Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs
Acruid 9353a060f2 Physics Shapes (#306)
* Removed BoundingBoxComponent.

* Updated prototypes to use refactored CollidableComponent.

* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Shared/Physics namespace.

* Migrated more yaml files to use PhysShapes.

* Updated YAML to use the new list-of-bodies system.

* Updated the new prototypes.

* Update submodule

* Update submodule again, whoops
2019-09-03 22:14:04 +02:00

95 lines
3.1 KiB
C#

using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
public class ProjectileComponent : Component, ICollideSpecial, ICollideBehavior
{
public override string Name => "Projectile";
public bool IgnoreShooter = true;
private EntityUid Shooter = EntityUid.Invalid;
private Dictionary<DamageType, int> _damages;
[ViewVariables]
public Dictionary<DamageType, int> Damages => _damages;
private float _velocity;
public float Velocity
{
get => _velocity;
set => _velocity = value;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// If not specified 0 damage
serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
serializer.DataField(ref _velocity, "velocity", 20f);
}
public float TimeLeft { get; set; } = 10;
/// <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(IPhysBody 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))
{
foreach (var damageType in _damages)
{
damage.TakeDamage(damageType.Key, damageType.Value);
}
}
if (entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
&& Owner.TryGetComponent(out PhysicsComponent physicsComponent))
{
var direction = physicsComponent.LinearVelocity.Normalized;
recoilComponent.Kick(direction);
}
}
if (collidedwith.Count > 0)
{
Owner.Delete();
}
}
}
}