--- /dev/null
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Damage.Components;
+
+/// <summary>
+/// Prevent the object from getting hit by projetiles unless you target the object.
+/// </summary>
+[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
+[Access(typeof(RequireProjectileTargetSystem))]
+public sealed partial class RequireProjectileTargetComponent : Component
+{
+ [DataField, AutoNetworkedField]
+ public bool Active = true;
+}
--- /dev/null
+using Content.Shared.Projectiles;
+using Content.Shared.Weapons.Ranged.Components;
+using Content.Shared.Standing;
+using Robust.Shared.Physics.Events;
+
+namespace Content.Shared.Damage.Components;
+
+public sealed class RequireProjectileTargetSystem : EntitySystem
+{
+ public override void Initialize()
+ {
+ SubscribeLocalEvent<RequireProjectileTargetComponent, PreventCollideEvent>(PreventCollide);
+ SubscribeLocalEvent<RequireProjectileTargetComponent, StoodEvent>(StandingBulletHit);
+ SubscribeLocalEvent<RequireProjectileTargetComponent, DownedEvent>(LayingBulletPass);
+ }
+
+ private void PreventCollide(Entity<RequireProjectileTargetComponent> ent, ref PreventCollideEvent args)
+ {
+ if (args.Cancelled)
+ return;
+
+ if (!ent.Comp.Active)
+ return;
+
+ var other = args.OtherEntity;
+ if (HasComp<ProjectileComponent>(other) &&
+ CompOrNull<TargetedProjectileComponent>(other)?.Target != ent)
+ {
+ args.Cancelled = true;
+ }
+ }
+
+ private void SetActive(Entity<RequireProjectileTargetComponent> ent, bool value)
+ {
+ if (ent.Comp.Active == value)
+ return;
+
+ ent.Comp.Active = value;
+ Dirty(ent);
+ }
+
+ private void StandingBulletHit(Entity<RequireProjectileTargetComponent> ent, ref StoodEvent args)
+ {
+ SetActive(ent, false);
+ }
+
+ private void LayingBulletPass(Entity<RequireProjectileTargetComponent> ent, ref DownedEvent args)
+ {
+ SetActive(ent, true);
+ }
+}
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<MobStateComponent, CombatModeShouldHandInteractEvent>(OnCombatModeShouldHandInteract);
SubscribeLocalEvent<MobStateComponent, AttemptPacifiedAttackEvent>(OnAttemptPacifiedAttack);
- SubscribeLocalEvent<MobStateComponent, PreventCollideEvent>(OnPreventCollide);
}
private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
args.Cancelled = true;
}
- private void OnPreventCollide(Entity<MobStateComponent> ent, ref PreventCollideEvent args)
- {
- if (args.Cancelled)
- return;
-
- if (IsAlive(ent, ent))
- return;
-
- var other = args.OtherEntity;
- if (HasComp<ProjectileComponent>(other) &&
- CompOrNull<TargetedProjectileComponent>(other)?.Target != ent.Owner)
- {
- args.Cancelled = true;
- }
- }
-
#endregion
}
-# The progenitor. This should only container the most basic components possible.
+# The progenitor. This should only container the most basic components possible.
# Only put things on here if every mob *must* have it. This includes ghosts.
- type: entity
save: false
- type: MovementSpeedModifier
- type: Polymorphable
- type: StatusIcon
+ - type: RequireProjectileTarget
+ active: False
# Used for mobs that have health and can take damage.
- type: entity
node: crategenericsteel
containers:
- entity_storage
+ - type: RequireProjectileTarget
- type: entity
parent: CrateGeneric