Adds storing entities into lockers the way we all know and love. Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master) #191
40 lines
1.5 KiB
C#
40 lines
1.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Shared.GameObjects;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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namespace Content.Server.GameObjects.Components
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{
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class ThrownItemComponent : ProjectileComponent, ICollideBehavior
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{
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public override string Name => "ThrownItem";
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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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damage.TakeDamage(DamageType.Brute, 10);
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}
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}
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// Stop colliding with mobs, this mimics not having enough velocity to do damage
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body))
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{
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body.CollisionMask &= (int)~CollisionGroup.Mob;
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body.IsScrapingFloor = true;
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// KYS, your job is finished.
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Owner.RemoveComponent<ThrownItemComponent>();
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}
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}
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}
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}
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