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# Description Part of Issue #467 This is a complete re imagining of the Nyanotrasen Mass Contest System(Long since removed from the game). This system adds a highly flexible function that outputs a ratio of a given entity's mass, that is optionally relative to another entity. I've primarily written this system to be used in conjunction with PR #458 , as it adds several new implementations of variable player mass to the game. How this differs from the original Mass Contest system is that it is configured via hotloaded CVars, and is inherently clamped so that character mass only modifies functions by a finite amount rather than providing infinite scaling. This essentially means that while an Oni is 25% better at shoving a Felinid to the floor thanks to their different masses, a 2000kg Lamia is also only 25% better at shoving a Felinid to the floor, rather than 50000% better. The inverse is also true, a small player character can only be 25% better or worse at a given implementation. These implementations are not handled directly by the ContestSystem, and are instead handled directly by other systems that call upon it. This percentage limit can be modified by a new CVar at any time. Additionally, the entire MassContest system can be optionally toggled off completely at any time via CVar, without needing to modify any code that calls upon it. At this time, I have included three different implementations to serve as suitable examples for how MassContest can be used. 1. Weapon recoil is now modified by an entity's mass relative to the human average baseline. Smaller characters experience more recoil, larger characters experience less recoil 2. Disarm/Shove is now modified by Mass Contests. Entities that are sized differently from their target have their shove/disarm chance modified based on the ratio of performer and target mass. 3. Certain types of handcuffs(such as Cablecuffs and zipties) are now faster to slip out of if you are smaller than the average. # Changelog 🆑 - add: Mass Contests have returned in a new reworked form. - add: Weapon Recoil is now resisted by character mass. More massive characters take less recoil, less massive characters take more recoil. - add: Disarm and Shove actions are now modified by relative character mass. It is easier to shove people around if you're bigger than them. - add: Cablecuffs and Zipties are now easier to escape out of if you're smaller. --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
446 lines
19 KiB
C#
446 lines
19 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Cargo.Systems;
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using Content.Server.Interaction;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Stunnable;
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using Content.Server.Weapons.Ranged.Components;
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using Content.Shared.Contests;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.Interaction.Components;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Content.Shared.Weapons.Reflect;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.Weapons.Ranged.Systems;
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public sealed partial class GunSystem : SharedGunSystem
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{
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[Dependency] private readonly IComponentFactory _factory = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly InteractionSystem _interaction = default!;
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[Dependency] private readonly PricingSystem _pricing = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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[Dependency] private readonly StunSystem _stun = default!;
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[Dependency] private readonly ContestsSystem _contests = default!;
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public const float DamagePitchVariation = SharedMeleeWeaponSystem.DamagePitchVariation;
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public const float GunClumsyChance = 0.5f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BallisticAmmoProviderComponent, PriceCalculationEvent>(OnBallisticPrice);
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}
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private void OnBallisticPrice(EntityUid uid, BallisticAmmoProviderComponent component, ref PriceCalculationEvent args)
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{
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if (string.IsNullOrEmpty(component.Proto) || component.UnspawnedCount == 0)
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return;
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if (!ProtoManager.TryIndex<EntityPrototype>(component.Proto, out var proto))
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{
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Log.Error($"Unable to find fill prototype for price on {component.Proto} on {ToPrettyString(uid)}");
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return;
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}
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// Probably good enough for most.
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var price = _pricing.GetEstimatedPrice(proto);
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args.Price += price * component.UnspawnedCount;
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}
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public override void Shoot(EntityUid gunUid, GunComponent gun, List<(EntityUid? Entity, IShootable Shootable)> ammo,
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EntityCoordinates fromCoordinates, EntityCoordinates toCoordinates, out bool userImpulse, EntityUid? user = null, bool throwItems = false)
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{
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userImpulse = true;
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// Try a clumsy roll
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// TODO: Who put this here
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if (TryComp<ClumsyComponent>(user, out var clumsy) && gun.ClumsyProof == false)
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{
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for (var i = 0; i < ammo.Count; i++)
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{
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if (_interaction.TryRollClumsy(user.Value, GunClumsyChance, clumsy))
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{
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// Wound them
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Damageable.TryChangeDamage(user, clumsy.ClumsyDamage, origin: user);
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_stun.TryParalyze(user.Value, TimeSpan.FromSeconds(3f), true);
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// Apply salt to the wound ("Honk!")
