Files
tbd-station-14/Content.Server/GameObjects/Components/PA/ParticleProjectileComponent.cs
Acruid d1b5a31397 PauseManager moved to Shared (#3288)
* Namespace changes for moving IPauseManager to shared.

* Namespace changes for moving ITimerManager from Timers to Timing.

* Rebase Fixes.

* Update engine submodule to v0.3.8
2021-02-18 20:45:45 -08:00

92 lines
3.6 KiB
C#

using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Singularity;
using Content.Shared.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.PA
{
[RegisterComponent]
public class ParticleProjectileComponent : Component, ICollideBehavior
{
public override string Name => "ParticleProjectile";
private ParticleAcceleratorPowerState _state;
public void CollideWith(IEntity collidedWith)
{
if (collidedWith.TryGetComponent<SingularityComponent>(out var singularityComponent))
{
var multiplier = _state switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 3,
ParticleAcceleratorPowerState.Level2 => 6,
ParticleAcceleratorPowerState.Level3 => 10,
_ => 0
};
singularityComponent.Energy += 10 * multiplier;
Owner.Delete();
}else if (collidedWith.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent)
)
{
singularityGeneratorComponent.Power += _state switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 2,
ParticleAcceleratorPowerState.Level2 => 4,
ParticleAcceleratorPowerState.Level3 => 8,
_ => 0
};
Owner.Delete();
}
}
public void Fire(ParticleAcceleratorPowerState state, Angle angle, IEntity firer)
{
_state = state;
if (!Owner.TryGetComponent<PhysicsComponent>(out var physicsComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent");
return;
}
physicsComponent.Status = BodyStatus.InAir;
if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a ProjectileComponent");
return;
}
projectileComponent.IgnoreEntity(firer);
var suffix = state switch
{
ParticleAcceleratorPowerState.Level0 => "0",
ParticleAcceleratorPowerState.Level1 => "1",
ParticleAcceleratorPowerState.Level2 => "2",
ParticleAcceleratorPowerState.Level3 => "3",
_ => "0"
};
if (!Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a SpriteComponent");
return;
}
spriteComponent.LayerSetState(0, $"particle{suffix}");
physicsComponent
.EnsureController<BulletController>()
.LinearVelocity = angle.ToVec() * 20f;
Owner.Transform.LocalRotation = new Angle(angle + Angle.FromDegrees(180));
Timer.Spawn(3000, () => Owner.Delete());
}
}
}