This commit is contained in:
Nemanja
2023-01-17 00:05:20 -05:00
committed by GitHub
parent 06f19dafc9
commit 9cd0c11870
85 changed files with 3109 additions and 54 deletions

View File

@@ -1,14 +1,11 @@
using Content.Server.Beam.Components;
using Content.Server.Lightning;
using Content.Shared.Beam;
using Content.Shared.Beam.Components;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Beam;
@@ -17,8 +14,8 @@ public sealed class BeamSystem : SharedBeamSystem
{
[Dependency] private readonly FixtureSystem _fixture = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
public override void Initialize()
{
@@ -79,52 +76,52 @@ public sealed class BeamSystem : SharedBeamSystem
var shape = new EdgeShape(distanceCorrection, new Vector2(0,0));
var distanceLength = distanceCorrection.Length;
if (TryComp<PhysicsComponent>(ent, out var physics) && TryComp<BeamComponent>(ent, out var beam))
if (!TryComp<PhysicsComponent>(ent, out var physics) || !TryComp<BeamComponent>(ent, out var beam))
return;
FixturesComponent? manager = null;
_fixture.TryCreateFixture(
ent,
shape,
"BeamBody",
hard: false,
collisionMask: (int)CollisionGroup.ItemMask,
collisionLayer: (int)CollisionGroup.MobLayer,
manager: manager,
body: physics);
_physics.SetBodyType(ent, BodyType.Dynamic, manager: manager, body: physics);
_physics.SetCanCollide(ent, true, manager: manager, body: physics);
_broadphase.RegenerateContacts(physics, manager);
var beamVisualizerEvent = new BeamVisualizerEvent(ent, distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(beamVisualizerEvent);
if (controller != null)
beam.VirtualBeamController = controller;
else
{
FixturesComponent? manager = null;
_fixture.TryCreateFixture(
ent,
shape,
"BeamBody",
hard: false,
collisionMask: (int)CollisionGroup.ItemMask,
collisionLayer: (int)CollisionGroup.MobLayer,
manager: manager,
body: physics);
var controllerEnt = Spawn("VirtualBeamEntityController", beamSpawnPos);
beam.VirtualBeamController = controllerEnt;
_physics.SetBodyType(ent, BodyType.Dynamic, manager: manager, body: physics);
_physics.SetCanCollide(ent, true, manager: manager, body: physics);
_audio.PlayPvs(beam.Sound, beam.Owner);
var beamVisualizerEvent = new BeamVisualizerEvent(ent, distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(beamVisualizerEvent);
if (controller != null)
beam.VirtualBeamController = controller;
else
{
var controllerEnt = Spawn("VirtualBeamEntityController", beamSpawnPos);
beam.VirtualBeamController = controllerEnt;
_audio.PlayPvs(beam.Sound, beam.Owner);
var beamControllerCreatedEvent = new BeamControllerCreatedEvent(ent, controllerEnt);
RaiseLocalEvent(controllerEnt, beamControllerCreatedEvent);
}
//Create the rest of the beam, sprites handled through the BeamVisualizerEvent
for (int i = 0; i < distanceLength-1; i++)
{
beamSpawnPos = beamSpawnPos.Offset(calculatedDistance.Normalized);
var newEnt = Spawn(prototype, beamSpawnPos);
var ev = new BeamVisualizerEvent(newEnt, distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(ev);
}
var beamFiredEvent = new BeamFiredEvent(ent);
RaiseLocalEvent(beam.VirtualBeamController.Value, beamFiredEvent);
var beamControllerCreatedEvent = new BeamControllerCreatedEvent(ent, controllerEnt);
RaiseLocalEvent(controllerEnt, beamControllerCreatedEvent);
}
//Create the rest of the beam, sprites handled through the BeamVisualizerEvent
for (var i = 0; i < distanceLength-1; i++)
{
beamSpawnPos = beamSpawnPos.Offset(calculatedDistance.Normalized);
var newEnt = Spawn(prototype, beamSpawnPos);
var ev = new BeamVisualizerEvent(newEnt, distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(ev);
}
var beamFiredEvent = new BeamFiredEvent(ent);
RaiseLocalEvent(beam.VirtualBeamController.Value, beamFiredEvent);
}
/// <summary>