Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ThrownItemComponent.cs
komunre 2172d00409 Clusterbang (#2712)
* Code is ready but item now spawning

* Prototype of SeveralExplosive component

* Remaked to FlashExplosiveComponent using

* Done. But i feel myself retarted

* Remaked. Looks good

* Full loaded prototype added

* Throwing in progress. Fatal error is here

* I forgot about shared

* Sloth refactor

* Delayed spawning and fix crashes

* Full clusterbang code.

* Removed useless variable and tuned delay

* Delete wrong  in CreamPiedComponent

* Now yaml is code quality followed

* Reworked to GetLevel with bugs

* Never forget resources, guys

* RoundToLevels added. Now it works.

* New textures and sloth refactor is returned

* Now it's TryGetComponent

* Visualizer maximum fix and look fix

* Logging and no max and min check

* Removed max grenades sending

* vizualizer is better now

* GrenadesMax removed

* grammar, checks, NextFloat and no more try catch

* Unused using removed

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-01-18 21:16:34 +11:00

126 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.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Timers;
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 { get; set; }
void ICollideBehavior.CollideWith(IEntity entity)
{
if (!_shouldCollide || entity.Deleted) return;
if (entity.TryGetComponent(out PhysicsComponent collid))
{
if (!collid.Hard) // ignore non hard
return;
_shouldStop = true; // hit something hard => stop after this collision
// Raise an event.
EntitySystem.Get<InteractionSystem>().ThrowCollideInteraction(User, Owner, entity, Owner.Transform.Coordinates);
}
// 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.Deleted && Owner.TryGetComponent(out IPhysicsComponent body) && body.PhysicsShapes.Count >= 1)
{
_shouldCollide = false;
}
}
private void StopThrow()
{
if (Deleted)
{
return;
}
if (Owner.TryGetComponent(out IPhysicsComponent 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.Coordinates);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (_shouldStop && collideCount > 0)
{
StopThrow();
}
}
public void StartThrow(Vector2 direction, float speed)
{
var comp = Owner.GetComponent<IPhysicsComponent>();
comp.Status = BodyStatus.InAir;
var controller = comp.EnsureController<ThrownController>();
controller.Push(direction, speed);
EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/Effects/toss.ogg", Owner);
StartStopTimer();
}
private void StartStopTimer()
{
Owner.SpawnTimer((int) (DefaultThrowTime * 1000), MaybeStopThrow);
}
private void MaybeStopThrow()
{
if (Deleted)
{
return;
}
if (IoCManager.Resolve<IPhysicsManager>().IsWeightless(Owner.Transform.Coordinates))
{
StartStopTimer();
return;
}
StopThrow();
}
}
}