* Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
101 lines
3.7 KiB
C#
101 lines
3.7 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Anomaly.Components;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Projectiles;
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using Robust.Server.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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namespace Content.Server.Anomaly.Effects;
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/// <summary>
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/// This handles <see cref="ProjectileAnomalyComponent"/> and the events from <seealso cref="AnomalySystem"/>
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/// </summary>
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public sealed class ProjectileAnomalySystem : EntitySystem
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{
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[Dependency] private readonly TransformSystem _xform = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly GunSystem _gunSystem = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<ProjectileAnomalyComponent, AnomalyPulseEvent>(OnPulse);
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SubscribeLocalEvent<ProjectileAnomalyComponent, AnomalySupercriticalEvent>(OnSupercritical);
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}
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private void OnPulse(EntityUid uid, ProjectileAnomalyComponent component, ref AnomalyPulseEvent args)
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{
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ShootProjectilesAtEntities(uid, component, args.Severity * args.PowerModifier);
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}
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private void OnSupercritical(EntityUid uid, ProjectileAnomalyComponent component, ref AnomalySupercriticalEvent args)
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{
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ShootProjectilesAtEntities(uid, component, args.PowerModifier);
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}
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private void ShootProjectilesAtEntities(EntityUid uid, ProjectileAnomalyComponent component, float severity)
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{
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var projectileCount = (int) MathF.Round(MathHelper.Lerp(component.MinProjectiles, component.MaxProjectiles, severity));
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var xformQuery = GetEntityQuery<TransformComponent>();
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var mobQuery = GetEntityQuery<MobStateComponent>();
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var xform = xformQuery.GetComponent(uid);
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var inRange = _lookup.GetEntitiesInRange(uid, component.ProjectileRange * severity, LookupFlags.Dynamic).ToList();
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_random.Shuffle(inRange);
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var priority = new List<EntityUid>();
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foreach (var entity in inRange)
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{
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if (mobQuery.HasComponent(entity))
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priority.Add(entity);
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}
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Log.Debug($"shots: {projectileCount}");
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while (projectileCount > 0)
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{
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Log.Debug($"{projectileCount}");
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var target = priority.Any()
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? _random.PickAndTake(priority)
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: _random.Pick(inRange);
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var targetCoords = xformQuery.GetComponent(target).Coordinates.Offset(_random.NextVector2(0.5f));
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ShootProjectile(
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uid, component,
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xform.Coordinates,
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targetCoords,
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severity);
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projectileCount--;
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}
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}
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private void ShootProjectile(
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EntityUid uid,
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ProjectileAnomalyComponent component,
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EntityCoordinates coords,
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EntityCoordinates targetCoords,
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float severity)
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{
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var mapPos = coords.ToMap(EntityManager, _xform);
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var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var gridUid, out _)
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? coords.WithEntityId(gridUid, EntityManager)
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: new(_mapManager.GetMapEntityId(mapPos.MapId), mapPos.Position);
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var ent = Spawn(component.ProjectilePrototype, spawnCoords);
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var direction = targetCoords.ToMapPos(EntityManager, _xform) - mapPos.Position;
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if (!TryComp<ProjectileComponent>(ent, out var comp))
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return;
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comp.Damage *= severity;
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_gunSystem.ShootProjectile(ent, direction, Vector2.Zero, uid, uid, component.ProjectileSpeed);
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}
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}
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