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crystall-punk-14/Content.Shared/Damage/Systems/DamageOnHighSpeedImpactSystem.cs

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using Content.Shared.Stunnable;
using Content.Shared.Damage.Components;
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using Content.Shared.Effects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
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namespace Content.Shared.Damage.Systems;
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public sealed class DamageOnHighSpeedImpactSystem : EntitySystem
{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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public override void Initialize()
{
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base.Initialize();
SubscribeLocalEvent<DamageOnHighSpeedImpactComponent, StartCollideEvent>(HandleCollide);
}
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private void HandleCollide(EntityUid uid, DamageOnHighSpeedImpactComponent component, ref StartCollideEvent args)
{
if (!args.OurFixture.Hard || !args.OtherFixture.Hard)
return;
if (!HasComp<DamageableComponent>(uid))
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return;
Mob Movement Major Refactor (#36847) * Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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//TODO: This should solve after physics solves
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var speed = args.OurBody.LinearVelocity.Length();
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if (speed < component.MinimumSpeed)
return;
if (component.LastHit != null
&& (_gameTiming.CurTime - component.LastHit.Value).TotalSeconds < component.DamageCooldown)
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return;
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component.LastHit = _gameTiming.CurTime;
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if (_robustRandom.Prob(component.StunChance))
_stun.TryUpdateStunDuration(uid, TimeSpan.FromSeconds(component.StunSeconds));
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var damageScale = component.SpeedDamageFactor * speed / component.MinimumSpeed;
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_damageable.TryChangeDamage(uid, component.Damage * damageScale);
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if (_gameTiming.IsFirstTimePredicted)
_audio.PlayPvs(component.SoundHit, uid, AudioParams.Default.WithVariation(0.125f).WithVolume(-0.125f));
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
}
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public void ChangeCollide(EntityUid uid, float minimumSpeed, float stunSeconds, float damageCooldown, float speedDamage, DamageOnHighSpeedImpactComponent? collide = null)
{
if (!Resolve(uid, ref collide, false))
return;
collide.MinimumSpeed = minimumSpeed;
collide.StunSeconds = stunSeconds;
collide.DamageCooldown = damageCooldown;
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collide.SpeedDamageFactor = speedDamage;
Dirty(uid, collide);
}
}