using Content.Server.Administration.Logs; using Content.Server.Effects; using Content.Server.Weapons.Ranged.Systems; using Content.Shared.Camera; using Content.Shared.Damage; using Content.Shared.Damage.Events; using Content.Shared.Database; using Content.Shared.Projectiles; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Events; using Robust.Shared.Physics.Systems; using Robust.Shared.Player; using Robust.Shared.Utility; namespace Content.Server.Projectiles; public sealed class ProjectileSystem : SharedProjectileSystem { [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly ColorFlashEffectSystem _color = default!; [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly GunSystem _guns = default!; [Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartCollide); SubscribeLocalEvent(OnDamageExamine); // WD EDIT START SubscribeLocalEvent(OnEmbed); // WD EDIT END } private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args) { // This is so entities that shouldn't get a collision are ignored. if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true, }) return; var target = args.OtherEntity; // it's here so this check is only done once before possible hit var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false); RaiseLocalEvent(target, ref attemptEv); if (attemptEv.Cancelled) { SetShooter(uid, component, target); return; } var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter); RaiseLocalEvent(uid, ref ev); var otherName = ToPrettyString(target); var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter); var deleted = Deleted(target); if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter)) { if (modifiedDamage.AnyPositive() && !deleted) _color.RaiseEffect(Color.Red, [ target, ], Filter.Pvs(target, entityManager: EntityManager)); _adminLogger.Add( LogType.BulletHit, HasComp(target) ? LogImpact.Extreme : LogImpact.High, $"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage"); } if (!deleted) { _guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound); if (!args.OurBody.LinearVelocity.IsLengthZero()) _sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized()); } // Goobstation start if (component.Penetrate) component.IgnoredEntities.Add(target); else component.DamagedEntity = true; // Goobstation end if (component.DeleteOnCollide || (component.NoPenetrateMask & args.OtherFixture.CollisionLayer) != 0) // Goobstation - Make x-ray arrows not penetrate blob QueueDel(uid); if (component.StopFlyingOnImpact && TryComp(uid, out var physics)) // WWDP _physics.SetBodyStatus(uid, physics, BodyStatus.OnGround); if (component.ImpactEffect != null && TryComp(uid, out TransformComponent? xform)) RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager)); } private void OnDamageExamine(EntityUid uid, EmbeddableProjectileComponent component, ref DamageExamineEvent args) { if (!component.EmbedOnThrow) return; if (!args.Message.IsEmpty) args.Message.PushNewline(); var isHarmful = TryComp(uid, out var passiveDamage) && passiveDamage.Damage.AnyPositive(); var loc = isHarmful ? "damage-examine-embeddable-harmful" : "damage-examine-embeddable"; var staminaCostMarkup = FormattedMessage.FromMarkupOrThrow(Loc.GetString(loc)); args.Message.AddMessage(staminaCostMarkup); } // WD EDIT START private void OnEmbed(EntityUid uid, EmbeddableProjectileComponent component, ref EmbedEvent args) { var dmg = _damageableSystem.TryChangeDamage(args.Embedded, component.Damage, origin: args.Shooter); if (dmg is { Empty: false }) _color.RaiseEffect(Color.Red, new List() { args.Embedded }, Filter.Pvs(args.Embedded, entityManager: EntityManager)); } // WD EDIT END }