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* add: crossbar * add: crossbar * add: crossbow * clean up * AI rewie * fix * fix * fix :( * Update tags.yml * fix
160 lines
6.2 KiB
C#
160 lines
6.2 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Effects;
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using Content.Server.Hands.Systems;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared._White.Penetrated;
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using Content.Shared._White.Projectile;
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Projectiles;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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namespace Content.Server.Projectiles;
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public sealed class ProjectileSystem : SharedProjectileSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ColorFlashEffectSystem _color = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly GunSystem _guns = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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// WD EDIT START
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly HandsSystem _hands = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly PenetratedSystem _penetrated = default!;
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// WD EDIT END
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
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// WD EDIT START
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SubscribeLocalEvent<EmbeddableProjectileComponent, EmbedEvent>(OnEmbed);
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SubscribeLocalEvent<EmbeddableProjectileComponent, RemoveEmbeddedProjectileEvent>(OnEmbedRemove);
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// WD EDIT END
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}
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private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
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|| component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
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return;
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var target = args.OtherEntity;
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// it's here so this check is only done once before possible hit
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var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
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RaiseLocalEvent(target, ref attemptEv);
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if (attemptEv.Cancelled)
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{
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SetShooter(uid, component, target);
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return;
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}
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var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter);
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RaiseLocalEvent(uid, ref ev);
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var otherName = ToPrettyString(target);
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var direction = args.OurBody.LinearVelocity.Normalized();
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var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
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var deleted = Deleted(target);
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if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
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{
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if (modifiedDamage.Any() && !deleted)
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
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}
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_adminLogger.Add(LogType.BulletHit,
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HasComp<ActorComponent>(target) ? LogImpact.Extreme : LogImpact.High,
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$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
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}
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if (!deleted)
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{
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_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
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_sharedCameraRecoil.KickCamera(target, direction);
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}
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component.DamagedEntity = true;
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if (component.DeleteOnCollide)
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QueueDel(uid);
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if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
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{
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RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
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}
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}
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// WD EDIT START
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private void OnEmbed(EntityUid uid, EmbeddableProjectileComponent component, ref EmbedEvent args)
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{
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var dmg = _damageable.TryChangeDamage(args.Embedded, component.Damage, origin: args.Shooter);
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if (dmg is { Empty: false })
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Embedded }, Filter.Pvs(args.Embedded, entityManager: EntityManager));
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}
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private void OnEmbedRemove(EntityUid uid, EmbeddableProjectileComponent component, RemoveEmbeddedProjectileEvent args)
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{
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// Whacky prediction issues.
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if (args.Cancelled)
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return;
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if (component.DeleteOnRemove)
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{
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QueueDel(uid);
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FreePenetrated(uid);
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return;
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}
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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{
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FreePenetrated(uid);
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return;
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}
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var xform = Transform(uid);
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_physics.SetBodyType(uid, BodyType.Dynamic, body: physics, xform: xform);
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_transform.AttachToGridOrMap(uid, xform);
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// Reset whether the projectile has damaged anything if it successfully was removed
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if (TryComp<ProjectileComponent>(uid, out var projectile))
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{
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projectile.Shooter = null;
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projectile.Weapon = null;
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projectile.DamagedEntity = false;
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}
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FreePenetrated(uid);
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// Land it just coz uhhh yeah
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var landEv = new LandEvent(args.User, true);
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RaiseLocalEvent(uid, ref landEv);
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_physics.WakeBody(uid, body: physics);
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// try place it in the user's hand
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_hands.TryPickupAnyHand(args.User, uid);
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}
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private void FreePenetrated(EntityUid uid, PenetratedProjectileComponent? penetratedProjectile = null)
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{
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if (!Resolve(uid, ref penetratedProjectile)
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|| !penetratedProjectile.PenetratedUid.HasValue)
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return;
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_penetrated.FreePenetrated(penetratedProjectile.PenetratedUid.Value);
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}
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// WD EDIT END
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}
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