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