using System.Linq; using System.Numerics; using Content.Server.Chat.Systems; using Content.Server.CombatMode.Disarm; using Content.Server.Movement.Systems; using Content.Server.Weapons.Ranged.Systems; using Content.Shared._White.CCVar; using Content.Shared.Actions.Events; using Content.Shared.Administration.Components; using Content.Shared.Chat; using Content.Shared.CombatMode; using Content.Shared.Contests; using Content.Shared.Coordinates; using Content.Shared.Damage.Components; using Content.Shared.Damage.Events; using Content.Shared.Damage.Systems; using Content.Shared.Database; using Content.Shared.Effects; using Content.Shared.Hands.Components; using Content.Shared.IdentityManagement; using Content.Shared.Item; using Content.Shared.Mobs.Systems; using Content.Shared.Speech.Components; using Content.Shared.StatusEffect; using Content.Shared.Throwing; using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee.Events; using Robust.Shared.Audio; using Robust.Shared.Audio.Systems; using Robust.Shared.Configuration; using Robust.Shared.Map; using Robust.Shared.Physics; using Robust.Shared.Physics.Components; using Robust.Shared.Player; using Robust.Shared.Random; using Robust.Shared.Utility; namespace Content.Server.Weapons.Melee; public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem { [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly DamageExamineSystem _damageExamine = default!; [Dependency] private readonly LagCompensationSystem _lag = default!; [Dependency] private readonly MobStateSystem _mobState = default!; [Dependency] private readonly SharedColorFlashEffectSystem _color = default!; [Dependency] private readonly ContestsSystem _contests = default!; // WD EDIT START [Dependency] private readonly ThrowingSystem _throwing = default!; [Dependency] private readonly INetConfigurationManager _config = default!; [Dependency] private readonly StaminaSystem _stamina = default!; // WD EDIT END public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnSpeechHit); SubscribeLocalEvent(OnMeleeExamineDamage, after: [typeof(GunSystem)]); } private void OnMeleeExamineDamage(EntityUid uid, MeleeWeaponComponent component, ref DamageExamineEvent args) { if (component.Hidden) return; var damageSpec = GetDamage(uid, args.User, component); if (damageSpec.Empty) return; if (!component.DisableClick) _damageExamine.AddDamageExamine(args.Message, damageSpec, Loc.GetString("damage-melee")); if (component.DisableHeavy) return; if (damageSpec * component.HeavyDamageBaseModifier != damageSpec) _damageExamine.AddDamageExamine(args.Message, damageSpec * component.HeavyDamageBaseModifier, Loc.GetString("damage-melee-heavy")); if (component.HeavyStaminaCost == 0) return; var staminaCostMarkup = FormattedMessage.FromMarkupOrThrow( Loc.GetString("damage-stamina-cost", ("type", Loc.GetString("damage-melee-heavy")), ("cost", Math.Round(component.HeavyStaminaCost, 2).ToString("0.##")))); args.Message.PushNewline(); args.Message.AddMessage(staminaCostMarkup); } protected override bool ArcRaySuccessful(EntityUid targetUid, Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore, ICommonSession? session) { // Originally the client didn't predict damage effects so you'd intuit some level of how far // in the future you'd need to predict, but then there was a lot of complaining like "why would you add artifical delay" as if ping is a choice. // Now damage effects are predicted but for wide attacks it differs significantly from client and server so your game could be lying to you on hits. // This isn't fair in the slightest because it makes ping a huge advantage and this would be a hidden system. // Now the client tells us what they hit and we validate if it's plausible. // Even if the client is sending entities they shouldn't be able to hit: // A) Wide-damage is split anyway // B) We run the same validation we do for click attacks. // Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference. // (This runs lagcomp internally and is what clickattacks use) if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f)) return false; // TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important. return true; } protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session) { if (!base.DoDisarm(user, ev, meleeUid, component, session) || !TryComp(user, out var combatMode)) return false; var target = GetEntity(ev.Target!.Value); // WD EDIT START PhysicalShove(user, target); Interaction.DoContactInteraction(user, target); if (_mobState.IsIncapacitated(target)) return true; if (!TryComp(target, out var targetHandsComponent)) { if (!TryComp(target, out var status) || !status.AllowedEffects.Contains("KnockedDown")) { if (TryComp(target, out var physComp) && physComp.BodyType != BodyType.Static && TryComp(target, out var throwComp) && throwComp.StaminaCost > 0) _stamina.TakeStaminaDamage(user, throwComp.StaminaCost); return true; } } // WD EDIT END EntityUid? inTargetHand = targetHandsComponent?.ActiveHand is { IsEmpty: false } ? targetHandsComponent.ActiveHand.HeldEntity!.Value : null; var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand); RaiseLocalEvent(inTargetHand != null ? inTargetHand.Value : target, attemptEvent); if (attemptEvent.Cancelled) return true; // WWDP var chance = CalculateDisarmChance(user, target, inTargetHand, combatMode); // WWDP shove is guaranteed now, disarm chance is rolled on top _audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f)); AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}"); var staminaDamage = CalculateShoveStaminaDamage(user, target); // WWDP shoving var eventArgs = new DisarmedEvent { Target = target, Source = user, DisarmProbability = chance, StaminaDamage = staminaDamage }; // WWDP shoving RaiseLocalEvent(target, eventArgs); if (!eventArgs.Handled) { ShoveOrDisarmPopup(disarm: false); // WWDP return true; } ShoveOrDisarmPopup(disarm: true); // WWDP _audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f)); AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}"); return true; // WWDP edit (moved to function) void ShoveOrDisarmPopup(bool disarm) { var filterOther = Filter.PvsExcept(user, entityManager: EntityManager); var msgPrefix = "disarm-action-"; if (!disarm) { return; // WWDP specific - Less popups; would probably want to remove on upstream msgPrefix = "disarm-action-shove-"; } var msgOther = Loc.GetString( msgPrefix + "popup-message-other-clients", ("performerName", Identity.Entity(user, EntityManager)), ("targetName", Identity.Entity(target, EntityManager))); var msgUser = Loc.GetString(msgPrefix + "popup-message-cursor", ("targetName", Identity.Entity(target, EntityManager))); PopupSystem.PopupEntity(msgOther, user, filterOther, true); PopupSystem.PopupEntity(msgUser, target, user); } // WWDP edit end } protected override bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session) { EntityCoordinates targetCoordinates; Angle targetLocalAngle; if (session is not { } pSession) return Interaction.InRangeUnobstructed(user, target, range); (targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession); return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range); } protected override void DoDamageEffect(List targets, EntityUid? user, TransformComponent targetXform) => _color.RaiseEffect(Color.Red, targets, Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user)); private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp) { if (HasComp(disarmer)) return 1.0f; if (HasComp(disarmed)) return 0.0f; // WD EDIT START var chance = 1 - disarmerComp.BaseDisarmFailChance; chance *= Math.Clamp( _contests.StaminaContest(disarmer, disarmed) * _contests.HealthContest(disarmer, disarmed), 0f, 1f); if (inTargetHand != null && TryComp(inTargetHand, out var malus)) chance *= 1 - malus.CurrentMalus; if (TryComp(disarmer, out var shoving)) chance *= 1 + shoving.DisarmBonus; return chance; // WD EDIT END } // WD EDIT START private float CalculateShoveStaminaDamage(EntityUid disarmer, EntityUid disarmed) { var shovemass = _config.GetCVar(WhiteCVars.ShoveMassFactor); var baseStaminaDamage = TryComp(disarmer, out var shoving) ? shoving.StaminaDamage : ShovingComponent.DefaultStaminaDamage; return baseStaminaDamage * _contests.MassContest(disarmer, disarmed, false, shovemass); } // WD EDIT END public override void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, Angle spriteRotation, bool predicted = true) => // WD EDIT RaiseNetworkEvent(new MeleeLungeEvent( GetNetEntity(user), GetNetEntity(weapon), angle, localPos, animation, spriteRotation), // WD EDIT predicted ? Filter.PvsExcept(user, entityManager: EntityManager) : Filter.Pvs(user, entityManager: EntityManager)); private void OnSpeechHit(EntityUid owner, MeleeSpeechComponent comp, MeleeHitEvent args) { if (!args.IsHit || !args.HitEntities.Any() || comp.Battlecry is null) return; _chat.TrySendInGameICMessage(args.User, comp.Battlecry, InGameICChatType.Speak, true, true, checkRadioPrefix: false); //Speech that isn't sent to chat or adminlogs } }