Files
tbd-station-14/Content.Server/Anomaly/Effects/ProjectileAnomalySystem.cs
2023-05-28 23:22:44 +10:00

92 lines
3.3 KiB
C#

using Content.Server.Anomaly.Components;
using Content.Server.Mind.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Anomaly.Components;
using Content.Shared.Projectiles;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Anomaly.Effects;
/// <summary>
/// This handles <see cref="ProjectileAnomalyComponent"/> and the events from <seealso cref="AnomalySystem"/>
/// </summary>
public sealed class ProjectileAnomalySystem : EntitySystem
{
[Dependency] private readonly TransformSystem _xform = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly GunSystem _gunSystem = default!;
public override void Initialize()
{
SubscribeLocalEvent<ProjectileAnomalyComponent, AnomalyPulseEvent>(OnPulse);
SubscribeLocalEvent<ProjectileAnomalyComponent, AnomalySupercriticalEvent>(OnSupercritical);
}
private void OnPulse(EntityUid uid, ProjectileAnomalyComponent component, ref AnomalyPulseEvent args)
{
ShootProjectilesAtEntities(uid, component, args.Severity);
}
private void OnSupercritical(EntityUid uid, ProjectileAnomalyComponent component, ref AnomalySupercriticalEvent args)
{
ShootProjectilesAtEntities(uid, component, 1.0f);
}
private void ShootProjectilesAtEntities(EntityUid uid, ProjectileAnomalyComponent component, float severity)
{
var xform = Transform(uid);
var projectilesShot = 0;
var range = component.ProjectileRange * severity;
var mobQuery = GetEntityQuery<MindComponent>();
foreach (var entity in _lookup.GetEntitiesInRange(uid, range, LookupFlags.Dynamic))
{
if (projectilesShot >= component.MaxProjectiles * severity)
return;
// Sentient entities are more likely to be shot at than non sentient
if (!mobQuery.HasComponent(entity) && !_random.Prob(component.TargetNonSentientChance))
continue;
var targetCoords = Transform(entity).Coordinates.Offset(_random.NextVector2(-1, 1));
ShootProjectile(
uid, component,
xform.Coordinates,
targetCoords,
severity
);
projectilesShot++;
}
}
private void ShootProjectile(
EntityUid uid,
ProjectileAnomalyComponent component,
EntityCoordinates coords,
EntityCoordinates targetCoords,
float severity
)
{
var mapPos = coords.ToMap(EntityManager, _xform);
var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var gridUid, out _)
? coords.WithEntityId(gridUid, EntityManager)
: new(_mapManager.GetMapEntityId(mapPos.MapId), mapPos.Position);
var ent = Spawn(component.ProjectilePrototype, spawnCoords);
var direction = targetCoords.ToMapPos(EntityManager, _xform) - mapPos.Position;
if (!TryComp<ProjectileComponent>(ent, out var comp))
return;
comp.Damage *= severity;
_gunSystem.ShootProjectile(ent, direction, Vector2.Zero, uid, uid, component.MaxProjectileSpeed * severity);
}
}