Files
tbd-station-14/Content.Shared/Damage/Systems/DamageOnHighSpeedImpactSystem.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Fix conveyor power mispredict

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Refactor mob movement

Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.

* Building

* Re-implement jetpacks

* Reorganise weightless movement

* More work

* Fix camera

* reh

* Revert bagel

* Revert this

* Revert held move buttons

* Puddles work but are unpredicted and unoptimized

* Fixes

* Puddle code...

* Actually dirty the slipComp for real

* Sliding component done plus an extra suggestion from ArtisticRoomba

* Atomized Commit

* Added Friction field to Reagent Prototype per design discussion

* Cleaned up Working Commit

* a

* Delete stinkers

* Fix this code smell

* Reviewed

* Funky re-save

* Our conveyance

* Better conveyor sleeping

* Remove this

* Revert "Better conveyor sleeping"

This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.

* Revert that

Way too janky

* Also this

* a

* Working Commit - Still a lot to do

* Acceleration refactor

* Minor jetpack cleanup

* frictionnomovement no longer nullable

* Shared Mover Feels 99% done

* OffGrid/Weightless/Throwing Friction saved

* Fix merge conflicts

* Fix a debug assert

* Final Commit for today

* Some fixes

* Actually use those CCVars Properly

* Need to fix throwing

* Second to last Commit for real

* Jetpack bug fixed

* Jetpack bug fixed

* Test fail patch

* Small patch

* Skates Component cleanup + Bring Accel back to 5 (oops)

* Fix test fail oops

* yaml cleanup make dragons not fat

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 18:18:08 +10:00

72 lines
2.7 KiB
C#

using Content.Shared.Stunnable;
using Content.Shared.Damage.Components;
using Content.Shared.Effects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Damage.Systems;
public sealed class DamageOnHighSpeedImpactSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageOnHighSpeedImpactComponent, StartCollideEvent>(HandleCollide);
}
private void HandleCollide(EntityUid uid, DamageOnHighSpeedImpactComponent component, ref StartCollideEvent args)
{
if (!args.OurFixture.Hard || !args.OtherFixture.Hard)
return;
if (!EntityManager.HasComponent<DamageableComponent>(uid))
return;
//TODO: This should solve after physics solves
var speed = args.OurBody.LinearVelocity.Length();
if (speed < component.MinimumSpeed)
return;
if (component.LastHit != null
&& (_gameTiming.CurTime - component.LastHit.Value).TotalSeconds < component.DamageCooldown)
return;
component.LastHit = _gameTiming.CurTime;
if (_robustRandom.Prob(component.StunChance))
_stun.TryStun(uid, TimeSpan.FromSeconds(component.StunSeconds), true);
var damageScale = component.SpeedDamageFactor * speed / component.MinimumSpeed;
_damageable.TryChangeDamage(uid, component.Damage * damageScale);
if (_gameTiming.IsFirstTimePredicted)
_audio.PlayPvs(component.SoundHit, uid, AudioParams.Default.WithVariation(0.125f).WithVolume(-0.125f));
_color.RaiseEffect(Color.Red, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
}
public void ChangeCollide(EntityUid uid, float minimumSpeed, float stunSeconds, float damageCooldown, float speedDamage, DamageOnHighSpeedImpactComponent? collide = null)
{
if (!Resolve(uid, ref collide, false))
return;
collide.MinimumSpeed = minimumSpeed;
collide.StunSeconds = stunSeconds;
collide.DamageCooldown = damageCooldown;
collide.SpeedDamageFactor = speedDamage;
Dirty(uid, collide);
}
}