* Start adding flashy flash * Change slop Might give a smoother decline * flashy flash * Add flashbang and flash projectiles Bang bang bang pull my flash trigger * Add collision check to area flash * Flash cleanupo * flash.ogg mixed to mono * Adjusted flash curve again * Enhancing flashes with unshaded and lights and shit Still a WIP * Add the other ballistic gun types Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns. * Re-merging branch with master Also fixed some visualizer bugs * Last cleanup Fixed some crashes Fixed Deckard sprite Fixed Hitscan effects Re-applied master changes Re-factor to using soundsystem Add some more audio effects * Cleanup flashes for merge Can put flashbangs in lockers so you don't get blinded Fix some bugs * Fix shotties Also removed some redundant code * Bulldoze some legacycode brrrrrrrrt * Fix clientignore warnings * Add the other Stunnable types to StunnableProjectile * Some gun refactoring * Removed extra visualizers * All casing ejections use the same code * Speed loaders can have their ammo pulled out * Bolt sound less loud * Stop ThrowController from throwing * Fix speed loader visuals * Update hitscan collision mask and fix typo * Cleanup * Fit hitscan and flashbang collisions * Use the new flags support * Update taser placeholder description * Update protonames per style guide * Add yaml flag support for gun firerates * Cleanup crew * Fix Audio up (components, audio file, + remove global sounds) * Add server-side recoil back-in (forgot that I was testing this client-side) * Add Flag support for fire-rate selectors * Wrong int you dolt * Fix AI conflicts Haha ranged bulldozer go BRR (I'll rewrite it after the other AI systems are done). * Mix bang.ogg from stereo to mono * Make sure serializer's reading for guns Fixes integration test * Change EntitySystem calls to use the static function Also removed the Pumpbarrel commented-out code * Change StunnableProjectile defaults to 0 * Fix taser paralyse Apparently removing defaults means you have to specify the values, whodathunkit * Add slowdown to stunnableprojectiles and fix tasers * Remove FlagsFor from gun components Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
114 lines
4.0 KiB
C#
114 lines
4.0 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.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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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
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{
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get => _damages;
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set => _damages = value;
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}
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public bool DeleteOnCollide => _deleteOnCollide;
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private bool _deleteOnCollide;
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// Get that juicy FPS hit sound
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private string _soundHit;
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private string _soundHitSpecies;
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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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serializer.DataField(ref _deleteOnCollide, "delete_on_collide", true);
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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 _soundHit, "soundHit", null);
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serializer.DataField(ref _soundHitSpecies, "soundHitSpecies", null);
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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(IPhysBody 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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/// Applies the damage when our projectile collides with its victim
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/// </summary>
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/// <param name="entity"></param>
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (_soundHitSpecies != null && entity.HasComponent<SpeciesComponent>())
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.GridPosition);
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} else if (_soundHit != null)
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{
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.GridPosition);
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}
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if (entity.TryGetComponent(out DamageableComponent damage))
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{
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Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
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foreach (var (damageType, amount) in _damages)
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{
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damage.TakeDamage(damageType, amount, Owner, shooter);
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}
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}
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if (!entity.Deleted && 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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void ICollideBehavior.PostCollide(int collideCount)
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{
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if (collideCount > 0 && DeleteOnCollide) Owner.Delete();
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}
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}
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}
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