* 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>
92 lines
3.6 KiB
C#
92 lines
3.6 KiB
C#
using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.GameObjects.Components.Singularity;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Timing;
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namespace Content.Server.GameObjects.Components.PA
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{
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[RegisterComponent]
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public class ParticleProjectileComponent : Component, ICollideBehavior
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{
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public override string Name => "ParticleProjectile";
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private ParticleAcceleratorPowerState _state;
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public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (otherBody.Entity.TryGetComponent<SingularityComponent>(out var singularityComponent))
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{
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var multiplier = _state switch
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{
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ParticleAcceleratorPowerState.Standby => 0,
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ParticleAcceleratorPowerState.Level0 => 1,
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ParticleAcceleratorPowerState.Level1 => 3,
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ParticleAcceleratorPowerState.Level2 => 6,
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ParticleAcceleratorPowerState.Level3 => 10,
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_ => 0
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};
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singularityComponent.Energy += 10 * multiplier;
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Owner.Delete();
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}
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else if (otherBody.Entity.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
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{
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singularityGeneratorComponent.Power += _state switch
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{
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ParticleAcceleratorPowerState.Standby => 0,
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ParticleAcceleratorPowerState.Level0 => 1,
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ParticleAcceleratorPowerState.Level1 => 2,
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ParticleAcceleratorPowerState.Level2 => 4,
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ParticleAcceleratorPowerState.Level3 => 8,
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_ => 0
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};
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Owner.Delete();
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}
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}
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public void Fire(ParticleAcceleratorPowerState state, Angle angle, IEntity firer)
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{
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_state = state;
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if (!Owner.TryGetComponent<PhysicsComponent>(out var physicsComponent))
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{
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Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent");
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return;
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}
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physicsComponent.BodyStatus = BodyStatus.InAir;
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if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent))
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{
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Logger.Error("ParticleProjectile tried firing, but it was spawned without a ProjectileComponent");
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return;
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}
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projectileComponent.IgnoreEntity(firer);
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var suffix = state switch
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{
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ParticleAcceleratorPowerState.Level0 => "0",
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ParticleAcceleratorPowerState.Level1 => "1",
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ParticleAcceleratorPowerState.Level2 => "2",
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ParticleAcceleratorPowerState.Level3 => "3",
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_ => "0"
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};
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if (!Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
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{
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Logger.Error("ParticleProjectile tried firing, but it was spawned without a SpriteComponent");
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return;
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}
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spriteComponent.LayerSetState(0, $"particle{suffix}");
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physicsComponent
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.LinearVelocity = angle.ToVec() * 20f;
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Owner.Transform.LocalRotation = new Angle(angle + Angle.FromDegrees(180));
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Timer.Spawn(3000, () => Owner.Delete());
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}
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}
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}
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