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Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/Guns/Gunshots/bang.ogg"), gunUid);
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Audio.PlayPvs(clumsy.ClumsySound, gunUid);
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PopupSystem.PopupEntity(Loc.GetString("gun-clumsy"), user.Value);
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userImpulse = false;
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return;
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}
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}
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}
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var fromMap = fromCoordinates.ToMap(EntityManager, TransformSystem);
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var toMap = toCoordinates.ToMapPos(EntityManager, TransformSystem);
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var mapDirection = toMap - fromMap.Position;
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var mapAngle = mapDirection.ToAngle();
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var angle = GetRecoilAngle(Timing.CurTime, gun, mapDirection.ToAngle(), user);
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// If applicable, this ensures the projectile is parented to grid on spawn, instead of the map.
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var fromEnt = MapManager.TryFindGridAt(fromMap, out var gridUid, out var grid)
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? fromCoordinates.WithEntityId(gridUid, EntityManager)
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: new EntityCoordinates(MapManager.GetMapEntityId(fromMap.MapId), fromMap.Position);
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// Update shot based on the recoil
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toMap = fromMap.Position + angle.ToVec() * mapDirection.Length();
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mapDirection = toMap - fromMap.Position;
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var gunVelocity = Physics.GetMapLinearVelocity(gunUid);
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// I must be high because this was getting tripped even when true.
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// DebugTools.Assert(direction != Vector2.Zero);
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var shotProjectiles = new List<EntityUid>(ammo.Count);
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foreach (var (ent, shootable) in ammo)
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{
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// pneumatic cannon doesn't shoot bullets it just throws them, ignore ammo handling
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if (throwItems && ent != null)
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{
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ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
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continue;
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}
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switch (shootable)
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{
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// Cartridge shoots something else
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case CartridgeAmmoComponent cartridge:
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if (!cartridge.Spent)
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{
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if (cartridge.Count > 1)
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{
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var ev = new GunGetAmmoSpreadEvent(cartridge.Spread);
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RaiseLocalEvent(gunUid, ref ev);
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var angles = LinearSpread(mapAngle - ev.Spread / 2,
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mapAngle + ev.Spread / 2, cartridge.Count);
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for (var i = 0; i < cartridge.Count; i++)
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{
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var uid = Spawn(cartridge.Prototype, fromEnt);
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ShootOrThrow(uid, angles[i].ToVec(), gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(uid);
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}
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}
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else
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{
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var uid = Spawn(cartridge.Prototype, fromEnt);
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ShootOrThrow(uid, mapDirection, gunVelocity, gun, gunUid, user);
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shotProjectiles.Add(uid);
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}
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RaiseLocalEvent(ent!.Value, new AmmoShotEvent()
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{
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FiredProjectiles = shotProjectiles,
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});
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SetCartridgeSpent(ent.Value, cartridge, true);
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MuzzleFlash(gunUid, cartridge, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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if (cartridge.DeleteOnSpawn)
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Del(ent.Value);
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}
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else
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{
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userImpulse = false;
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Audio.PlayPredicted(gun.SoundEmpty, gunUid, user);
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}
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// Something like ballistic might want to leave it in the container still
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if (!cartridge.DeleteOnSpawn && !Containers.IsEntityInContainer(ent!.Value))
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EjectCartridge(ent.Value, angle);
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Dirty(ent!.Value, cartridge);
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break;
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// Ammo shoots itself
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case AmmoComponent newAmmo:
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shotProjectiles.Add(ent!.Value);
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MuzzleFlash(gunUid, newAmmo, user);
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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ShootOrThrow(ent.Value, mapDirection, gunVelocity, gun, gunUid, user);
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break;
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case HitscanPrototype hitscan:
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EntityUid? lastHit = null;
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var from = fromMap;
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// can't use map coords above because funny FireEffects
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var fromEffect = fromCoordinates;
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var dir = mapDirection.Normalized();
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//in the situation when user == null, means that the cannon fires on its own (via signals). And we need the gun to not fire by itself in this case
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var lastUser = user ?? gunUid;
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if (hitscan.Reflective != ReflectType.None)
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{
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for (var reflectAttempt = 0; reflectAttempt < 3; reflectAttempt++)
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{
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var ray = new CollisionRay(from.Position, dir, hitscan.CollisionMask);
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var rayCastResults =
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Physics.IntersectRay(from.MapId, ray, hitscan.MaxLength, lastUser, false).ToList();
