Files
tbd-station-14/Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs

111 lines
3.9 KiB
C#

using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
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
{
get => _damages;
set => _damages = value;
}
public bool DeleteOnCollide => _deleteOnCollide;
private bool _deleteOnCollide;
// Get that juicy FPS hit sound
private string _soundHit;
private string _soundHitSpecies;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _deleteOnCollide, "delete_on_collide", true);
// If not specified 0 damage
serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
serializer.DataField(ref _soundHit, "soundHit", null);
serializer.DataField(ref _soundHitSpecies, "soundHitSpecies", null);
}
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>
/// Applies the damage when our projectile collides with its victim
/// </summary>
/// <param name="entity"></param>
void ICollideBehavior.CollideWith(IEntity entity)
{
if (_soundHitSpecies != null && entity.HasComponent<SpeciesComponent>())
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHitSpecies, entity.Transform.GridPosition);
} else if (_soundHit != null)
{
EntitySystem.Get<AudioSystem>().PlayAtCoords(_soundHit, entity.Transform.GridPosition);
}
if (entity.TryGetComponent(out DamageableComponent damage))
{
Owner.EntityManager.TryGetEntity(_shooter, out var shooter);
foreach (var (damageType, amount) in _damages)
{
damage.TakeDamage(damageType, amount, Owner, shooter);
}
}
if (!entity.Deleted && entity.TryGetComponent(out CameraRecoilComponent recoilComponent)
&& Owner.TryGetComponent(out PhysicsComponent physicsComponent))
{
var direction = physicsComponent.LinearVelocity.Normalized;
recoilComponent.Kick(direction);
}
}
void ICollideBehavior.PostCollide(int collideCount)
{
if (collideCount > 0 && DeleteOnCollide) Owner.Delete();
}
}
}