* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
165 lines
5.7 KiB
C#
165 lines
5.7 KiB
C#
using System;
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using Content.Shared.Damage;
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using Content.Shared.Physics;
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using Content.Shared.Sound;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Projectiles.Components
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{
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/// <summary>
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/// Lasers etc.
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/// </summary>
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[RegisterComponent]
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public class HitscanComponent : Component
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "Hitscan";
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public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
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[DataField("layers")] //todo WithFormat.Flags<CollisionLayer>()
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private int _collisionMask = (int) CollisionGroup.Opaque;
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[DataField("damage", required: true)]
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[ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = default!;
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public float MaxLength => 20.0f;
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private TimeSpan _startTime;
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private TimeSpan _deathTime;
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public float ColorModifier { get; set; } = 1.0f;
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[DataField("spriteName")]
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private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
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[DataField("muzzleFlash")]
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private string? _muzzleFlash;
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[DataField("impactFlash")]
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private string? _impactFlash;
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[DataField("soundHitWall")]
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private SoundSpecifier _soundHitWall = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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public void FireEffects(IEntity user, float distance, Angle angle, IEntity? hitEntity = null)
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{
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var effectSystem = EntitySystem.Get<EffectSystem>();
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_startTime = _gameTiming.CurTime;
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_deathTime = _startTime + TimeSpan.FromSeconds(1);
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var afterEffect = AfterEffects(user.Transform.Coordinates, angle, distance, 1.0f);
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if (afterEffect != null)
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{
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effectSystem.CreateParticle(afterEffect);
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}
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// if we're too close we'll stop the impact and muzzle / impact sprites from clipping
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if (distance > 1.0f)
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{
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var impactEffect = ImpactFlash(distance, angle);
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if (impactEffect != null)
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{
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effectSystem.CreateParticle(impactEffect);
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}
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var muzzleEffect = MuzzleFlash(user.Transform.Coordinates, angle);
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if (muzzleEffect != null)
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{
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effectSystem.CreateParticle(muzzleEffect);
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}
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}
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if (hitEntity != null && _soundHitWall != null)
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{
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// TODO: No wall component so ?
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var offset = angle.ToVec().Normalized / 2;
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var coordinates = user.Transform.Coordinates.Offset(offset);
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SoundSystem.Play(Filter.Pvs(coordinates), _soundHitWall.GetSound(), coordinates);
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}
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Owner.SpawnTimer((int) _deathTime.TotalMilliseconds, () =>
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{
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if (!Owner.Deleted)
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{
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Owner.Delete();
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}
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});
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}
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private EffectSystemMessage? MuzzleFlash(EntityCoordinates grid, Angle angle)
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{
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if (_muzzleFlash == null)
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{
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return null;
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}
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var offset = angle.ToVec().Normalized / 2;
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var message = new EffectSystemMessage
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{
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EffectSprite = _muzzleFlash,
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Born = _startTime,
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DeathTime = _deathTime,
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Coordinates = grid.Offset(offset),
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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return message;
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}
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private EffectSystemMessage AfterEffects(EntityCoordinates origin, Angle angle, float distance, float offset = 0.0f)
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{
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var midPointOffset = angle.ToVec() * distance / 2;
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var message = new EffectSystemMessage
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{
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EffectSprite = _spriteName,
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Born = _startTime,
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DeathTime = _deathTime,
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Size = new Vector2(distance - offset, 1f),
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Coordinates = origin.Offset(midPointOffset),
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//Rotated from east facing
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Rotation = (float) angle.Theta,
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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return message;
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}
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private EffectSystemMessage? ImpactFlash(float distance, Angle angle)
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{
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if (_impactFlash == null)
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{
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return null;
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}
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var message = new EffectSystemMessage
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{
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EffectSprite = _impactFlash,
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Born = _startTime,
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DeathTime = _deathTime,
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Coordinates = Owner.Transform.Coordinates.Offset(angle.ToVec() * distance),
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//Rotated from east facing
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Rotation = (float) angle.FlipPositive(),
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Color = Vector4.Multiply(new Vector4(255, 255, 255, 750), ColorModifier),
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ColorDelta = new Vector4(0, 0, 0, -1500f),
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Shaded = false
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};
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return message;
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}
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}
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}
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