fix reflected projectiles dealing stamina damage (#17648)

This commit is contained in:
Slava0135
2023-08-06 16:44:41 +03:00
committed by GitHub
parent c6f80b2efb
commit b49f0df05e
5 changed files with 46 additions and 54 deletions

View File

@@ -31,55 +31,52 @@ public sealed class ProjectileSystem : SharedProjectileSystem
if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
return;
var otherEntity = args.OtherEntity;
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(otherEntity, ref attemptEv);
RaiseLocalEvent(target, ref attemptEv);
if (attemptEv.Cancelled)
{
SetShooter(component, otherEntity);
SetShooter(component, target);
return;
}
var otherName = ToPrettyString(otherEntity);
var ev = new ProjectileHitEvent(target);
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
var direction = args.OurBody.LinearVelocity.Normalized();
var modifiedDamage = _damageableSystem.TryChangeDamage(otherEntity, component.Damage, component.IgnoreResistances, origin: component.Shooter);
var deleted = Deleted(otherEntity);
var modifiedDamage = _damageableSystem.TryChangeDamage(target, component.Damage, component.IgnoreResistances, origin: component.Shooter);
var deleted = Deleted(target);
if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
{
if (modifiedDamage.Total > FixedPoint2.Zero && !deleted)
{
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid> { otherEntity }), Filter.Pvs(otherEntity, entityManager: EntityManager));
RaiseNetworkEvent(new ColorFlashEffectEvent(Color.Red, new List<EntityUid> { target }), Filter.Pvs(target, entityManager: EntityManager));
}
_adminLogger.Add(LogType.BulletHit,
HasComp<ActorComponent>(otherEntity) ? LogImpact.Extreme : LogImpact.High,
HasComp<ActorComponent>(target) ? LogImpact.Extreme : LogImpact.High,
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter):user} hit {otherName:target} and dealt {modifiedDamage.Total:damage} damage");
}
if (!deleted)
{
_guns.PlayImpactSound(otherEntity, modifiedDamage, component.SoundHit, component.ForceSound);
_sharedCameraRecoil.KickCamera(otherEntity, direction);
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
_sharedCameraRecoil.KickCamera(target, direction);
}
var ev = new ProjectileCollideEvent(uid, false);
RaiseLocalEvent(args.OtherEntity, ref ev);
component.DamagedEntity = true;
if (!ev.Cancelled)
if (component.DeleteOnCollide)
{
component.DamagedEntity = true;
QueueDel(uid);
}
if (component.DeleteOnCollide)
{
QueueDel(uid);
}
if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
{
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, xform.Coordinates), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
}
if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
{
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, xform.Coordinates), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
}
}
}

View File

@@ -7,13 +7,13 @@ using Content.Shared.Damage.Events;
using Content.Shared.Database;
using Content.Shared.IdentityManagement;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Rejuvenate;
using Content.Shared.Rounding;
using Content.Shared.Stunnable;
using Content.Shared.Weapons.Melee.Events;
using JetBrains.Annotations;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
@@ -31,8 +31,6 @@ public sealed partial class StaminaSystem : EntitySystem
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
private const string CollideFixture = "projectile";
/// <summary>
/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
/// </summary>
@@ -52,7 +50,7 @@ public sealed partial class StaminaSystem : EntitySystem
SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnCollide);
SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnHit);
}
@@ -144,7 +142,7 @@ public sealed partial class StaminaSystem : EntitySystem
return;
var damage = args.PushProbability * component.CritThreshold;
TakeStaminaDamage(uid, damage, component, source:args.Source);
TakeStaminaDamage(uid, damage, component, source: args.Source);
// We need a better method of getting if the entity is going to resist stam damage, both this and the lines in the foreach at the end of OnHit() are awful
if (!component.Critical)
@@ -204,7 +202,7 @@ public sealed partial class StaminaSystem : EntitySystem
foreach (var (ent, comp) in toHit)
{
var oldDamage = comp.StaminaDamage;
TakeStaminaDamage(ent, damage / toHit.Count, comp, source:args.User, with:args.Weapon);
TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon);
if (comp.StaminaDamage.Equals(oldDamage))
{
_popup.PopupClient(Loc.GetString("stamina-resist"), ent, args.User);
@@ -212,11 +210,9 @@ public sealed partial class StaminaSystem : EntitySystem
}
}
private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, ref StartCollideEvent args)
private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
{
if (!args.OurFixture.ID.Equals(CollideFixture)) return;
TakeStaminaDamage(args.OtherEntity, component.Damage, source:args.OurEntity);
TakeStaminaDamage(args.Target, component.Damage, source: uid);
}
private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
@@ -413,4 +409,4 @@ public sealed partial class StaminaSystem : EntitySystem
/// Raised before stamina damage is dealt to allow other systems to cancel it.
/// </summary>
[ByRefEvent]
public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled=false);
public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false);

