Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ThrownItemComponent.cs
DrSmugleaf b051261485 Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.

* Updated submodule and also lost some progress cause I fucked it up xd

* First unfinished draft of the BodySystem. Doesn't compile.

* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.

* Many cleanup changes.

* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"

This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.

* Commit human.yml

* Updated a lot of things to be more classy, more progress overall, etc. etc.

* Latest update with many changes

* Minor changes

* Fixed Travis build bug

* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)

* Commit rest of stuff

* Latest changes

* Latest changes again

* 14 naked cowboys

* Yay!

* Latest changes (probably doesnt compile)

* Surgery!!!!!!!!!~1116y

* Cleaned some stuff up

* More cleanup

* Refactoring of code. Basic surgery path now done.

* Removed readme, has been added to HackMD

* Fixes typo (and thus test errors)

* WIP changes, committing so I can pull latest master changes

* Still working on that god awful merge

* Latest changes

* Latest changes!!

* Beginning of refactor to BoundUserInterface

* Surgery!

* Latest changes - fixes pr change requests and random fixes

* oops

* Fixes bodypart recursion

* Beginning of work on revamping the damage system.

* More latest changes

* Latest changes

* Finished merge

* Commit before removing old healthcode

* Almost done with removing speciescomponent...

* It compiles!!!

* yahoo more work

* Fixes to make it work

* Merge conflict fixes

* Deleting species visualizer was a mistake

* IDE warnings are VERBOTEN

* makes the server not kill itself on startup, some cleanup (#1)

* Namespaces, comments and exception fixes

* Fix conveyor and conveyor switch serialization

SS14 in reactive when

* Move damage, acts and body to shared

Damage cleanup
Comment cleanup

* Rename SpeciesComponent to RotationComponent and cleanup

Damage cleanup
Comment cleanup

* Fix nullable warnings

* Address old reviews

Fix off welder suicide damage type, deathmatch and suspicion

* Fix new test fail with units being able to accept items when unpowered

* Remove RotationComponent, change references to IBodyManagerComponent

* Add a bloodstream to humans

* More cleanups

* Add body conduits, connections, connectors substances and valves

* Revert "Add body conduits, connections, connectors substances and valves"

This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.

* Implement the heart mechanism behavior with the circulatory network

* Added network property to mechanism behaviors

* Changed human organ sprites and added missing ones

* Fix tests

* Add individual body part sprite rendering

* Fix error where dropped mechanisms are not initialized

* Implement client/server body damage

* Make DamageContainer take care of raising events

* Reimplement medical scanner with the new body system

* Improve the medical scanner ui

* Merge conflict fixes

* Fix crash when colliding with something

* Fix microwave suicides and eyes sprite rendering

* Fix nullable reference error

* Fix up surgery client side

* Fix missing using from merge conflict

* Add breathing

*inhale

* Merge conflict fixes

* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold

https://github.com/space-wizards/space-station-14/pull/1617

* Use and add to the new AtmosHelpers

* Fix feet

* Add proper coloring to dropped body parts

* Fix Urist's lungs being too strong

* Merge conflict fixes

* Merge conflict fixes

* Merge conflict fixes

Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-16 16:42:42 -07:00

129 lines
4.0 KiB
C#

using Content.Server.GameObjects.EntitySystems.Click;
using Content.Shared.Damage;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
internal class ThrownItemComponent : ProjectileComponent, ICollideBehavior
{
public const float DefaultThrowTime = 0.25f;
private bool _shouldCollide = true;
private bool _shouldStop = false;
public override string Name => "ThrownItem";
public override uint? NetID => ContentNetIDs.THROWN_ITEM;
/// <summary>
/// User who threw the item.
/// </summary>
public IEntity User;
void ICollideBehavior.CollideWith(IEntity entity)
{
if (!_shouldCollide) return;
if (entity.TryGetComponent(out CollidableComponent collid))
{
if (!collid.Hard) // ignore non hard
return;
_shouldStop = true; // hit something hard => stop after this collision
}
if (entity.TryGetComponent(out IDamageableComponent damage))
{
damage.ChangeDamage(DamageType.Blunt, 10, false, Owner);
}
// Stop colliding with mobs, this mimics not having enough velocity to do damage
// after impacting the first object.
// For realism this should actually be changed when the velocity of the object is less than a threshold.
// This would allow ricochets off walls, and weird gravity effects from slowing the object.
if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
{
_shouldCollide = false;
}
}
private void StopThrow()
{
if (Deleted)
{
return;
}
if (Owner.TryGetComponent(out ICollidableComponent body) && body.PhysicsShapes.Count >= 1)
{
body.PhysicsShapes[0].CollisionMask &= (int) ~CollisionGroup.ThrownItem;
if (body.TryGetController(out ThrownController controller))
{
controller.LinearVelocity = Vector2.Zero;
}
body.Status = BodyStatus.OnGround;
Owner.RemoveComponent<ThrownItemComponent>();
EntitySystem.Get<InteractionSystem>().LandInteraction(User, Owner, Owner.Transform.GridPosition);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (_shouldStop && collideCount > 0)
{
StopThrow();
}
}
public void StartThrow(Vector2 direction, float speed)
{
var comp = Owner.GetComponent<ICollidableComponent>();
comp.Status = BodyStatus.InAir;
var controller = comp.EnsureController<ThrownController>();
controller.Push(direction, speed);
StartStopTimer();
}
private void StartStopTimer()
{
Timer.Spawn((int) (DefaultThrowTime * 1000), MaybeStopThrow);
}
private void MaybeStopThrow()
{
if (Deleted)
{
return;
}
if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.GridPosition))
{
StartStopTimer();
return;
}
StopThrow();
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<CollidableComponent>().EnsureController<ThrownController>();
}
}
}