Files
ss14-wega/Content.Server/Anomaly/Effects/ProjectileAnomalySystem.cs
T
Eveloop 22a547c7c8 Use dependency injection for EntityQuery<T>s in Content.Server (#43566)
* Replace usages of EntityQuery with dependency injected ones in Content.Server

* Remove unused EntityQuery dependencies

* Restore CheckPressureAndFire override method

* Revert EntityQuery refactor changes to DisposalTubeSystem.cs & DisposableSystem.cs

* Infer Transform/Metadata directly instead of passing (#43479)

* Resolve RA0049, RA0051 errors (#43479)

* Resolve RA0049, RA0051 errors (#43479)

* Apply suggestions from code review

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2026-05-17 15:59:37 +00:00

111 lines
3.9 KiB
C#

using System.Numerics;
using Content.Server.Anomaly.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Anomaly.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Projectiles;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.Anomaly.Effects;
/// <summary>
/// This handles <see cref="ProjectileAnomalyComponent"/> and the events from <seealso cref="AnomalySystem"/>
/// </summary>
public sealed partial class ProjectileAnomalySystem : EntitySystem
{
[Dependency] private TransformSystem _xform = default!;
[Dependency] private EntityLookupSystem _lookup = default!;
[Dependency] private IRobustRandom _random = default!;
[Dependency] private IMapManager _mapManager = default!;
[Dependency] private GunSystem _gunSystem = default!;
[Dependency] private SharedMapSystem _map = default!;
[Dependency] private EntityQuery<MobStateComponent> _mobStateQuery = default!;
/// <summary> Pre-allocated collection for calculating entities in range. </summary>
private readonly HashSet<EntityUid> _inRange = new();
public override void Initialize()
{
SubscribeLocalEvent<ProjectileAnomalyComponent, AnomalyPulseEvent>(OnPulse);
SubscribeLocalEvent<ProjectileAnomalyComponent, AnomalySupercriticalEvent>(OnSupercritical);
}
private void OnPulse(EntityUid uid, ProjectileAnomalyComponent component, ref AnomalyPulseEvent args)
{
ShootProjectilesAtEntities(uid, component, args.Severity * args.PowerModifier);
}
private void OnSupercritical(EntityUid uid, ProjectileAnomalyComponent component, ref AnomalySupercriticalEvent args)
{
ShootProjectilesAtEntities(uid, component, args.PowerModifier);
}
private void ShootProjectilesAtEntities(EntityUid uid, ProjectileAnomalyComponent component, float severity)
{
var projectileCount = (int)MathF.Round(MathHelper.Lerp(component.MinProjectiles, component.MaxProjectiles, severity));
var xform = Transform(uid);
_inRange.Clear();
_lookup.GetEntitiesInRange(uid, component.ProjectileRange * severity, _inRange, LookupFlags.Dynamic);
if (_inRange.Count == 0)
return;
var priority = new List<EntityUid>();
foreach (var entity in _inRange)
{
if (_mobStateQuery.HasComponent(entity))
priority.Add(entity);
}
Log.Debug($"shots: {projectileCount}");
while (projectileCount > 0)
{
Log.Debug($"{projectileCount}");
var target = priority.Count > 0
? _random.PickAndTake(priority)
: _random.Pick(_inRange);
var targetXForm = Transform(target);
var targetCoords = targetXForm.Coordinates.Offset(_random.NextVector2(0.5f));
ShootProjectile(
uid,
component,
xform.Coordinates,
targetCoords,
severity
);
projectileCount--;
}
}
private void ShootProjectile(
EntityUid uid,
ProjectileAnomalyComponent component,
EntityCoordinates coords,
EntityCoordinates targetCoords,
float severity
)
{
var mapPos = _xform.ToMapCoordinates(coords);
var spawnCoords = _mapManager.TryFindGridAt(mapPos, out var gridUid, out _)
? _xform.WithEntityId(coords, gridUid)
: new(_map.GetMapOrInvalid(mapPos.MapId), mapPos.Position);
var ent = Spawn(component.ProjectilePrototype, spawnCoords);
var direction = _xform.ToMapCoordinates(targetCoords).Position - mapPos.Position;
if (!TryComp<ProjectileComponent>(ent, out var comp))
return;
comp.Damage *= severity;
_gunSystem.ShootProjectile(ent, direction, Vector2.Zero, uid, uid, component.ProjectileSpeed);
}
}