* Update RobustToolbox * Transition direct type usages * More updates * Fix invalid use of to map * Update RobustToolbox * Fix dropping items * Rename name usages of "GridCoordinates" to "EntityCoordinates" * Revert "Update RobustToolbox" This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346. * Revert "Update RobustToolbox" This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09. # Conflicts: # RobustToolbox * Fix cursed IMapGrid method usage. * GridTileLookupTest now uses EntityCoordinates Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
176 lines
6.2 KiB
C#
176 lines
6.2 KiB
C#
using System;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Physics;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.EntitySystemMessages;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Interfaces.Timing;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Timers;
|
|
|
|
namespace Content.Server.GameObjects.Components.Projectiles
|
|
{
|
|
/// <summary>
|
|
/// Lasers etc.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class HitscanComponent : Component
|
|
{
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
|
|
public override string Name => "Hitscan";
|
|
public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
|
|
private int _collisionMask;
|
|
|
|
public float Damage
|
|
{
|
|
get => _damage;
|
|
set => _damage = value;
|
|
}
|
|
private float _damage;
|
|
public DamageType DamageType => _damageType;
|
|
private DamageType _damageType;
|
|
public float MaxLength => 20.0f;
|
|
|
|
private TimeSpan _startTime;
|
|
private TimeSpan _deathTime;
|
|
|
|
public float ColorModifier { get; set; } = 1.0f;
|
|
private string _spriteName;
|
|
private string _muzzleFlash;
|
|
private string _impactFlash;
|
|
private string _soundHitWall;
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
serializer.DataField(ref _collisionMask, "layers", (int) CollisionGroup.Opaque, WithFormat.Flags<CollisionLayer>());
|
|
serializer.DataField(ref _damage, "damage", 10.0f);
|
|
serializer.DataField(ref _damageType, "damageType", DamageType.Heat);
|
|
serializer.DataField(ref _spriteName, "spriteName", "Objects/Weapons/Guns/Projectiles/laser.png");
|
|
serializer.DataField(ref _muzzleFlash, "muzzleFlash", null);
|
|
serializer.DataField(ref _impactFlash, "impactFlash", null);
|
|
serializer.DataField(ref _soundHitWall, "soundHitWall", "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
|
|
}
|
|
|
|
public void FireEffects(IEntity user, float distance, Angle angle, IEntity hitEntity = null)
|
|
{
|
|
var effectSystem = EntitySystem.Get<EffectSystem>();
|
|
_startTime = _gameTiming.CurTime;
|
|
_deathTime = _startTime + TimeSpan.FromSeconds(1);
|
|
|
|
var afterEffect = AfterEffects(user.Transform.Coordinates, angle, distance, 1.0f);
|
|
if (afterEffect != null)
|
|
{
|
|
effectSystem.CreateParticle(afterEffect);
|
|
}
|
|
|
|
// if we're too close we'll stop the impact and muzzle / impact sprites from clipping
|
|
if (distance > 1.0f)
|
|
{
|
|
var impactEffect = ImpactFlash(distance, angle);
|
|
if (impactEffect != null)
|
|
{
|
|
effectSystem.CreateParticle(impactEffect);
|
|
}
|
|
|
|
var muzzleEffect = MuzzleFlash(user.Transform.Coordinates, angle);
|
|
if (muzzleEffect != null)
|
|
{
|
|
effectSystem.CreateParticle(muzzleEffect);
|
|
}
|
|
}
|
|
|
|
if (hitEntity != null && _soundHitWall != null)
|
|
{
|
|
// TODO: No wall component so ?
|
|
var offset = angle.ToVec().Normalized / 2;
|
|
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitWall, user.Transform.Coordinates.Offset(offset));
|
|
}
|
|
|
|
Timer.Spawn((int) _deathTime.TotalMilliseconds, () =>
|
|
{
|
|
if (!Owner.Deleted)
|
|
{
|
|
Owner.Delete();
|
|
}
|
|
});
|
|
}
|
|
|
|
private EffectSystemMessage MuzzleFlash(EntityCoordinates grid, Angle angle)
|
|
{
|
|
if (_muzzleFlash == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var offset = angle.ToVec().Normalized / 2;
|
|
|
|
var message = new EffectSystemMessage
|
|
{
|
|
EffectSprite = _muzzleFlash,
|
|
Born = _startTime,
|
|
DeathTime = _deathTime,
|
|
Coordinates = grid.Offset(offset),
|
|
//Rotated from east facing
|
|
Rotation = (float) angle.Theta,
|
|
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
|
|
ColorDelta = new Vector4(0, 0, 0, -1500f),
|
|
Shaded = false
|
|
};
|
|
|
|
return message;
|
|
}
|
|
|
|
private EffectSystemMessage AfterEffects(EntityCoordinates origin, Angle angle, float distance, float offset = 0.0f)
|
|
{
|
|
var midPointOffset = angle.ToVec() * distance / 2;
|
|
var message = new EffectSystemMessage
|
|
{
|
|
EffectSprite = _spriteName,
|
|
Born = _startTime,
|
|
DeathTime = _deathTime,
|
|
Size = new Vector2(distance - offset, 1f),
|
|
Coordinates = origin.Offset(midPointOffset),
|
|
//Rotated from east facing
|
|
Rotation = (float) angle.Theta,
|
|
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
|
|
ColorDelta = new Vector4(0, 0, 0, -1500f),
|
|
|
|
Shaded = false
|
|
};
|
|
|
|
return message;
|
|
}
|
|
|
|
private EffectSystemMessage ImpactFlash(float distance, Angle angle)
|
|
{
|
|
if (_impactFlash == null)
|
|
{
|
|
return null;
|
|
}
|
|
|
|
var message = new EffectSystemMessage
|
|
{
|
|
EffectSprite = _impactFlash,
|
|
Born = _startTime,
|
|
DeathTime = _deathTime,
|
|
Coordinates = Owner.Transform.Coordinates.Offset(angle.ToVec() * distance),
|
|
//Rotated from east facing
|
|
Rotation = (float) angle.FlipPositive(),
|
|
Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
|
|
ColorDelta = new Vector4(0, 0, 0, -1500f),
|
|
Shaded = false
|
|
};
|
|
|
|
return message;
|
|
}
|
|
}
|
|
}
|