fish-station/Content.Server/_Starlight/Weapon/WeaponDismantleOnShootSystem.cs
Vigers Ray b52f640b5a
Порт стрельбы со старлайна (#2640)
Co-authored-by: KaiserMaus <kaiser.ratte@gmail.com>
2025-08-08 22:25:02 +03:00

103 lines
4 KiB
C#

using Content.Shared.Starlight.Weapon.Systems;
using System.Numerics;
using Content.Shared._Starlight.Weapon.Components;
using Content.Shared.Inventory;
using Content.Shared.Popups;
using Content.Shared.Tag;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Physics.Systems;
//linq
using System.Linq;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Random;
using Content.Shared.Damage;
using Content.Shared.Wieldable;
using Content.Shared.Weapons.Ranged.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
namespace Content.Server._Starlight.Weapon.Systems;
public sealed partial class WeaponDismantleOnShootSystem : SharedWeaponDismantleOnShootSystem
{
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly SharedGunSystem _gunSystem = default!;
[Dependency] private readonly ILogManager _log = default!;
[Dependency] protected readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly ThrowingSystem _throwing = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] protected readonly DamageableSystem Damageable = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<WeaponDismantleOnShootComponent, AmmoShotEvent>(OnGunShot);
}
private void OnGunShot(Entity<WeaponDismantleOnShootComponent> ent, ref AmmoShotEvent args)
{
if (DismantleCheck(ent, ref args) == false)
return;
//apply the damage to the shooter
//get the shooters damageable component
Damageable.TryChangeDamage(args.Shooter, ent.Comp.SelfDamage, origin:args.Shooter);
//we need the user past this point
if (!args.Shooter.HasValue)
return;
_audio.PlayPvs(ent.Comp.DismantleSound, args.Shooter.Value);
//get the users transform
var userPosition = Transform(args.Shooter.Value).Coordinates;
if (!TryComp<GunComponent>(ent, out var gunComponent))
return;
var toCoordinates = gunComponent.ShootCoordinates;
if (toCoordinates == null)
return;
//loop through all of the items
var random = IoCManager.Resolve<IRobustRandom>();
foreach (var item in ent.Comp.items)
{
for (var i = 0; i < item.Amount; i++)
{
//roll to see if we destroy the item or not
if (!random.Prob(item.SpawnProbability))
continue;
//get the item entity
var itemEntity = Spawn(item.PrototypeId, userPosition);
Vector2 direction = toCoordinates.Value.Position;
//normalize it
direction = Vector2.Normalize(direction);
//multiply it by the distance
direction *= ent.Comp.DismantleDistance;
//rotate it by the angle
direction = item.LaunchAngle.RotateVec(direction);
//roll for random angle modifier
double randomAngle = random.NextDouble(-item.AngleRandomness.Degrees, item.AngleRandomness.Degrees);
//rotate it by the random angle
direction = Angle.FromDegrees(randomAngle).RotateVec(direction);
var throwDirection = new EntityCoordinates(args.Shooter.Value, direction);
_throwing.TryThrow(itemEntity, throwDirection, ent.Comp.DismantleDistance, compensateFriction: true);
}
}
//now we need to destroy the gun
//get the gun entity
_entityManager.QueueDeleteEntity(ent.Owner);
}
}