* 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 * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
105 lines
3.5 KiB
C#
105 lines
3.5 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;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Collision;
|
|
using Robust.Shared.Players;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Projectiles
|
|
{
|
|
[RegisterComponent]
|
|
public class ProjectileComponent : SharedProjectileComponent, IStartCollide
|
|
{
|
|
protected override EntityUid Shooter => _shooter;
|
|
|
|
private EntityUid _shooter = EntityUid.Invalid;
|
|
|
|
[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
|
|
|
|
[ViewVariables]
|
|
public Dictionary<DamageType, int> Damages
|
|
{
|
|
get => _damages;
|
|
set => _damages = value;
|
|
}
|
|
|
|
public bool DeleteOnCollide => _deleteOnCollide;
|
|
[DataField("delete_on_collide")]
|
|
private bool _deleteOnCollide = true;
|
|
|
|
// Get that juicy FPS hit sound
|
|
[DataField("soundHit")]
|
|
private string _soundHit = default;
|
|
[DataField("soundHitSpecies")]
|
|
private string _soundHitSpecies = default;
|
|
|
|
private bool _damagedEntity;
|
|
|
|
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>
|
|
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
|
|
{
|
|
// This is so entities that shouldn't get a collision are ignored.
|
|
if (!otherBody.Hard || _damagedEntity)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (otherBody.Entity.TryGetComponent(out IDamageableComponent damage) && _soundHitSpecies != null)
|
|
{
|
|
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, otherBody.Entity.Transform.Coordinates);
|
|
}
|
|
else if (_soundHit != null)
|
|
{
|
|
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, otherBody.Entity.Transform.Coordinates);
|
|
}
|
|
|
|
if (damage != null)
|
|
{
|
|
Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
|
|
|
|
foreach (var (damageType, amount) in _damages)
|
|
{
|
|
damage.ChangeDamage(damageType, amount, false, shooter);
|
|
}
|
|
|
|
_damagedEntity = true;
|
|
}
|
|
|
|
// Damaging it can delete it
|
|
if (!otherBody.Entity.Deleted && otherBody.Entity.TryGetComponent(out CameraRecoilComponent recoilComponent))
|
|
{
|
|
var direction = ourBody.LinearVelocity.Normalized;
|
|
recoilComponent.Kick(direction);
|
|
}
|
|
|
|
Owner.Delete();
|
|
}
|
|
|
|
public override ComponentState GetComponentState(ICommonSession player)
|
|
{
|
|
return new ProjectileComponentState(NetID!.Value, _shooter, IgnoreShooter);
|
|
}
|
|
}
|
|
}
|