Add damage cooldown to DamageOnHighSpeedImpactComponent.

This commit is contained in:
Víctor Aguilera Puerto
2020-08-15 03:38:34 +02:00
parent ae1f55656e
commit f791719e31

View File

@@ -1,4 +1,5 @@
using Content.Server.GameObjects.Components.Mobs;
using System;
using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects.EntitySystems;
@@ -7,6 +8,7 @@ using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
@@ -17,6 +19,7 @@ namespace Content.Server.GameObjects.Components.Damage
public class DamageOnHighSpeedImpactComponent : Component, ICollideBehavior
{
[Dependency] private IRobustRandom _robustRandom = default!;
[Dependency] private IGameTiming _gameTiming = default!;
public override string Name => "DamageOnHighSpeedImpact";
@@ -27,7 +30,9 @@ namespace Content.Server.GameObjects.Components.Damage
public string SoundHit { get; set; } = "";
public float StunChance { get; set; } = 0.25f;
public int StunMinimumDamage { get; set; } = 10;
public float StunSeconds { get; set; }
public float StunSeconds { get; set; } = 1f;
public float DamageCooldown { get; set; } = 2f;
private TimeSpan _lastHit = TimeSpan.Zero;
public override void ExposeData(ObjectSerializer serializer)
{
@@ -40,6 +45,7 @@ namespace Content.Server.GameObjects.Components.Damage
serializer.DataField(this, x => SoundHit, "soundHit", "");
serializer.DataField(this, x => StunChance, "stunChance", 0.25f);
serializer.DataField(this, x => StunSeconds, "stunSeconds", 1f);
serializer.DataField(this, x => DamageCooldown, "damageCooldown", 2f);
serializer.DataField(this, x => StunMinimumDamage, "stunMinimumDamage", 10);
}
@@ -51,11 +57,16 @@ namespace Content.Server.GameObjects.Components.Damage
if (speed < MinimumSpeed) return;
var damage = (int) (BaseDamage * (speed / MinimumSpeed) * Factor);
if(!string.IsNullOrEmpty(SoundHit))
EntitySystem.Get<AudioSystem>().PlayFromEntity(SoundHit, collidedWith, AudioHelpers.WithVariation(0.125f).WithVolume(-0.125f));
if ((_gameTiming.CurTime - _lastHit).TotalSeconds < DamageCooldown)
return;
_lastHit = _gameTiming.CurTime;
var damage = (int) (BaseDamage * (speed / MinimumSpeed) * Factor);
if (Owner.TryGetComponent(out StunnableComponent stun) && _robustRandom.Prob(StunChance))
stun.Stun(StunSeconds);