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if (!rayCastResults.Any())
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break;
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var result = rayCastResults[0];
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var hit = result.HitEntity;
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lastHit = hit;
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FireEffects(fromEffect, result.Distance, dir.Normalized().ToAngle(), hitscan, hit);
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var ev = new HitScanReflectAttemptEvent(user, gunUid, hitscan.Reflective, dir, false);
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RaiseLocalEvent(hit, ref ev);
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if (!ev.Reflected)
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break;
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fromEffect = Transform(hit).Coordinates;
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from = fromEffect.ToMap(EntityManager, _transform);
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dir = ev.Direction;
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lastUser = hit;
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}
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}
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if (lastHit != null)
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{
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var hitEntity = lastHit.Value;
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if (hitscan.StaminaDamage > 0f)
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_stamina.TakeStaminaDamage(hitEntity, hitscan.StaminaDamage, source: user);
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var dmg = hitscan.Damage;
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var hitName = ToPrettyString(hitEntity);
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if (dmg != null)
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dmg = Damageable.TryChangeDamage(hitEntity, dmg, origin: user);
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// check null again, as TryChangeDamage returns modified damage values
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if (dmg != null)
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{
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if (!Deleted(hitEntity))
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{
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if (dmg.Any())
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid>() { hitEntity }, Filter.Pvs(hitEntity, entityManager: EntityManager));
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}
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// TODO get fallback position for playing hit sound.
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PlayImpactSound(hitEntity, dmg, hitscan.Sound, hitscan.ForceSound);
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}
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if (user != null)
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{
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Logs.Add(LogType.HitScanHit,
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$"{ToPrettyString(user.Value):user} hit {hitName:target} using hitscan and dealt {dmg.GetTotal():damage} damage");
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}
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else
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{
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Logs.Add(LogType.HitScanHit,
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$"{hitName:target} hit by hitscan dealing {dmg.GetTotal():damage} damage");
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}
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}
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}
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else
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{
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FireEffects(fromEffect, hitscan.MaxLength, dir.ToAngle(), hitscan);
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}
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Audio.PlayPredicted(gun.SoundGunshotModified, gunUid, user);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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RaiseLocalEvent(gunUid, new AmmoShotEvent()
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{
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FiredProjectiles = shotProjectiles,
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});
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}
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private void ShootOrThrow(EntityUid uid, Vector2 mapDirection, Vector2 gunVelocity, GunComponent gun, EntityUid gunUid, EntityUid? user)
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{
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if (gun.Target is { } target && !TerminatingOrDeleted(target))
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{
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var targeted = EnsureComp<TargetedProjectileComponent>(uid);
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targeted.Target = target;
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Dirty(uid, targeted);
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}
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// Do a throw
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if (!HasComp<ProjectileComponent>(uid))
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{
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RemoveShootable(uid);
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// TODO: Someone can probably yeet this a billion miles so need to pre-validate input somewhere up the call stack.
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ThrowingSystem.TryThrow(uid, mapDirection, gun.ProjectileSpeedModified, user);
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return;
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}
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ShootProjectile(uid, mapDirection, gunVelocity, gunUid, user, gun.ProjectileSpeedModified);
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}
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/// <summary>
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/// Gets a linear spread of angles between start and end.
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/// </summary>
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/// <param name="start">Start angle in degrees</param>
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/// <param name="end">End angle in degrees</param>
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/// <param name="intervals">How many shots there are</param>
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private Angle[] LinearSpread(Angle start, Angle end, int intervals)
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{
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var angles = new Angle[intervals];
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DebugTools.Assert(intervals > 1);
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for (var i = 0; i <= intervals - 1; i++)
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{
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angles[i] = new Angle(start + (end - start) * i / (intervals - 1));
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}
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return angles;
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}
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private Angle GetRecoilAngle(TimeSpan curTime, GunComponent component, Angle direction, EntityUid? shooter)
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{
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var timeSinceLastFire = (curTime - component.LastFire).TotalSeconds;
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var newTheta = MathHelper.Clamp(component.CurrentAngle.Theta + component.AngleIncreaseModified.Theta - component.AngleDecayModified.Theta * timeSinceLastFire, component.MinAngleModified.Theta, component.MaxAngleModified.Theta);
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component.CurrentAngle = new Angle(newTheta);
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component.LastFire = component.NextFire;
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// Convert it so angle can go either side.
