Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs
clusterfack 128728bfcb Adds weapons (#48)
* Adds weapons

- Adds melee weapons
- Adds projectile weapons
- Adds hitscan weapons (like lasers)

* Adds a separate sprite for projectile weapons
2018-04-06 00:32:51 +02:00

62 lines
2.0 KiB
C#

using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Physics;
using SS14.Shared.Interfaces.GameObjects.Components;
using System;
using System.Collections.Generic;
using YamlDotNet.RepresentationModel;
using SS14.Shared.Utility;
namespace Content.Server.GameObjects.Components.Projectiles
{
public class ProjectileComponent : Component, ICollideSpecial, ICollideBehavior
{
public override string Name => "Projectile";
public bool IgnoreShooter = true;
private EntityUid Shooter = EntityUid.Invalid;
public Dictionary<DamageType, int> damages = new Dictionary<DamageType, int>();
/// <summary>
/// Function that makes the collision of this object ignore a specific entity so we don't collide with ourselves
/// </summary>
/// <param name="shooter"></param>
public void IgnoreEntity(IEntity shooter)
{
Shooter = shooter.Uid;
}
/// <summary>
/// Special collision override, can be used to give custom behaviors deciding when to collide
/// </summary>
/// <param name="collidedwith"></param>
/// <returns></returns>
bool ICollideSpecial.PreventCollide(ICollidable collidedwith)
{
if (IgnoreShooter && collidedwith.Owner.Uid == Shooter)
return true;
return false;
}
/// <summary>
/// Applys the damage when our projectile collides with its victim
/// </summary>
/// <param name="collidedwith"></param>
void ICollideBehavior.CollideWith(List<IEntity> collidedwith)
{
foreach(var entity in collidedwith)
{
if(entity.TryGetComponent(out DamageableComponent damage))
{
damage.TakeDamage(DamageType.Brute, 10);
}
}
if (collidedwith.Count > 0)
Owner.Delete();
}
}
}