* 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>
177 lines
5.7 KiB
C#
177 lines
5.7 KiB
C#
#nullable enable
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using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Items;
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using Content.Server.GameObjects.Components.Trigger.TimerTrigger;
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using Content.Shared.GameObjects.Components.Explosion;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Explosion
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{
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[RegisterComponent]
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public sealed class ClusterFlashComponent : Component, IInteractUsing, IUse
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{
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public override string Name => "ClusterFlash";
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private Container _grenadesContainer = default!;
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/// <summary>
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/// What we fill our prototype with if we want to pre-spawn with grenades.
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/// </summary>
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[ViewVariables]
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private string? _fillPrototype;
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/// <summary>
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/// If we have a pre-fill how many more can we spawn.
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/// </summary>
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private int _unspawnedCount;
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/// <summary>
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/// Maximum grenades in the container.
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/// </summary>
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[ViewVariables]
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private int _maxGrenades;
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/// <summary>
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/// How long until our grenades are shot out and armed.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _delay;
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/// <summary>
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/// Max distance grenades can be thrown.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _throwDistance;
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/// <summary>
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/// This is the end.
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/// </summary>
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private bool _countDown;
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
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{
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if (_grenadesContainer.ContainedEntities.Count >= _maxGrenades || !args.Using.HasComponent<FlashExplosiveComponent>())
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return false;
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_grenadesContainer.Insert(args.Using);
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UpdateAppearance();
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return true;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fillPrototype, "fillPrototype", null);
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serializer.DataField(ref _maxGrenades, "maxGrenadesCount", 3);
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serializer.DataField(ref _delay, "delay", 1.0f);
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serializer.DataField(ref _throwDistance, "distance", 3.0f);
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}
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public override void Initialize()
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{
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base.Initialize();
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_grenadesContainer = ContainerManagerComponent.Ensure<Container>("cluster-flash", Owner);
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}
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protected override void Startup()
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{
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base.Startup();
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if (_fillPrototype != null)
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{
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_unspawnedCount = Math.Max(0, _maxGrenades - _grenadesContainer.ContainedEntities.Count);
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UpdateAppearance();
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}
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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if (_countDown || (_grenadesContainer.ContainedEntities.Count + _unspawnedCount) <= 0)
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return false;
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Owner.SpawnTimer((int) (_delay * 1000), () =>
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{
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if (Owner.Deleted)
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return;
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_countDown = true;
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var random = IoCManager.Resolve<IRobustRandom>();
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var delay = 20;
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var grenadesInserted = _grenadesContainer.ContainedEntities.Count + _unspawnedCount;
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var thrownCount = 0;
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var segmentAngle = (int) (360 / grenadesInserted);
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while (TryGetGrenade(out var grenade))
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{
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var angleMin = segmentAngle * thrownCount;
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var angleMax = segmentAngle * (thrownCount + 1);
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var angle = Angle.FromDegrees(random.Next(angleMin, angleMax));
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// var distance = random.NextFloat() * _throwDistance;
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delay += random.Next(550, 900);
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thrownCount++;
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// TODO: Suss out throw strength
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grenade.TryThrow(angle.ToVec().Normalized * 50);
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grenade.SpawnTimer(delay, () =>
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{
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if (grenade.Deleted)
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return;
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if (grenade.TryGetComponent(out OnUseTimerTriggerComponent? useTimer))
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{
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useTimer.Trigger(eventArgs.User);
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}
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});
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}
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Owner.Delete();
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});
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return true;
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}
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private bool TryGetGrenade([NotNullWhen(true)] out IEntity? grenade)
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{
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grenade = null;
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if (_unspawnedCount > 0)
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{
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_unspawnedCount--;
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grenade = Owner.EntityManager.SpawnEntity(_fillPrototype, Owner.Transform.MapPosition);
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return true;
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}
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if (_grenadesContainer.ContainedEntities.Count > 0)
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{
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grenade = _grenadesContainer.ContainedEntities[0];
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// This shouldn't happen but you never know.
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if (!_grenadesContainer.Remove(grenade))
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return false;
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return true;
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}
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return false;
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}
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private void UpdateAppearance()
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance)) return;
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appearance.SetData(ClusterFlashVisuals.GrenadesCounter, _grenadesContainer.ContainedEntities.Count + _unspawnedCount);
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}
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}
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}
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