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var random = Random.NextFloat(-0.5f, 0.5f) / _contests.MassContest(shooter);
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var spread = component.CurrentAngle.Theta * random;
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var angle = new Angle(direction.Theta + component.CurrentAngle.Theta * random);
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DebugTools.Assert(spread <= component.MaxAngleModified.Theta);
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return angle;
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user) { }
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protected override void CreateEffect(EntityUid uid, MuzzleFlashEvent message, EntityUid? user = null)
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{
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var filter = Filter.Pvs(uid, entityManager: EntityManager);
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if (TryComp<ActorComponent>(user, out var actor))
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filter.RemovePlayer(actor.PlayerSession);
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RaiseNetworkEvent(message, filter);
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}
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public void PlayImpactSound(EntityUid otherEntity, DamageSpecifier? modifiedDamage, SoundSpecifier? weaponSound, bool forceWeaponSound)
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{
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DebugTools.Assert(!Deleted(otherEntity), "Impact sound entity was deleted");
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// Like projectiles and melee,
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// 1. Entity specific sound
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// 2. Ammo's sound
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// 3. Nothing
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var playedSound = false;
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if (!forceWeaponSound && modifiedDamage != null && modifiedDamage.GetTotal() > 0 && TryComp<RangedDamageSoundComponent>(otherEntity, out var rangedSound))
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{
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var type = SharedMeleeWeaponSystem.GetHighestDamageSound(modifiedDamage, ProtoManager);
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if (type != null && rangedSound.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
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{
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Audio.PlayPvs(damageSoundType, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (type != null && rangedSound.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
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{
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Audio.PlayPvs(damageSoundGroup, otherEntity, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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}
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if (!playedSound && weaponSound != null)
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{
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Audio.PlayPvs(weaponSound, otherEntity);
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}
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}
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// TODO: Pseudo RNG so the client can predict these.
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#region Hitscan effects
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private void FireEffects(EntityCoordinates fromCoordinates, float distance, Angle mapDirection, HitscanPrototype hitscan, EntityUid? hitEntity = null)
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{
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// Lord
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// Forgive me for the shitcode I am about to do
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// Effects tempt me not
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var sprites = new List<(NetCoordinates coordinates, Angle angle, SpriteSpecifier sprite, float scale)>();
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var gridUid = fromCoordinates.GetGridUid(EntityManager);
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var angle = mapDirection;
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// We'll get the effects relative to the grid / map of the firer
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// Look you could probably optimise this a bit with redundant transforms at this point.
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (xformQuery.TryGetComponent(gridUid, out var gridXform))
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{
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var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform, xformQuery);
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fromCoordinates = new EntityCoordinates(gridUid.Value,
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gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager, TransformSystem)));
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// Use the fallback angle I guess?
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angle -= gridRot;
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}
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if (distance >= 1f)
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{
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if (hitscan.MuzzleFlash != null)
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{
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var coords = fromCoordinates.Offset(angle.ToVec().Normalized() / 2);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle, hitscan.MuzzleFlash, 1f));
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}
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if (hitscan.TravelFlash != null)
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{
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var coords = fromCoordinates.Offset(angle.ToVec() * (distance + 0.5f) / 2);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle, hitscan.TravelFlash, distance - 1.5f));
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}
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}
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if (hitscan.ImpactFlash != null)
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{
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var coords = fromCoordinates.Offset(angle.ToVec() * distance);
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var netCoords = GetNetCoordinates(coords);
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sprites.Add((netCoords, angle.FlipPositive(), hitscan.ImpactFlash, 1f));
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}
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if (sprites.Count > 0)
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{
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RaiseNetworkEvent(new HitscanEvent
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{
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Sprites = sprites,
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}, Filter.Pvs(fromCoordinates, entityMan: EntityManager));
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}
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}
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#endregion
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}
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