63 lines
2.5 KiB
C#
63 lines
2.5 KiB
C#
using Content.Server.ParticleAccelerator.Components;
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using Content.Server.Singularity.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.ParticleAccelerator.EntitySystems;
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public sealed partial class ParticleAcceleratorSystem
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{
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private void FireEmitter(EntityUid uid, ParticleAcceleratorPowerState strength, ParticleAcceleratorEmitterComponent? emitter = null)
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{
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if (!Resolve(uid, ref emitter))
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return;
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!xformQuery.TryGetComponent(uid, out var xform))
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{
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Logger.Error("ParticleAccelerator attempted to emit a particle without (having) a transform from which to base its initial position and orientation.");
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return;
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}
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var emitted = Spawn(emitter.EmittedPrototype, xform.Coordinates);
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if (xformQuery.TryGetComponent(emitted, out var particleXform))
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_transformSystem.SetLocalRotation(emitted, xform.LocalRotation, particleXform);
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if (TryComp<PhysicsComponent>(emitted, out var particlePhys))
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{
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var angle = _transformSystem.GetWorldRotation(uid, xformQuery);
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_physicsSystem.SetBodyStatus(particlePhys, BodyStatus.InAir);
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var velocity = angle.ToWorldVec() * 20f;
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if (TryComp<PhysicsComponent>(uid, out var phys))
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velocity += phys.LinearVelocity; // Inherit velocity from parent so if the clown has strapped a dozen engines to departures we don't outpace the particles.
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_physicsSystem.SetLinearVelocity(emitted, velocity, body: particlePhys);
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}
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if (TryComp<ProjectileComponent>(emitted, out var proj))
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_projectileSystem.SetShooter(proj, uid);
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if (TryComp<SinguloFoodComponent>(emitted, out var food))
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{
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// TODO: Unhardcode this.
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food.Energy = strength 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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} * 10;
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}
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if (TryComp<ParticleProjectileComponent>(emitted, out var particle))
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particle.State = strength;
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_appearanceSystem.SetData(emitted, ParticleAcceleratorVisuals.VisualState, strength);
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}
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}
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