* 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>
129 lines
4.0 KiB
C#
129 lines
4.0 KiB
C#
using Content.Server.GameObjects.EntitySystems.Click;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Timers;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
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{
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public const float DefaultThrowTime = 0.25f;
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private bool _shouldCollide = true;
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private bool _shouldStop = false;
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public override string Name => "ThrownItem";
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public override uint? NetID => ContentNetIDs.THROWN_ITEM;
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/// <summary>
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/// User who threw the item.
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/// </summary>
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public IEntity User;
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (!_shouldCollide) return;
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if (entity.TryGetComponent(out CollidableComponent collid))
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{
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if (!collid.Hard) // ignore non hard
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return;
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_shouldStop = true; // hit something hard => stop after this collision
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}
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if (entity.TryGetComponent(out IDamageableComponent damage))
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{
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damage.ChangeDamage(DamageType.Blunt, 10, false, Owner);
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}
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// Stop colliding with mobs, this mimics not having enough velocity to do damage
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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{
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_shouldCollide = false;
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}
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}
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private void StopThrow()
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{
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if (Deleted)
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{
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return;
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}
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if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
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{
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body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
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if (body.TryGetController(out ThrownController controller))
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{
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controller.LinearVelocity = Vector2.Zero;
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}
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body.Status = BodyStatus.OnGround;
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Owner.RemoveComponent<ThrownItemComponent>();
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EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.Coordinates);
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}
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}
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void ICollideBehavior.PostCollide(int collideCount)
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{
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if (_shouldStop && collideCount > 0)
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{
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StopThrow();
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}
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}
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public void StartThrow(Vector2 direction, float speed)
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{
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var comp = Owner.GetComponent<ICollidableComponent>();
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comp.Status = BodyStatus.InAir;
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var controller = comp.EnsureController<ThrownController>();
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controller.Push(direction, speed);
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StartStopTimer();
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}
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private void StartStopTimer()
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{
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Timer.Spawn((int) (DefaultThrowTime * 1000), MaybeStopThrow);
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}
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private void MaybeStopThrow()
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{
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if (Deleted)
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{
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return;
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}
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if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.Coordinates))
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{
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StartStopTimer();
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return;
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}
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StopThrow();
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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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Owner.EnsureComponent<CollidableComponent>().EnsureController<ThrownController>();
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}
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}
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}
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