Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs
metalgearsloth 95995b6232 Add a LOT more dakka (#1033)
* 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>
2020-06-21 21:47:15 +02:00

114 lines
4.0 KiB
C#

using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
public class ProjectileComponent : Component, ICollideSpecial, ICollideBehavior
{
public override string Name => "Projectile";
public bool IgnoreShooter = true;
private EntityUid _shooter = EntityUid.Invalid;
private Dictionary<DamageType, int> _damages;
[ViewVariables]
public Dictionary<DamageType, int> Damages
{
get => _damages;
set => _damages = value;
}
public bool DeleteOnCollide => _deleteOnCollide;
private bool _deleteOnCollide;
// Get that juicy FPS hit sound
private string _soundHit;
private string _soundHitSpecies;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _deleteOnCollide, "delete_on_collide", true);
// If not specified 0 damage
serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
serializer.DataField(ref _soundHit, "soundHit", null);
serializer.DataField(ref _soundHitSpecies, "soundHitSpecies", null);
}
public float TimeLeft { get; set; } = 10;
/// <summary>
/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
/// </summary>
/// <param name="shooter"></param>
public void IgnoreEntity(IEntity shooter)
{
_shooter = shooter.Uid;
}
/// <summary>
/// Special collision override, can be used to give custom behaviors deciding when to collide
/// </summary>
/// <param name="collidedwith"></param>
/// <returns></returns>
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
{
if (IgnoreShooter && collidedwith.Owner.Uid == _shooter)
return true;
return false;
}
/// <summary>
/// Applies the damage when our projectile collides with its victim
/// </summary>
/// <param name="entity"></param>
void ICollideBehavior.CollideWith(IEntity entity)
{
if (_soundHitSpecies != null && entity.HasComponent<SpeciesComponent>())
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.GridPosition);
} else if (_soundHit != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.GridPosition);
}
if (entity.TryGetComponent(out DamageableComponent damage))
{
Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
foreach (var (damageType, amount) in _damages)
{
damage.TakeDamage(damageType, amount, Owner, shooter);
}
}
if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
&& Owner.TryGetComponent(out PhysicsComponent physicsComponent))
{
var direction = physicsComponent.LinearVelocity.Normalized;
recoilComponent.Kick(direction);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (collideCount > 0 && DeleteOnCollide) Owner.Delete();
}
}
}