Delta-v/Content.Server/GameObjects/Components/Weapon/ServerFlashableComponent.cs

79 lines
2.7 KiB
C#

using System;
using System.Linq;
using Content.Shared.GameObjects.Components.Weapons;
using Content.Shared.Physics;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
namespace Content.Server.GameObjects.Components.Weapon
{
[RegisterComponent]
public sealed class ServerFlashableComponent : SharedFlashableComponent
{
private double _duration;
private TimeSpan _lastFlash;
public void Flash(double duration)
{
var timing = IoCManager.Resolve<IGameTiming>();
_lastFlash = timing.CurTime;
_duration = duration;
Dirty();
}
public override ComponentState GetComponentState()
{
return new FlashComponentState(_duration, _lastFlash);
}
public static void FlashAreaHelper(IEntity source, double range, double duration, string sound = null)
{
var physicsManager = IoCManager.Resolve<IPhysicsManager>();
var entityManager = IoCManager.Resolve<IEntityManager>();
foreach (var entity in entityManager.GetEntities(new TypeEntityQuery(typeof(ServerFlashableComponent))))
{
if (source.Transform.MapID != entity.Transform.MapID ||
entity == source)
{
continue;
}
var direction = entity.Transform.WorldPosition - source.Transform.WorldPosition;
if (direction.Length > range)
{
continue;
}
// Direction will be zero if they're hit with the source only I think
if (direction == Vector2.Zero)
{
continue;
}
var ray = new CollisionRay(source.Transform.WorldPosition, direction.Normalized, (int) CollisionGroup.Opaque);
var rayCastResults = physicsManager.IntersectRay(source.Transform.MapID, ray, direction.Length, source, false).ToList();
if (rayCastResults.Count == 0 ||
rayCastResults[0].HitEntity != entity)
{
continue;
}
var flashable = entity.GetComponent<ServerFlashableComponent>();
flashable.Flash(duration);
}
if (sound != null)
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>().PlayAtCoords(sound, source.Transform.GridPosition);
}
}
}
}