Files
tbd-station-14/Content.Server/GameObjects/Components/Weapon/ServerFlashableComponent.cs
metalgearsloth 95995b6232 Add a LOT more dakka (#1033)
* Start adding flashy flash

* Change slop

Might give a smoother decline

* flashy flash

* Add flashbang and flash projectiles

Bang bang bang pull my flash trigger

* Add collision check to area flash

* Flash cleanupo

* flash.ogg mixed to mono
* Adjusted flash curve again

* Enhancing flashes with unshaded and lights and shit

Still a WIP

* Add the other ballistic gun types

Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.

* Re-merging branch with master

Also fixed some visualizer bugs

* Last cleanup

Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects

* Cleanup flashes for merge

Can put flashbangs in lockers so you don't get blinded

Fix some bugs

* Fix shotties

Also removed some redundant code

* Bulldoze some legacycode

brrrrrrrrt

* Fix clientignore warnings

* Add the other Stunnable types to StunnableProjectile

* Some gun refactoring

* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud

* Stop ThrowController from throwing

* Fix speed loader visuals

* Update hitscan collision mask and fix typo

* Cleanup

* Fit hitscan and flashbang collisions
* Use the new flags support

* Update taser placeholder description

* Update protonames per style guide

* Add yaml flag support for gun firerates

* Cleanup crew

* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors

* Wrong int you dolt

* Fix AI conflicts

Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).

* Mix bang.ogg from stereo to mono

* Make sure serializer's reading for guns

Fixes integration test

* Change EntitySystem calls to use the static function

Also removed the Pumpbarrel commented-out code

* Change StunnableProjectile defaults to 0

* Fix taser paralyse

Apparently removing defaults means you have to specify the values, whodathunkit

* Add slowdown to stunnableprojectiles and fix tasers

* Remove FlagsFor from gun components

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
2020-06-21 21:47:15 +02:00

79 lines
2.7 KiB
C#

using System;
using System.Linq;
using Content.Shared.GameObjects.Components.Weapons;
using Content.Shared.Physics;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.Components.Weapon
{
[RegisterComponent]
public sealed class ServerFlashableComponent : SharedFlashableComponent
{
private double _duration;
private TimeSpan _lastFlash;
public void Flash(double duration)
{
var timing = IoCManager.Resolve<IGameTiming>();
_lastFlash = timing.CurTime;
_duration = duration;
Dirty();
}
public override ComponentState GetComponentState()
{
return new FlashComponentState(_duration, _lastFlash);
}
public static void FlashAreaHelper(IEntity source, double range, double duration, string sound = null)
{
var physicsManager = IoCManager.Resolve<IPhysicsManager>();
var entityManager = IoCManager.Resolve<IEntityManager>();
foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(typeof(ServerFlashableComponent))))
{
if (source.Transform.MapID != entity.Transform.MapID ||
entity == source)
{
continue;
}
var direction = entity.Transform.WorldPosition - source.Transform.WorldPosition;
if (direction.Length > range)
{
continue;
}
// Direction will be zero if they're hit with the source only I think
if (direction == Vector2.Zero)
{
continue;
}
var ray = new CollisionRay(source.Transform.WorldPosition, direction.Normalized, (int) CollisionGroup.Opaque);
var rayCastResults = physicsManager.IntersectRay(source.Transform.MapID, ray, direction.Length, source, false).ToList();
if (rayCastResults.Count == 0 ||
rayCastResults[0].HitEntity != entity)
{
continue;
}
var flashable = entity.GetComponent<ServerFlashableComponent>();
flashable.Flash(duration);
}
if (sound != null)
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.GridPosition);
}
}
}
}