Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/HitscanComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* 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>
2021-03-05 01:08:38 +01:00

167 lines
5.7 KiB
C#

using System;
using Content.Shared.Damage;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
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;
[DataField("layers")] //todo WithFormat.Flags<CollisionLayer>()
private int _collisionMask = (int) CollisionGroup.Opaque;
public float Damage
{
get => _damage;
set => _damage = value;
}
[DataField("damage")]
private float _damage = 10f;
public DamageType DamageType => _damageType;
[DataField("damageType")]
private DamageType _damageType = DamageType.Heat;
public float MaxLength => 20.0f;
private TimeSpan _startTime;
private TimeSpan _deathTime;
public float ColorModifier { get; set; } = 1.0f;
[DataField("spriteName")]
private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
[DataField("muzzleFlash")]
private string _muzzleFlash;
[DataField("impactFlash")]
private string _impactFlash;
[DataField("soundHitWall")]
private string _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));
}
Owner.SpawnTimer((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;
}
}
}