mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
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306 lines
13 KiB
C#
306 lines
13 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Chat.Systems;
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Movement.Systems;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared._White.CCVar;
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using Content.Shared.Actions.Events;
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using Content.Shared.Administration.Components;
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using Content.Shared.Chat;
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using Content.Shared.CombatMode;
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using Content.Shared.Contests;
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using Content.Shared.Coordinates;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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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.Hands.Components;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Item;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Speech.Components;
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using Content.Shared.StatusEffect;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Weapons.Melee;
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public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly LagCompensationSystem _lag = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly ContestsSystem _contests = default!;
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// WD EDIT START
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[Dependency] private readonly ThrowingSystem _throwing = default!;
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[Dependency] private readonly INetConfigurationManager _config = default!;
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[Dependency] private readonly StaminaSystem _stamina = 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<MeleeSpeechComponent, MeleeHitEvent>(OnSpeechHit);
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SubscribeLocalEvent<MeleeWeaponComponent, DamageExamineEvent>(OnMeleeExamineDamage, after: [typeof(GunSystem)]);
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}
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private void OnMeleeExamineDamage(EntityUid uid, MeleeWeaponComponent component, ref DamageExamineEvent args)
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{
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if (component.Hidden)
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return;
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var damageSpec = GetDamage(uid, args.User, component);
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if (damageSpec.Empty)
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return;
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if (!component.DisableClick)
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_damageExamine.AddDamageExamine(args.Message, damageSpec, Loc.GetString("damage-melee"));
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if (component.DisableHeavy)
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return;
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if (damageSpec * component.HeavyDamageBaseModifier != damageSpec)
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_damageExamine.AddDamageExamine(args.Message, damageSpec * component.HeavyDamageBaseModifier, Loc.GetString("damage-melee-heavy"));
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if (component.HeavyStaminaCost == 0)
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return;
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var staminaCostMarkup = FormattedMessage.FromMarkupOrThrow(
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Loc.GetString("damage-stamina-cost",
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("type", Loc.GetString("damage-melee-heavy")), ("cost", Math.Round(component.HeavyStaminaCost, 2).ToString("0.##"))));
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args.Message.PushNewline();
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args.Message.AddMessage(staminaCostMarkup);
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}
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protected override bool ArcRaySuccessful(EntityUid targetUid,
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Vector2 position,
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Angle angle,
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Angle arcWidth,
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float range,
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MapId mapId,
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EntityUid ignore,
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ICommonSession? session)
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{
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// Originally the client didn't predict damage effects so you'd intuit some level of how far
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// 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.
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// 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.
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// This isn't fair in the slightest because it makes ping a huge advantage and this would be a hidden system.
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// Now the client tells us what they hit and we validate if it's plausible.
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// Even if the client is sending entities they shouldn't be able to hit:
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// A) Wide-damage is split anyway
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// B) We run the same validation we do for click attacks.
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// Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference.
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// (This runs lagcomp internally and is what clickattacks use)
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if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f, overlapCheck: false))
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return false;
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// TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important.
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return true;
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}
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protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
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{
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if (!base.DoDisarm(user, ev, meleeUid, component, session)
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|| !TryComp<CombatModeComponent>(user, out var combatMode))
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return false;
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var target = GetEntity(ev.Target!.Value);
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// WD EDIT START
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PhysicalShove(user, target);
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Interaction.DoContactInteraction(user, target);
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if (_mobState.IsIncapacitated(target))
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return true;
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if (!TryComp<HandsComponent>(target, out var targetHandsComponent))
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{
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if (!TryComp<StatusEffectsComponent>(target, out var status) ||
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!status.AllowedEffects.Contains("KnockedDown"))
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{
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if (TryComp<PhysicsComponent>(target, out var physComp)
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&& physComp.BodyType != BodyType.Static
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&& TryComp<DamageOtherOnHitComponent>(target, out var throwComp)
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&& throwComp.StaminaCost > 0)
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_stamina.TakeStaminaDamage(user, throwComp.StaminaCost);
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return true;
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}
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}
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// WD EDIT END
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EntityUid? inTargetHand = targetHandsComponent?.ActiveHand is { IsEmpty: false }
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? targetHandsComponent.ActiveHand.HeldEntity!.Value
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: null;
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var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand);
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RaiseLocalEvent(inTargetHand != null ? inTargetHand.Value : target, attemptEvent);
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if (attemptEvent.Cancelled)
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return true; // WWDP
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var chance = CalculateDisarmChance(user, target, inTargetHand, combatMode);
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// WWDP shove is guaranteed now, disarm chance is rolled on top
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_audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
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AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
