Hristov & .60 changes - Hristov Rework, Part 2 (#31662)

* Initial commit

* Updated values to reflect new resistances

* Review fixes

* Review fixes

* LINQ BEGONETH
This commit is contained in:
SlamBamActionman
2025-02-04 22:55:09 +01:00
committed by GitHub
parent 87fa6a3b74
commit e58d031300
7 changed files with 140 additions and 12 deletions

View File

@@ -1,9 +1,11 @@
using Content.Server.Administration.Logs;
using Content.Server.Destructible;
using Content.Server.Effects;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Projectiles;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
@@ -15,6 +17,7 @@ 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 DestructibleSystem _destructibleSystem = default!;
[Dependency] private readonly GunSystem _guns = default!;
[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
@@ -28,7 +31,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
{
// 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 })
|| component.ProjectileSpent || component is { Weapon: null, OnlyCollideWhenShot: true })
return;
var target = args.OtherEntity;
@@ -45,7 +48,13 @@ public sealed class ProjectileSystem : SharedProjectileSystem
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
var damageRequired = _destructibleSystem.DestroyedAt(target);
if (TryComp<DamageableComponent>(target, out var damageableComponent))
{
damageRequired -= damageableComponent.TotalDamage;
damageRequired = FixedPoint2.Max(damageRequired, FixedPoint2.Zero);
}
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, damageable: damageableComponent, origin: component.Shooter);
var deleted = Deleted(target);
if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
@@ -60,6 +69,46 @@ public sealed class ProjectileSystem : SharedProjectileSystem
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
}
// If penetration is to be considered, we need to do some checks to see if the projectile should stop.
if (modifiedDamage is not null && component.PenetrationThreshold != 0)
{
// If a damage type is required, stop the bullet if the hit entity doesn't have that type.
if (component.PenetrationDamageTypeRequirement != null)
{
var stopPenetration = false;
foreach (var requiredDamageType in component.PenetrationDamageTypeRequirement)
{
if (!modifiedDamage.DamageDict.Keys.Contains(requiredDamageType))
{
stopPenetration = true;
break;
}
}
if (stopPenetration)
component.ProjectileSpent = true;
}
// If the object won't be destroyed, it "tanks" the penetration hit.
if (modifiedDamage.GetTotal() < damageRequired)
{
component.ProjectileSpent = true;
}
if (!component.ProjectileSpent)
{
component.PenetrationAmount += damageRequired;
// The projectile has dealt enough damage to be spent.
if (component.PenetrationAmount >= component.PenetrationThreshold)
{
component.ProjectileSpent = true;
}
}
}
else
{
component.ProjectileSpent = true;
}
if (!deleted)
{
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
@@ -68,9 +117,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
_sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized());
}
component.DamagedEntity = true;
if (component.DeleteOnCollide)
if (component.DeleteOnCollide && component.ProjectileSpent)
QueueDel(uid);
if (component.ImpactEffect != null && TryComp(uid, out TransformComponent? xform))

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@@ -0,0 +1,23 @@
using Content.Shared.Wieldable;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Modifies the speed when an entity with this component is wielded.
/// </summary>
[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem)), AutoGenerateComponentState]
public sealed partial class SpeedModifiedOnWieldComponent : Component
{
/// <summary>
/// How much the wielder's sprint speed is modified when the component owner is wielded.
/// </summary>
[DataField, AutoNetworkedField]
public float SprintModifier = 1f;
/// <summary>
/// How much the wielder's walk speed is modified when the component owner is wielded.
/// </summary>
[DataField, AutoNetworkedField]
public float WalkModifier = 1f;
}

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@@ -1,4 +1,5 @@
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
@@ -75,8 +76,26 @@ public sealed partial class ProjectileComponent : Component
public bool OnlyCollideWhenShot = false;
/// <summary>
/// Whether this projectile has already damaged an entity.
/// If true, the projectile has hit enough targets and should no longer interact with further collisions pending deletion.
/// </summary>
[DataField]
public bool DamagedEntity;
public bool ProjectileSpent;
/// <summary>
/// When a projectile has this threshold set, it will continue to penetrate entities until the damage dealt reaches this threshold.
/// </summary>
[DataField]
public FixedPoint2 PenetrationThreshold = FixedPoint2.Zero;
/// <summary>
/// If set, the projectile will not penetrate objects that lack the ability to take these damage types.
/// </summary>
[DataField]
public List<string>? PenetrationDamageTypeRequirement;
/// <summary>
/// Tracks the amount of damage dealt for penetration purposes.
/// </summary>
[DataField]
public FixedPoint2 PenetrationAmount = FixedPoint2.Zero;
}

View File

@@ -79,7 +79,7 @@ public abstract partial class SharedProjectileSystem : EntitySystem
{
projectile.Shooter = null;
projectile.Weapon = null;
projectile.DamagedEntity = false;
projectile.ProjectileSpent = false;
}
// Land it just coz uhhh yeah

View File

@@ -9,6 +9,7 @@ using Content.Shared.Interaction.Events;
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Verbs;
@@ -27,6 +28,7 @@ namespace Content.Shared.Wieldable;
public abstract class SharedWieldableSystem : EntitySystem
{
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
@@ -56,6 +58,9 @@ public abstract class SharedWieldableSystem : EntitySystem
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemWieldedEvent>(OnSpeedModifierWielded);
SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemUnwieldedEvent>(OnSpeedModifierUnwielded);
SubscribeLocalEvent<SpeedModifiedOnWieldComponent, HeldRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshSpeedWielded);
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
}
@@ -119,9 +124,29 @@ public abstract class SharedWieldableSystem : EntitySystem
}
}
private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
{
if (args.User != null)
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
{
if (args.User != null)
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
{
if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
{
args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
}
}
private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
{
if(entity.Comp.WieldRequiresExamineMessage != null)
if (entity.Comp.WieldRequiresExamineMessage != null)
args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
}

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@@ -7,7 +7,10 @@
- type: Projectile
damage:
types:
Piercing: 40
Structural: 30
Piercing: 75
Structural: 226
penetrationThreshold: 360
penetrationDamageTypeRequirement:
- Structural
- type: StaminaDamageOnCollide
damage: 35
damage: 60

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@@ -57,12 +57,23 @@
sprite: Objects/Weapons/Guns/Snipers/heavy_sniper.rsi
- type: Clothing
sprite: Objects/Weapons/Guns/Snipers/heavy_sniper.rsi
- type: GunRequiresWield
- type: Gun
fireRate: 0.4
selectedMode: SemiAuto
availableModes:
- SemiAuto
soundGunshot:
path: /Audio/Weapons/Guns/Gunshots/sniper.ogg
- type: BallisticAmmoProvider
whitelist:
tags:
- CartridgeAntiMateriel
capacity: 5
proto: CartridgeAntiMateriel
- type: SpeedModifiedOnWield
walkModifier: 0.25
sprintModifier: 0.25
- type: CursorOffsetRequiresWield
- type: EyeCursorOffset
maxOffset: 3