Files
wwdpublic/Content.Server/Projectiles/ProjectileSystem.cs
Spatison 266ae606de [Port] Crossbow / Арбалет (#76)
* add: crossbar

* add: crossbar

* add: crossbow

* clean up

* AI rewie

* fix

* fix

* fix :(

* Update tags.yml

* fix
2024-10-26 16:41:08 +07:00

160 lines
6.2 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Effects;
using Content.Server.Hands.Systems;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared._White.Penetrated;
using Content.Shared._White.Projectile;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.DoAfter;
using Content.Shared.Projectiles;
using Content.Shared.Throwing;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
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!;
// WD EDIT START
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly PenetratedSystem _penetrated = default!;
// WD EDIT END
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
// WD EDIT START
SubscribeLocalEvent<EmbeddableProjectileComponent, EmbedEvent>(OnEmbed);
SubscribeLocalEvent<EmbeddableProjectileComponent, RemoveEmbeddedProjectileEvent>(OnEmbedRemove);
// 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 direction = args.OurBody.LinearVelocity.Normalized();
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.Any() && !deleted)
{
_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
}
_adminLogger.Add(LogType.BulletHit,
HasComp<ActorComponent>(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);
_sharedCameraRecoil.KickCamera(target, direction);
}
component.DamagedEntity = true;
if (component.DeleteOnCollide)
QueueDel(uid);
if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
{
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
}
}
// WD EDIT START
private void OnEmbed(EntityUid uid, EmbeddableProjectileComponent component, ref EmbedEvent args)
{
var dmg = _damageable.TryChangeDamage(args.Embedded, component.Damage, origin: args.Shooter);
if (dmg is { Empty: false })
_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Embedded }, Filter.Pvs(args.Embedded, entityManager: EntityManager));
}
private void OnEmbedRemove(EntityUid uid, EmbeddableProjectileComponent component, RemoveEmbeddedProjectileEvent args)
{
// Whacky prediction issues.
if (args.Cancelled)
return;
if (component.DeleteOnRemove)
{
QueueDel(uid);
FreePenetrated(uid);
return;
}
if (!TryComp<PhysicsComponent>(uid, out var physics))
{
FreePenetrated(uid);
return;
}
var xform = Transform(uid);
_physics.SetBodyType(uid, BodyType.Dynamic, body: physics, xform: xform);
_transform.AttachToGridOrMap(uid, xform);
// Reset whether the projectile has damaged anything if it successfully was removed
if (TryComp<ProjectileComponent>(uid, out var projectile))
{
projectile.Shooter = null;
projectile.Weapon = null;
projectile.DamagedEntity = false;
}
FreePenetrated(uid);
// Land it just coz uhhh yeah
var landEv = new LandEvent(args.User, true);
RaiseLocalEvent(uid, ref landEv);
_physics.WakeBody(uid, body: physics);
// try place it in the user's hand
_hands.TryPickupAnyHand(args.User, uid);
}
private void FreePenetrated(EntityUid uid, PenetratedProjectileComponent? penetratedProjectile = null)
{
if (!Resolve(uid, ref penetratedProjectile)
|| !penetratedProjectile.PenetratedUid.HasValue)
return;
_penetrated.FreePenetrated(penetratedProjectile.PenetratedUid.Value);
}
// WD EDIT END
}