* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
167 lines
5.7 KiB
C#
167 lines
5.7 KiB
C#
using System;
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using Content.Shared.Damage;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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/// <summary>
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/// Lasers etc.
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/// </summary>
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[RegisterComponent]
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public class HitscanComponent : Component
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "Hitscan";
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public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
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[DataField("layers")] //todo WithFormat.Flags<CollisionLayer>()
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private int _collisionMask = (int) CollisionGroup.Opaque;
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public float Damage
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{
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get => _damage;
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set => _damage = value;
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}
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[DataField("damage")]
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private float _damage = 10f;
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public DamageType DamageType => _damageType;
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[DataField("damageType")]
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private DamageType _damageType = DamageType.Heat;
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public float MaxLength => 20.0f;
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private TimeSpan _startTime;
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private TimeSpan _deathTime;
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public float ColorModifier { get; set; } = 1.0f;
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[DataField("spriteName")]
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private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
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[DataField("muzzleFlash")]
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private string _muzzleFlash;
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[DataField("impactFlash")]
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private string _impactFlash;
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[DataField("soundHitWall")]
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private string _soundHitWall = "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg";
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public void FireEffects(IEntity user, float distance, Angle angle, IEntity hitEntity = null)
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{
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var effectSystem = EntitySystem.Get<EffectSystem>();
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_startTime = _gameTiming.CurTime;
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_deathTime = _startTime + TimeSpan.FromSeconds(1);
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var afterEffect = AfterEffects(user.Transform.Coordinates, angle, distance, 1.0f);
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if (afterEffect != null)
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{
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effectSystem.CreateParticle(afterEffect);
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}
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// if we're too close we'll stop the impact and muzzle / impact sprites from clipping
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if (distance > 1.0f)
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{
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var impactEffect = ImpactFlash(distance, angle);
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if (impactEffect != null)
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{
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effectSystem.CreateParticle(impactEffect);
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}
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var muzzleEffect = MuzzleFlash(user.Transform.Coordinates, angle);
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if (muzzleEffect != null)
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{
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effectSystem.CreateParticle(muzzleEffect);
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}
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}
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if (hitEntity != null && _soundHitWall != null)
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{
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// TODO: No wall component so ?
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var offset = angle.ToVec().Normalized / 2;
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitWall, user.Transform.Coordinates.Offset(offset));
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}
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Owner.SpawnTimer((int) _deathTime.TotalMilliseconds, () =>
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{
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if (!Owner.Deleted)
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{
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Owner.Delete();
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}
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});
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}
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private EffectSystemMessage MuzzleFlash(EntityCoordinates grid, Angle angle)
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{
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if (_muzzleFlash == null)
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{
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return null;
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}
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var offset = angle.ToVec().Normalized / 2;
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var message = new EffectSystemMessage
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{
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EffectSprite = _muzzleFlash,
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Born = _startTime,
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DeathTime = _deathTime,
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Coordinates = grid.Offset(offset),
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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return message;
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}
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private EffectSystemMessage AfterEffects(EntityCoordinates origin, Angle angle, float distance, float offset = 0.0f)
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{
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var midPointOffset = angle.ToVec() * distance / 2;
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var message = new EffectSystemMessage
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{
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EffectSprite = _spriteName,
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Born = _startTime,
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DeathTime = _deathTime,
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Size = new Vector2(distance - offset, 1f),
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Coordinates = origin.Offset(midPointOffset),
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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return message;
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}
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private EffectSystemMessage ImpactFlash(float distance, Angle angle)
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{
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if (_impactFlash == null)
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{
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return null;
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}
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var message = new EffectSystemMessage
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{
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EffectSprite = _impactFlash,
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Born = _startTime,
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DeathTime = _deathTime,
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Coordinates = Owner.Transform.Coordinates.Offset(angle.ToVec() * distance),
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//Rotated from east facing
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Rotation = (float) angle.FlipPositive(),
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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return message;
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}
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}
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}
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