61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using Content.Server.Polymorph.Components;
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using Content.Shared.Projectiles;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Polymorph.Systems;
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public partial class PolymorphSystem
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{
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// Need to do this so we don't get a collection enumeration error in physics by polymorphing
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// an entity we're colliding with
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private Queue<PolymorphQueuedData> _queuedPolymorphUpdates = new();
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public void UpdateCollide()
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{
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while (_queuedPolymorphUpdates.TryDequeue(out var data))
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{
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if (Deleted(data.Ent))
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continue;
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var ent = PolymorphEntity(data.Ent, data.Polymorph);
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if (ent != null)
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{
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_audio.PlayPvs(data.Sound, ent.Value);
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}
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}
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}
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private void InitializeCollide()
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{
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SubscribeLocalEvent<PolymorphOnCollideComponent, StartCollideEvent>(OnPolymorphCollide);
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}
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private void OnPolymorphCollide(EntityUid uid, PolymorphOnCollideComponent component, ref StartCollideEvent args)
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{
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if (args.OurFixture.ID != SharedProjectileSystem.ProjectileFixture)
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return;
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var other = args.OtherEntity;
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if (!component.Whitelist.IsValid(other)
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|| component.Blacklist != null && component.Blacklist.IsValid(other))
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return;
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_queuedPolymorphUpdates.Enqueue(new (other, component.Sound, component.Polymorph));
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}
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}
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public struct PolymorphQueuedData
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{
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public EntityUid Ent;
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public SoundSpecifier Sound;
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public string Polymorph;
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public PolymorphQueuedData(EntityUid ent, SoundSpecifier sound, string polymorph)
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{
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Ent = ent;
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Sound = sound;
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Polymorph = polymorph;
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}
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}
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