Files
tbd-station-14/Content.Server/Damage/Systems/DamageOnHighSpeedImpactSystem.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* ECS and damage Data

* Comments and newlines

* Added Comments

* Make TryChangeDamageEvent immutable

* Remove SetAllDamage event

Use public SetAllDamage function instead

* Undo destructible mistakes

That was some shit code.

* Rename DamageData to DamageSpecifier

And misc small edits

misc

* Cache trigger prototypes.

* Renaming destructible classes & functions

* Revert "Cache trigger prototypes."

This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586.

* Replace prototypes with prototype IDs.

* Split damage.yml into individual files

* move get/handle component state to system

* Update HealthChange doc

* Make godmode call Dirty() on damageable component

* Add Initialize() to fix damage test

* Make non-static

* uncache resistance set prototype and trim DamageableComponentState

* Remove unnecessary Dirty() calls during initialization

* RemoveTryChangeDamageEvent

* revert Dirty()

* Fix MobState relying on DamageableComponent.Dirty()

* Fix DisposalUnit Tests.

These were previously failing, but because the async was not await-ed, this never raised the exception.

After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing

* Disposal test 2: electric boogaloo

* Fix typos/mistakes

also add comments and fix spacing.

* Use Uids instead of IEntity

* fix merge

* Comments, a merge issue, and making some damage ignore resistances

* Extend DamageSpecifier and use it for DamageableComponent

* fix master merge

* Fix Disposal unit test. Again.

Snapgrids were removed in master

* Execute Exectute
2021-09-14 10:07:37 -07:00

53 lines
2.0 KiB
C#

using Content.Server.Damage.Components;
using Content.Server.Stunnable.Components;
using Content.Shared.Audio;
using Content.Shared.Damage;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Damage.Systems
{
[UsedImplicitly]
internal sealed class DamageOnHighSpeedImpactSystem: EntitySystem
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageOnHighSpeedImpactComponent, StartCollideEvent>(HandleCollide);
}
private void HandleCollide(EntityUid uid, DamageOnHighSpeedImpactComponent component, StartCollideEvent args)
{
if (!ComponentManager.HasComponent<DamageableComponent>(uid)) return;
var otherBody = args.OtherFixture.Body.Owner;
var speed = args.OurFixture.Body.LinearVelocity.Length;
if (speed < component.MinimumSpeed) return;
SoundSystem.Play(Filter.Pvs(otherBody), component.SoundHit.GetSound(), otherBody, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
if ((_gameTiming.CurTime - component.LastHit).TotalSeconds < component.DamageCooldown)
return;
component.LastHit = _gameTiming.CurTime;
if (ComponentManager.TryGetComponent(uid, out StunnableComponent? stun) && _robustRandom.Prob(component.StunChance))
stun.Stun(component.StunSeconds);
var damageScale = (speed / component.MinimumSpeed) * component.Factor;
_damageableSystem.TryChangeDamage(uid, component.Damage * damageScale);
}
}
}