72 lines
2.4 KiB
C#
72 lines
2.4 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Physics;
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namespace Content.Server.GameObjects.Components.Projectiles
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{
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[RegisterComponent]
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public class ProjectileComponent : Component, ICollideSpecial, ICollideBehavior
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{
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public override string Name => "Projectile";
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public bool IgnoreShooter = true;
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private EntityUid Shooter = EntityUid.Invalid;
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public Dictionary<DamageType, int> damages = new Dictionary<DamageType, int>();
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/// <summary>
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/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
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/// </summary>
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/// <param name="shooter"></param>
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public void IgnoreEntity(IEntity shooter)
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{
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Shooter = shooter.Uid;
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}
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/// <summary>
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/// Special collision override, can be used to give custom behaviors deciding when to collide
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/// </summary>
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/// <param name="collidedwith"></param>
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/// <returns></returns>
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bool ICollideSpecial.PreventCollide(ICollidable collidedwith)
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{
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if (IgnoreShooter && collidedwith.Owner.Uid == Shooter)
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return true;
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return false;
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}
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/// <summary>
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/// Applys the damage when our projectile collides with its victim
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/// </summary>
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/// <param name="collidedwith"></param>
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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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if (entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
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&& Owner.TryGetComponent(out PhysicsComponent physicsComponent))
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{
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var direction = physicsComponent.LinearVelocity.Normalized;
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recoilComponent.Kick(direction);
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}
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}
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if (collidedwith.Count > 0)
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{
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Owner.Delete();
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}
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}
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}
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}
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