment fields (#4318)
* Remove IStartCollide from containment fields

* Emitter namespace

* vera reviews
2021-07-21 22:26:18 +10:00

78 lines
2.9 KiB
C#

using Content.Server.Projectiles.Components;
using Content.Server.Singularity.Components;
using Content.Shared.Singularity.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Timing;
namespace Content.Server.ParticleAccelerator.Components
{
[RegisterComponent]
public class ParticleProjectileComponent : Component
{
public override string Name => "ParticleProjectile";
public ParticleAcceleratorPowerState State;
public void Fire(ParticleAcceleratorPowerState state, Angle angle, IEntity firer)
{
State = state;
if (!Owner.TryGetComponent<PhysicsComponent>(out var physicsComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent");
return;
}
physicsComponent.BodyStatus = BodyStatus.InAir;
if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a ProjectileComponent");
return;
}
projectileComponent.IgnoreEntity(firer);
if (!Owner.TryGetComponent<SinguloFoodComponent>(out var singuloFoodComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a SinguloFoodComponent");
return;
}
var multiplier = State switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 3,
ParticleAcceleratorPowerState.Level2 => 6,
ParticleAcceleratorPowerState.Level3 => 10,
_ => 0
};
singuloFoodComponent.Energy = 10 * multiplier;
var suffix = state switch
{
ParticleAcceleratorPowerState.Level0 => "0",
ParticleAcceleratorPowerState.Level1 => "1",
ParticleAcceleratorPowerState.Level2 => "2",
ParticleAcceleratorPowerState.Level3 => "3",
_ => "0"
};
if (!Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a SpriteComponent");
return;
}
spriteComponent.LayerSetState(0, $"particle{suffix}");
physicsComponent
.LinearVelocity = angle.ToWorldVec() * 20f;
Owner.Transform.LocalRotation = angle;
Timer.Spawn(3000, () => Owner.Delete());
}
}
}