View File

@@ -1,7 +0,0 @@
namespace Content.Shared.Projectiles;
/// <summary>
/// Raised directed on what a projectile collides with. Can have its deletion cancelled.
/// </summary>
[ByRefEvent]
public record struct ProjectileCollideEvent(EntityUid OtherEntity, bool Cancelled);

View File

@@ -28,7 +28,7 @@ namespace Content.Shared.Projectiles
{
base.Initialize();
SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileCollideEvent>(OnEmbedProjectileCollide);
SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileHitEvent>(OnEmbedProjectileHit);
SubscribeLocalEvent<EmbeddableProjectileComponent, ThrowDoHitEvent>(OnEmbedThrowDoHit);
SubscribeLocalEvent<EmbeddableProjectileComponent, ActivateInWorldEvent>(OnEmbedActivate);
SubscribeLocalEvent<EmbeddableProjectileComponent, RemoveEmbeddedProjectileEvent>(OnEmbedRemove);
@@ -80,14 +80,14 @@ namespace Content.Shared.Projectiles
Embed(uid, args.Target, component);
}
private void OnEmbedProjectileCollide(EntityUid uid, EmbeddableProjectileComponent component, ref ProjectileCollideEvent args)
private void OnEmbedProjectileHit(EntityUid uid, EmbeddableProjectileComponent component, ref ProjectileHitEvent args)
{
Embed(uid, args.OtherEntity, component);
Embed(uid, args.Target, component);
// Raise a specific event for projectiles.
if (TryComp<ProjectileComponent>(uid, out var projectile))
{
var ev = new ProjectileEmbedEvent(projectile.Shooter, projectile.Weapon, args.OtherEntity);
var ev = new ProjectileEmbedEvent(projectile.Shooter, projectile.Weapon, args.Target);
RaiseLocalEvent(uid, ref ev);
}
}
@@ -142,10 +142,16 @@ namespace Content.Shared.Projectiles
Coordinates = coordinates;
}
}
}
/// <summary>
/// Raised when entity is just about to be hit with projectile but can reflect it
/// </summary>
[ByRefEvent]
public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled);
/// <summary>
/// Raised when entity is just about to be hit with projectile but can reflect it
/// </summary>
[ByRefEvent]
public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled);
/// <summary>
/// Raised when projectile hits other entity
/// </summary>
[ByRefEvent]
public readonly record struct ProjectileHitEvent(EntityUid Target);
}

View File

@@ -38,21 +38,21 @@ public abstract class SharedReflectSystem : EntitySystem
SubscribeLocalEvent<HandsComponent, ProjectileReflectAttemptEvent>(OnHandReflectProjectile);
SubscribeLocalEvent<HandsComponent, HitScanReflectAttemptEvent>(OnHandsReflectHitscan);
SubscribeLocalEvent<ReflectComponent, ProjectileCollideEvent>(OnReflectCollide);
SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
SubscribeLocalEvent<ReflectComponent, GotEquippedEvent>(OnReflectEquipped);
SubscribeLocalEvent<ReflectComponent, GotUnequippedEvent>(OnReflectUnequipped);
}
private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileCollideEvent args)
private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
{
if (args.Cancelled)
{
return;
}
if (TryReflectProjectile(uid, args.OtherEntity, reflect: component))
if (TryReflectProjectile(uid, args.ProjUid, reflect: component))
args.Cancelled = true;
}