Explosion now throws affected entities, fixes probability/severi… (#732)
* throwforce and probability fixes for explosions Applies force to all affected by explosion entities with ItemComponent Fixes probability issues with explosion related callbacks * dependency fix, throw helper * delete TODO Co-authored-by: gituhabu <48828502+gituhabu@users.noreply.github.com>
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@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Damage
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_actSystem.HandleBreakage(Owner);
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break;
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case ExplosionSeverity.Light:
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if(prob.Prob(40))
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if(prob.Prob(0.4f))
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_actSystem.HandleBreakage(Owner);
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break;
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}
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@@ -91,10 +91,11 @@ namespace Content.Server.GameObjects.Components.Destructible
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_actSystem.HandleDestruction(Owner, false);
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break;
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case ExplosionSeverity.Heavy:
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_actSystem.HandleDestruction(Owner, true);
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var spawnWreckOnHeavy = prob.Prob(0.5f);
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_actSystem.HandleDestruction(Owner, spawnWreckOnHeavy);
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break;
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case ExplosionSeverity.Light:
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if (prob.Prob(40))
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if (prob.Prob(0.4f))
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_actSystem.HandleDestruction(Owner, true);
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break;
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}
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@@ -1,5 +1,9 @@
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using Content.Server.GameObjects.EntitySystems;
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using System;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Destructible;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Throw;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.Physics;
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@@ -7,12 +11,15 @@ using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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@@ -20,7 +27,7 @@ namespace Content.Server.GameObjects
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{
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[RegisterComponent]
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[ComponentReference(typeof(StoreableComponent))]
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public class ItemComponent : StoreableComponent, IAttackHand
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public class ItemComponent : StoreableComponent, IAttackHand, IExAct
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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@@ -28,6 +35,7 @@ namespace Content.Server.GameObjects
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#pragma warning disable 649
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[Dependency] private readonly IRobustRandom _robustRandom;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IMapManager _mapManager;
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#pragma warning restore 649
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private string _equippedPrefix;
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@@ -139,5 +147,29 @@ namespace Content.Server.GameObjects
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return (_robustRandom.NextFloat() * size) - size / 2;
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}
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}
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public void OnExplosion(ExplosionEventArgs eventArgs)
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{
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var sourceLocation = eventArgs.Source;
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var targetLocation = eventArgs.Target.Transform.GridPosition;
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var dirVec = (targetLocation.ToMapPos(_mapManager) - sourceLocation.ToMapPos(_mapManager)).Normalized;
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var throwForce = 1.0f;
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switch (eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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throwForce = 3.0f;
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break;
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case ExplosionSeverity.Heavy:
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throwForce = 2.0f;
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break;
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case ExplosionSeverity.Light:
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throwForce = 1.0f;
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break;
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}
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ThrowHelper.Throw(Owner, throwForce, targetLocation, sourceLocation, true);
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}
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}
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}
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@@ -190,8 +190,8 @@ namespace Content.Server.GameObjects
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bruteDamage += 30;
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break;
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}
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Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Brute, bruteDamage, eventArgs.Source);
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Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, eventArgs.Source);
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Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Brute, bruteDamage, null);
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Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, null);
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}
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}
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@@ -3,6 +3,7 @@ using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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namespace Content.Server.GameObjects.EntitySystems
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{
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@@ -46,7 +47,7 @@ namespace Content.Server.GameObjects.EntitySystems
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public class ExplosionEventArgs : EventArgs
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{
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public IEntity Source { get; set; }
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public GridCoordinates Source { get; set; }
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public IEntity Target { get; set; }
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public ExplosionSeverity Severity { get; set; }
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}
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@@ -70,7 +71,7 @@ namespace Content.Server.GameObjects.EntitySystems
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owner.Delete();
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}
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public void HandleExplosion(IEntity source, IEntity target, ExplosionSeverity severity)
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public void HandleExplosion(GridCoordinates source, IEntity target, ExplosionSeverity severity)
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{
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var eventArgs = new ExplosionEventArgs
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{
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@@ -2,6 +2,7 @@
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.Stack;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Throw;
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using Content.Shared.Input;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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@@ -185,41 +186,7 @@ namespace Content.Server.GameObjects.EntitySystems
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newStackComp.Count = 1;
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}
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if (!throwEnt.TryGetComponent(out CollidableComponent colComp))
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return true;
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colComp.CollisionEnabled = true;
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// I can now collide with player, so that i can do damage.
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if (!throwEnt.TryGetComponent(out ThrownItemComponent projComp))
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{
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projComp = throwEnt.AddComponent<ThrownItemComponent>();
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if(colComp.PhysicsShapes.Count == 0)
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colComp.PhysicsShapes.Add(new PhysShapeAabb());
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colComp.PhysicsShapes[0].CollisionMask |= (int)CollisionGroup.MobImpassable;
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colComp.IsScrapingFloor = false;
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}
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projComp.User = plyEnt;
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projComp.IgnoreEntity(plyEnt);
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var transform = plyEnt.Transform;
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var dirVec = (coords.ToMapPos(_mapManager) - transform.WorldPosition).Normalized;
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if (!throwEnt.TryGetComponent(out PhysicsComponent physComp))
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physComp = throwEnt.AddComponent<PhysicsComponent>();
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// TODO: Move this into PhysicsSystem, we need an ApplyForce function.
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var a = ThrowForce / (float) Math.Max(0.001, physComp.Mass); // a = f / m
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var timing = IoCManager.Resolve<IGameTiming>();
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var spd = a / (1f / timing.TickRate); // acceleration is applied in 1 tick instead of 1 second, scale appropriately
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physComp.LinearVelocity = dirVec * spd;
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transform.LocalRotation = new Angle(dirVec).GetCardinalDir().ToAngle();
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ThrowHelper.Throw(throwEnt, ThrowForce, coords, plyEnt.Transform.GridPosition, false, plyEnt);
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return true;
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}
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