ECS StunnableProjectile (#4309)

* ECS StunnableProjectile

Also renamed it to the more generic component for stunning on collision

* Reviews
This commit is contained in:
metalgearsloth
2021-07-21 19:16:38 +10:00
committed by GitHub
parent 94ef2cb66e
commit 8862028860
6 changed files with 59 additions and 49 deletions

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@@ -0,0 +1,23 @@
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Stunnable.Components
{
/// <summary>
/// Adds stun when it collides with an entity
/// </summary>
[RegisterComponent]
internal sealed class StunOnCollideComponent : Component
{
// TODO: Can probably predict this.
public override string Name => "StunOnCollide";
// See stunnable for what these do
[DataField("stunAmount")]
internal int StunAmount = default;
[DataField("knockdownAmount")]
internal int KnockdownAmount = default;
[DataField("slowdownAmount")]
internal int SlowdownAmount = default;
}
}

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@@ -1,42 +0,0 @@
using Content.Server.Projectiles.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Stunnable.Components
{
/// <summary>
/// Adds stun when it collides with an entity
/// </summary>
[RegisterComponent]
public sealed class StunnableProjectileComponent : Component, IStartCollide
{
public override string Name => "StunnableProjectile";
// See stunnable for what these do
[DataField("stunAmount")]
private int _stunAmount = default;
[DataField("knockdownAmount")]
private int _knockdownAmount = default;
[DataField("slowdownAmount")]
private int _slowdownAmount = default;
protected override void Initialize()
{
base.Initialize();
Owner.EnsureComponentWarn(out ProjectileComponent _);
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (otherFixture.Body.Owner.TryGetComponent(out StunnableComponent? stunnableComponent))
{
stunnableComponent.Stun(_stunAmount);
stunnableComponent.Knockdown(_knockdownAmount);
stunnableComponent.Slowdown(_slowdownAmount);
}
}
}
}

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using Content.Server.Stunnable.Components;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Dynamics;
namespace Content.Server.Stunnable
{
[UsedImplicitly]
internal sealed class StunOnCollideSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
}
private void HandleCollide(EntityUid uid, StunOnCollideComponent component, StartCollideEvent args)
{
if (args.OtherFixture.Body.Owner.TryGetComponent(out StunnableComponent? stunnableComponent))
{
stunnableComponent.Stun(component.StunAmount);
stunnableComponent.Knockdown(component.KnockdownAmount);
stunnableComponent.Slowdown(component.SlowdownAmount);
}
}
}
}