ECS StunnableProjectile (#4309)
* ECS StunnableProjectile Also renamed it to the more generic component for stunning on collision * Reviews
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Stunnable.Components
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{
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/// <summary>
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent]
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internal sealed class StunOnCollideComponent : Component
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{
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// TODO: Can probably predict this.
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public override string Name => "StunOnCollide";
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// See stunnable for what these do
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[DataField("stunAmount")]
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internal int StunAmount = default;
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[DataField("knockdownAmount")]
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internal int KnockdownAmount = default;
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[DataField("slowdownAmount")]
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internal int SlowdownAmount = default;
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}
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}
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@@ -1,42 +0,0 @@
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using Content.Server.Projectiles.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Stunnable.Components
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{
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/// <summary>
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/// Adds stun when it collides with an entity
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/// </summary>
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[RegisterComponent]
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public sealed class StunnableProjectileComponent : Component, IStartCollide
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{
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public override string Name => "StunnableProjectile";
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// See stunnable for what these do
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[DataField("stunAmount")]
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private int _stunAmount = default;
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[DataField("knockdownAmount")]
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private int _knockdownAmount = default;
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[DataField("slowdownAmount")]
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private int _slowdownAmount = default;
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protected override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out ProjectileComponent _);
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}
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (otherFixture.Body.Owner.TryGetComponent(out StunnableComponent? stunnableComponent))
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{
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stunnableComponent.Stun(_stunAmount);
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stunnableComponent.Knockdown(_knockdownAmount);
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stunnableComponent.Slowdown(_slowdownAmount);
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}
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}
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}
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}
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27
Content.Server/Stunnable/StunOnCollideSystem.cs
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27
Content.Server/Stunnable/StunOnCollideSystem.cs
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using Content.Server.Stunnable.Components;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Stunnable
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{
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[UsedImplicitly]
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internal sealed class StunOnCollideSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(EntityUid uid, StunOnCollideComponent component, StartCollideEvent args)
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{
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if (args.OtherFixture.Body.Owner.TryGetComponent(out StunnableComponent? stunnableComponent))
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{
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stunnableComponent.Stun(component.StunAmount);
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stunnableComponent.Knockdown(component.KnockdownAmount);
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stunnableComponent.Slowdown(component.SlowdownAmount);
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}
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}
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}
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}
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