Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs
DrSmugleaf 48b61f6bcc Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* 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>
2020-09-06 16:11:53 +02:00

124 lines
4.2 KiB
C#

using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Projectiles;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
public class ProjectileComponent : SharedProjectileComponent, ICollideBehavior
{
protected override EntityUid Shooter => _shooter;
private EntityUid _shooter = EntityUid.Invalid;
private Dictionary<DamageType, int> _damages;
[ViewVariables]
public Dictionary<DamageType, int> Damages
{
get => _damages;
set => _damages = value;
}
public bool DeleteOnCollide => _deleteOnCollide;
private bool _deleteOnCollide;
// Get that juicy FPS hit sound
private string _soundHit;
private string _soundHitSpecies;
private bool _damagedEntity;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _deleteOnCollide, "delete_on_collide", true);
// If not specified 0 damage
serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
serializer.DataField(ref _soundHit, "soundHit", null);
serializer.DataField(ref _soundHitSpecies, "soundHitSpecies", null);
}
public float TimeLeft { get; set; } = 10;
/// <summary>
/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
/// </summary>
/// <param name="shooter"></param>
public void IgnoreEntity(IEntity shooter)
{
_shooter = shooter.Uid;
Dirty();
}
/// <summary>
/// Applies the damage when our projectile collides with its victim
/// </summary>
/// <param name="entity"></param>
void ICollideBehavior.CollideWith(IEntity entity)
{
if (_damagedEntity)
{
return;
}
// This is so entities that shouldn't get a collision are ignored.
if (entity.TryGetComponent(out ICollidableComponent collidable) && collidable.Hard == false)
{
_deleteOnCollide = false;
return;
}
else
{
_deleteOnCollide = true;
}
if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>())
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.Coordinates);
} else if (_soundHit != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.Coordinates);
}
if (entity.TryGetComponent(out IDamageableComponent damage))
{
Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
foreach (var (damageType, amount) in _damages)
{
damage.ChangeDamage(damageType, amount, false, shooter);
}
_damagedEntity = true;
}
if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
&& Owner.TryGetComponent(out ICollidableComponent collidableComponent))
{
var direction = collidableComponent.LinearVelocity.Normalized;
recoilComponent.Kick(direction);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (collideCount > 0 && DeleteOnCollide) Owner.Delete();
}
public override ComponentState GetComponentState()
{
return new ProjectileComponentState(NetID!.Value, _shooter, IgnoreShooter);
}
}
}