Flare gun 1984 (#15807)

This commit is contained in:
metalgearsloth
2023-05-04 12:46:02 +10:00
committed by GitHub
parent 6408e69fe7
commit 06efff2b2d
4 changed files with 82 additions and 40 deletions

View File

@@ -1,9 +1,16 @@
namespace Content.Server.Atmos.Components
using Content.Server.Atmos.EntitySystems;
namespace Content.Server.Atmos.Components;
[RegisterComponent, Access(typeof(FlammableSystem))]
public sealed class IgniteOnCollideComponent : Component
{
[RegisterComponent]
public sealed class IgniteOnCollideComponent : Component
{
[DataField("fireStacks")]
public float FireStacks { get; set; }
}
/// <summary>
/// How many more times the ignition can be applied.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("count")]
public int Count = 1;
[ViewVariables(VVAccess.ReadWrite), DataField("fireStacks")]
public float FireStacks;
}

View File

@@ -13,6 +13,7 @@ using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Rejuvenate;
using Content.Shared.Temperature;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
@@ -58,7 +59,10 @@ namespace Content.Server.Atmos.EntitySystems
SubscribeLocalEvent<FlammableComponent, IsHotEvent>(OnIsHot);
SubscribeLocalEvent<FlammableComponent, TileFireEvent>(OnTileFire);
SubscribeLocalEvent<FlammableComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<IgniteOnCollideComponent, StartCollideEvent>(IgniteOnCollide);
SubscribeLocalEvent<IgniteOnCollideComponent, LandEvent>(OnIgniteLand);
SubscribeLocalEvent<IgniteOnMeleeHitComponent, MeleeHitEvent>(OnMeleeHit);
}
@@ -74,15 +78,27 @@ namespace Content.Server.Atmos.EntitySystems
}
}
private void OnIgniteLand(EntityUid uid, IgniteOnCollideComponent component, ref LandEvent args)
{
RemCompDeferred<IgniteOnCollideComponent>(uid);
}
private void IgniteOnCollide(EntityUid uid, IgniteOnCollideComponent component, ref StartCollideEvent args)
{
var otherFixture = args.OtherFixture.Body.Owner;
if (!args.OtherFixture.Hard || component.Count == 0)
return;
if (!EntityManager.TryGetComponent(otherFixture, out FlammableComponent? flammable))
var otherEnt = args.OtherEntity;
if (!EntityManager.TryGetComponent(otherEnt, out FlammableComponent? flammable))
return;
flammable.FireStacks += component.FireStacks;
Ignite(otherFixture, flammable);
Ignite(otherEnt, flammable);
component.Count--;
if (component.Count == 0)
RemCompDeferred<IgniteOnCollideComponent>(uid);
}
private void OnMapInit(EntityUid uid, FlammableComponent component, MapInitEvent args)

View File

@@ -116,17 +116,9 @@ public sealed partial class GunSystem : SharedGunSystem
foreach (var (ent, shootable) in ammo)
{
// pneumatic cannon doesn't shoot bullets it just throws them, ignore ammo handling
if (throwItems)
if (throwItems && ent != null)
{
if (!HasComp<ProjectileComponent>(ent!.Value))
{
RemComp<AmmoComponent>(ent.Value);
// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
ThrowingSystem.TryThrow(ent.Value, mapDirection, gun.ProjectileSpeed, user);
continue;
}
ShootProjectile(ent.Value, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, user);
continue;
}
@@ -144,14 +136,14 @@ public sealed partial class GunSystem : SharedGunSystem
for (var i = 0; i < cartridge.Count; i++)
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootProjectile(uid, angles[i].ToVec(), gunVelocity, user, gun.ProjectileSpeed);
ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, user);
shotProjectiles.Add(uid);
}
}
else
{
var uid = Spawn(cartridge.Prototype, fromEnt);
ShootProjectile(uid, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
ShootOrThrow(uid, mapDirection, gunVelocity, gun, user);
shotProjectiles.Add(uid);
}
@@ -183,17 +175,7 @@ public sealed partial class GunSystem : SharedGunSystem
shotProjectiles.Add(ent!.Value);
MuzzleFlash(gunUid, newAmmo, user);
Audio.PlayPredicted(gun.SoundGunshot, gunUid, user);
// Do a throw
if (!HasComp<ProjectileComponent>(ent.Value))
{
RemComp<AmmoComponent>(ent.Value);
// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
ThrowingSystem.TryThrow(ent.Value, mapDirection, gun.ProjectileSpeed, user);
break;
}
ShootProjectile(ent.Value, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, user);
break;
case HitscanPrototype hitscan:
@@ -283,6 +265,20 @@ public sealed partial class GunSystem : SharedGunSystem
});
}
private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid? user)
{
// Do a throw
if (!HasComp<ProjectileComponent>(uid))
{
RemComp<AmmoComponent>(uid);
// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeed, user);
return;
}
ShootProjectile(uid, mapDirection, gunVelocity, user, gun.ProjectileSpeed);
}
public void ShootProjectile(EntityUid uid, Vector2 direction, Vector2 gunVelocity, EntityUid? user = null, float speed = 20f)
{
var physics = EnsureComp<PhysicsComponent>(uid);

View File

@@ -108,19 +108,42 @@
id: PelletShotgunFlare
name: pellet (.50 flare)
noSpawn: true
parent: BaseBullet
components:
- type: CollisionWake
- type: TileFrictionModifier
modifier: 0.5
- type: Physics
bodyType: Dynamic
fixedRotation: false
- type: Fixtures
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25"
density: 20
mask:
- ItemMask
restitution: 0.3
friction: 0.2
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles2.rsi
state: buckshot-flare
- type: Projectile
damage:
groups:
Burn: 14
- type: IgnitionSource
temperature: 1000
- type: TimedDespawn
lifetime: 240
- type: AmbientSound
enabled: true
volume: 0
range: 7
sound:
path: /Audio/Items/Flare/flare_burn.ogg
params:
loop: true
- type: IgniteOnCollide
fireStacks: 1
- type: PointLight
enabled: true
color: "#FF8080"
radius: 15.0
energy: 9.0
- type: IgniteOnCollide
fireStacks: 4