Files
tbd-station-14/Content.Server/GameObjects/Components/Damage/DamageOnHighSpeedImpactComponent.cs
metalgearsloth 3e64fd56a1 Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00

75 lines
3.0 KiB
C#

using System;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Audio;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.Damage
{
[RegisterComponent]
public class DamageOnHighSpeedImpactComponent : Component, ICollideBehavior
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "DamageOnHighSpeedImpact";
public DamageType Damage { get; set; } = DamageType.Blunt;
public float MinimumSpeed { get; set; } = 20f;
public int BaseDamage { get; set; } = 5;
public float Factor { get; set; } = 0.75f;
public string SoundHit { get; set; } = "";
public float StunChance { get; set; } = 0.25f;
public int StunMinimumDamage { get; set; } = 10;
public float StunSeconds { get; set; } = 1f;
public float DamageCooldown { get; set; } = 2f;
private TimeSpan _lastHit = TimeSpan.Zero;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Damage, "damage", DamageType.Blunt);
serializer.DataField(this, x => x.MinimumSpeed, "minimumSpeed", 20f);
serializer.DataField(this, x => x.BaseDamage, "baseDamage", 5);
serializer.DataField(this, x => x.Factor, "factor", 1f);
serializer.DataField(this, x => x.SoundHit, "soundHit", "");
serializer.DataField(this, x => x.StunChance, "stunChance", 0.25f);
serializer.DataField(this, x => x.StunSeconds, "stunSeconds", 1f);
serializer.DataField(this, x => x.DamageCooldown, "damageCooldown", 2f);
serializer.DataField(this, x => x.StunMinimumDamage, "stunMinimumDamage", 10);
}
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
{
if (!Owner.TryGetComponent(out IDamageableComponent damageable)) return;
var speed = ourBody.LinearVelocity.Length;
if (speed < MinimumSpeed) return;
if(!string.IsNullOrEmpty(SoundHit))
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, otherBody.Entity, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
return;
_lastHit = _gameTiming.CurTime;
var damage = (int) (BaseDamage * (speed / MinimumSpeed) * Factor);
if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance))
stun.Stun(StunSeconds);
damageable.ChangeDamage(Damage, damage, false, otherBody.Entity);
}
}
}