Content update for ECS physics (#13291)
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@@ -2,11 +2,14 @@ using Content.Server.GameTicking;
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using Content.Shared.Spawners.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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namespace Content.Server.StationEvents.Events
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{
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public sealed class MeteorSwarm : StationEventSystem
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{
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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public override string Prototype => "MeteorSwarm";
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private float _cooldown;
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@@ -70,12 +73,7 @@ namespace Content.Server.StationEvents.Events
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foreach (var grid in MapManager.GetAllMapGrids(mapId))
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{
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if (!TryComp<PhysicsComponent>(grid.Owner, out var gridBody))
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{
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continue;
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}
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var aabb = gridBody.GetWorldAABB();
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var aabb = _physics.GetWorldAABB(grid.Owner);
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playableArea = playableArea?.Union(aabb) ?? aabb;
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}
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@@ -97,15 +95,15 @@ namespace Content.Server.StationEvents.Events
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var spawnPosition = new MapCoordinates(center + offset, mapId);
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var meteor = EntityManager.SpawnEntity("MeteorLarge", spawnPosition);
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var physics = EntityManager.GetComponent<PhysicsComponent>(meteor);
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physics.BodyStatus = BodyStatus.InAir;
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physics.LinearDamping = 0f;
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physics.AngularDamping = 0f;
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physics.ApplyLinearImpulse(-offset.Normalized * MeteorVelocity * physics.Mass);
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physics.ApplyAngularImpulse(
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// Get a random angular velocity.
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physics.Mass * ((MaxAngularVelocity - MinAngularVelocity) * RobustRandom.NextFloat() +
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MinAngularVelocity));
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// TODO: God this disgusts me but projectile needs a refactor.
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_physics.SetBodyStatus(physics, BodyStatus.InAir);
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_physics.SetLinearDamping(physics, 0f);
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_physics.SetAngularDamping(physics, 0f);
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_physics.ApplyLinearImpulse(meteor, -offset.Normalized * MeteorVelocity * physics.Mass, body: physics);
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_physics.ApplyAngularImpulse(
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meteor,
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physics.Mass * ((MaxAngularVelocity - MinAngularVelocity) * RobustRandom.NextFloat() + MinAngularVelocity),
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body: physics);
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EnsureComp<TimedDespawnComponent>(meteor).Lifetime = 120f;
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}
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}
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