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var staminaDamage = CalculateShoveStaminaDamage(user, target); // WWDP shoving
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var eventArgs = new DisarmedEvent { Target = target, Source = user, DisarmProbability = chance, StaminaDamage = staminaDamage }; // WWDP shoving
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RaiseLocalEvent(target, eventArgs);
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if (!eventArgs.Handled)
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{
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ShoveOrDisarmPopup(disarm: false); // WWDP
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return true;
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}
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ShoveOrDisarmPopup(disarm: true); // WWDP
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_audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
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AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
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return true;
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// WWDP edit (moved to function)
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void ShoveOrDisarmPopup(bool disarm)
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{
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var filterOther = Filter.PvsExcept(user, entityManager: EntityManager);
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var msgPrefix = "disarm-action-";
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if (!disarm)
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{
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return; // WWDP specific - Less popups; would probably want to remove on upstream
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msgPrefix = "disarm-action-shove-";
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}
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var msgOther = Loc.GetString(
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msgPrefix + "popup-message-other-clients",
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("performerName", Identity.Entity(user, EntityManager)),
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("targetName", Identity.Entity(target, EntityManager)));
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var msgUser = Loc.GetString(msgPrefix + "popup-message-cursor", ("targetName", Identity.Entity(target, EntityManager)));
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PopupSystem.PopupEntity(msgOther, user, filterOther, true);
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PopupSystem.PopupEntity(msgUser, target, user);
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}
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// WWDP edit end
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}
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// WWDP Push shove physics yeee
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private void PhysicalShove(EntityUid user, EntityUid target)
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{
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float shoverange = _config.GetCVar(WhiteCVars.ShoveRange);
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float shovespeed = _config.GetCVar(WhiteCVars.ShoveSpeed);
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float shovemass = _config.GetCVar(WhiteCVars.ShoveMassFactor);
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var animated = false;
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var throwInAir = false;
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if (HasComp<ItemComponent>(target)) // Throw items instead of shoving
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{
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animated = true;
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throwInAir = true;
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shoverange = 1.2f; // Constant range, approximately the same as the regular throw
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}
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var force = shoverange * _contests.MassContest(user, target, rangeFactor: shovemass);
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var userPos = user.ToCoordinates().ToMapPos(EntityManager, TransformSystem);
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var targetPos = target.ToCoordinates().ToMapPos(EntityManager, TransformSystem);
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var pushVector = (targetPos - userPos).Normalized() * force;
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_throwing.TryThrow(target, pushVector, force * shovespeed, user, animated: animated, throwInAir: throwInAir);
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}
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protected override bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session)
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{
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EntityCoordinates targetCoordinates;
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Angle targetLocalAngle;
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if (session is not { } pSession)
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return Interaction.InRangeUnobstructed(user, target, range);
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(targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession);
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return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range, overlapCheck: false);
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}
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protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform) =>
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_color.RaiseEffect(Color.Red, targets, Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user));
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp)
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{
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if (HasComp<DisarmProneComponent>(disarmer))
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return 1.0f;
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if (HasComp<DisarmProneComponent>(disarmed))
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return 0.0f;
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// WD EDIT START
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var chance = 1 - disarmerComp.BaseDisarmFailChance;
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chance *= Math.Clamp(
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_contests.StaminaContest(disarmer, disarmed)
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* _contests.HealthContest(disarmer, disarmed),
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0f,
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1f);
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if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
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chance *= 1 - malus.CurrentMalus;
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if (TryComp<ShovingComponent>(disarmer, out var shoving))
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chance *= 1 + shoving.DisarmBonus;
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return chance;
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// WD EDIT END
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}
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// WD EDIT START
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private float CalculateShoveStaminaDamage(EntityUid disarmer, EntityUid disarmed)
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{
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var shovemass = _config.GetCVar(WhiteCVars.ShoveMassFactor);
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var baseStaminaDamage = TryComp<ShovingComponent>(disarmer, out var shoving) ? shoving.StaminaDamage : ShovingComponent.DefaultStaminaDamage;
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return baseStaminaDamage * _contests.MassContest(disarmer, disarmed, false, shovemass);
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}
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// WD EDIT END
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public override void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, Angle spriteRotation, bool predicted = true) => // WD EDIT
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RaiseNetworkEvent(new MeleeLungeEvent(
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GetNetEntity(user),
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GetNetEntity(weapon),
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angle,
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localPos,
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animation,
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spriteRotation), // WD EDIT
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predicted ? Filter.PvsExcept(user, entityManager: EntityManager) : Filter.Pvs(user, entityManager: EntityManager));
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private void OnSpeechHit(EntityUid owner, MeleeSpeechComponent comp, MeleeHitEvent args)
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{
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if (!args.IsHit || !args.HitEntities.Any() || comp.Battlecry is null)
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return;
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_chat.TrySendInGameICMessage(args.User, comp.Battlecry, InGameICChatType.Speak, true, true, checkRadioPrefix: false); //Speech that isn't sent to chat or adminlogs
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}
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}
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