* Add more dakka Some slight codebase changes to facilitate more robust behaviour. * Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Remix last stereo to mono hpistol + ltrifle
97 lines
3.2 KiB
C#
97 lines
3.2 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Serialization;
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using Robust.Shared.Interfaces.Physics;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ProjectileComponent : Component, ICollideSpecial, ICollideBehavior
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{
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public override string Name => "Projectile";
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public bool IgnoreShooter = true;
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private EntityUid Shooter = EntityUid.Invalid;
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private Dictionary<DamageType, int> _damages;
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[ViewVariables]
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public Dictionary<DamageType, int> Damages => _damages;
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private float _velocity;
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public float Velocity
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{
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get => _velocity;
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set => _velocity = value;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// If not specified 0 damage
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serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
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serializer.DataField(ref _velocity, "velocity", 20f);
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}
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public float TimeLeft { get; set; } = 10;
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/// <summary>
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(IEntity shooter)
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{
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Shooter = shooter.Uid;
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}
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/// <summary>
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/// Special collision override, can be used to give custom behaviors deciding when to collide
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/// </summary>
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/// <param name="collidedwith"></param>
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/// <returns></returns>
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bool ICollideSpecial.PreventCollide(ICollidable collidedwith)
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{
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if (IgnoreShooter && collidedwith.Owner.Uid == Shooter)
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return true;
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return false;
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}
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/// <summary>
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/// Applys the damage when our projectile collides with its victim
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/// </summary>
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/// <param name="collidedwith"></param>
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void ICollideBehavior.CollideWith(List<IEntity> collidedwith)
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{
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foreach (var entity in collidedwith)
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{
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if (entity.TryGetComponent(out DamageableComponent damage))
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{
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foreach (var damageType in _damages)
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{
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damage.TakeDamage(damageType.Key, damageType.Value);
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}
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}
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if (entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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&& Owner.TryGetComponent(out PhysicsComponent physicsComponent))
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{
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var direction = physicsComponent.LinearVelocity.Normalized;
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recoilComponent.Kick(direction);
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}
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}
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if (collidedwith.Count > 0)
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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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}
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