using System; using System.Collections.Generic; using System.Linq; using Content.Server.Administration.Logs; using Content.Server.Body.Components; using Content.Server.Body.Systems; using Content.Server.Chemistry.Components; using Content.Server.Chemistry.EntitySystems; using Content.Server.Cooldown; using Content.Server.Weapon.Melee.Components; using Content.Shared.Damage; using Content.Shared.Database; using Content.Shared.Hands; using Content.Shared.Interaction; using Content.Shared.Physics; using Content.Shared.Weapons.Melee; using Robust.Shared.Audio; using Robust.Shared.Containers; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Physics; using Robust.Shared.Player; using Robust.Shared.Timing; namespace Content.Server.Weapon.Melee { public sealed class MeleeWeaponSystem : EntitySystem { [Dependency] private IGameTiming _gameTiming = default!; [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private SolutionContainerSystem _solutionsSystem = default!; [Dependency] private readonly AdminLogSystem _logSystem = default!; [Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnHandSelected); SubscribeLocalEvent(OnClickAttack); SubscribeLocalEvent(OnWideAttack); SubscribeLocalEvent(OnAfterInteract); SubscribeLocalEvent(OnChemicalInjectorHit); } private void OnHandSelected(EntityUid uid, MeleeWeaponComponent comp, HandSelectedEvent args) { var curTime = _gameTiming.CurTime; var cool = TimeSpan.FromSeconds(comp.CooldownTime * 0.5f); if (curTime < comp.CooldownEnd) { if (comp.CooldownEnd - curTime < cool) { comp.LastAttackTime = curTime; comp.CooldownEnd += cool; } else return; } else { comp.LastAttackTime = curTime; comp.CooldownEnd = curTime + cool; } RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false); } private void OnClickAttack(EntityUid owner, MeleeWeaponComponent comp, ClickAttackEvent args) { args.Handled = true; var curTime = _gameTiming.CurTime; if (curTime < comp.CooldownEnd || !args.Target.IsValid()) return; var location = IoCManager.Resolve().GetComponent(args.User).Coordinates; var diff = args.ClickLocation.ToMapPos(IoCManager.Resolve()) - location.ToMapPos(IoCManager.Resolve()); var angle = Angle.FromWorldVec(diff); if (args.Target is {Valid: true} target) { // Raise event before doing damage so we can cancel damage if the event is handled var hitEvent = new MeleeHitEvent(new List() { target }, args.User); RaiseLocalEvent(owner, hitEvent, false); if (!hitEvent.Handled) { var targets = new[] { target }; SendAnimation(comp.ClickArc, angle, args.User, owner, targets, comp.ClickAttackEffect, false); RaiseLocalEvent(target, new AttackedEvent(args.Used, args.User, args.ClickLocation)); var damage = _damageableSystem.TryChangeDamage(target, DamageSpecifier.ApplyModifierSets(comp.Damage, hitEvent.ModifiersList)); if (damage != null) { if (args.Used == args.User) _logSystem.Add(LogType.MeleeHit, $"{args.User} melee attacked {args.TargetEntity} using their hands and dealt {damage.Total} damage"); else _logSystem.Add(LogType.MeleeHit, $"{args.User} melee attacked {args.TargetEntity} using {args.Used} and dealt {damage.Total} damage"); } SoundSystem.Play(Filter.Pvs(owner), comp.HitSound.GetSound(), target); } } else { SoundSystem.Play(Filter.Pvs(owner), comp.MissSound.GetSound(), args.User); return; } comp.LastAttackTime = curTime; comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime); RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false); } private void OnWideAttack(EntityUid owner, MeleeWeaponComponent comp, WideAttackEvent args) { args.Handled = true; var curTime = _gameTiming.CurTime; if (curTime < comp.CooldownEnd) { return; } var location = IoCManager.Resolve().GetComponent(args.User).Coordinates; var diff = args.ClickLocation.ToMapPos(IoCManager.Resolve()) - location.ToMapPos(IoCManager.Resolve()); var angle = Angle.FromWorldVec(diff); // This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes. var entities = ArcRayCast(IoCManager.Resolve().GetComponent(args.User).WorldPosition, angle, comp.ArcWidth, comp.Range, IoCManager.Resolve().GetComponent(owner).MapID, args.User); var hitEntities = new List(); foreach (var entity in entities) { if (entity.IsInContainer() || entity == args.User) continue; if (EntityManager.HasComponent(entity)) { hitEntities.Add(entity); } } // Raise event before doing damage so we can cancel damage if handled var hitEvent = new MeleeHitEvent(hitEntities, args.User); RaiseLocalEvent(owner, hitEvent, false); SendAnimation(comp.Arc, angle, args.User, owner, hitEntities); if (!hitEvent.Handled) { if (entities.Count != 0) { SoundSystem.Play(Filter.Pvs(owner), comp.HitSound.GetSound(), IoCManager.Resolve().GetComponent(entities.First()).Coordinates); } else { SoundSystem.Play(Filter.Pvs(owner), comp.MissSound.GetSound(), IoCManager.Resolve().GetComponent(args.User).Coordinates); } foreach (var entity in hitEntities) { RaiseLocalEvent(entity, new AttackedEvent(args.Used, args.User, args.ClickLocation)); var damage = _damageableSystem.TryChangeDamage(entity, DamageSpecifier.ApplyModifierSets(comp.Damage, hitEvent.ModifiersList)); if (damage != null) { if (args.Used == args.User) _logSystem.Add(LogType.MeleeHit, $"{args.User} melee attacked {entity} using their hands and dealt {damage.Total} damage"); else _logSystem.Add(LogType.MeleeHit, $"{args.User} melee attacked {entity} using {args.Used} and dealt {damage.Total} damage"); } } } comp.LastAttackTime = curTime; comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.ArcCooldownTime); RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false); } /// /// Used for melee weapons that want some behavior on AfterInteract, /// but also want the cooldown (stun batons, flashes) /// private void OnAfterInteract(EntityUid owner, MeleeWeaponComponent comp, AfterInteractEvent args) { if (!args.CanReach) return; var curTime = _gameTiming.CurTime; if (curTime < comp.CooldownEnd) { return; } if (!args.Target.Valid) return; var location = IoCManager.Resolve().GetComponent(args.User).Coordinates; var diff = args.ClickLocation.ToMapPos(IoCManager.Resolve()) - location.ToMapPos(IoCManager.Resolve()); var angle = Angle.FromWorldVec(diff); var hitEvent = new MeleeInteractEvent(args.Target, args.User); RaiseLocalEvent(owner, hitEvent, false); if (!hitEvent.CanInteract) return; SendAnimation(comp.ClickArc, angle, args.User, owner, new List() { args.Target }, comp.ClickAttackEffect, false); comp.LastAttackTime = curTime; comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime); RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false); } private HashSet ArcRayCast(Vector2 position, Angle angle, float arcWidth, float range, MapId mapId, EntityUid ignore) { var widthRad = Angle.FromDegrees(arcWidth); var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI)); var increment = widthRad / increments; var baseAngle = angle - widthRad / 2; var resSet = new HashSet(); for (var i = 0; i < increments; i++) { var castAngle = new Angle(baseAngle + increment * i); var res = Get().IntersectRay(mapId, new CollisionRay(position, castAngle.ToWorldVec(), (int) (CollisionGroup.Impassable | CollisionGroup.MobImpassable)), range, ignore).ToList(); if (res.Count != 0) { resSet.Add(res[0].HitEntity); } } return resSet; } private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args) { if (!_solutionsSystem.TryGetInjectableSolution(owner, out var solutionContainer)) return; var hitBloodstreams = new List(); foreach (var entity in args.HitEntities) { if ((!IoCManager.Resolve().EntityExists(entity) ? EntityLifeStage.Deleted : IoCManager.Resolve().GetComponent(entity).EntityLifeStage) >= EntityLifeStage.Deleted) continue; if (IoCManager.Resolve().TryGetComponent(entity, out var bloodstream)) hitBloodstreams.Add(bloodstream); } if (hitBloodstreams.Count < 1) return; var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count); var removedVol = removedSolution.TotalVolume; var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency); var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count); foreach (var bloodstream in hitBloodstreams) { var individualInjection = solutionToInject.SplitSolution(volPerBloodstream); _bloodstreamSystem.TryAddToBloodstream(((IComponent) bloodstream).Owner, individualInjection, bloodstream); } } public void SendAnimation(string arc, Angle angle, EntityUid attacker, EntityUid source, IEnumerable hits, bool textureEffect = false, bool arcFollowAttacker = true) { RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker, source, hits.Select(e => e).ToList(), textureEffect, arcFollowAttacker), Filter.Pvs(source, 1f)); } public void SendLunge(Angle angle, EntityUid source) { RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayLungeAnimationMessage(angle, source), Filter.Pvs(source, 1f)); } } /// /// Raised directed on the melee weapon entity used to attack something in combat mode, /// whether through a click attack or wide attack. /// public class MeleeHitEvent : HandledEntityEventArgs { /// /// Modifier sets to apply to the hit event when it's all said and done. /// This should be modified by adding a new entry to the list. /// public List ModifiersList = new(); /// /// A flat amount of damage to add. Same reason as above with Multiplier. /// public int FlatDamage = 0; /// /// A list containing every hit entity. Can be zero. /// public IEnumerable HitEntities { get; } /// /// The user who attacked with the melee wepaon. /// public EntityUid User { get; } public MeleeHitEvent(List hitEntities, EntityUid user) { HitEntities = hitEntities; User = user; } } /// /// Raised directed on the melee weapon entity used to attack something in combat mode, /// whether through a click attack or wide attack. /// public class MeleeInteractEvent : EntityEventArgs { /// /// The entity interacted with. /// public EntityUid Entity { get; } /// /// The user who interacted using the melee weapon. /// public EntityUid User { get; } /// /// Modified by the event handler to specify whether they could successfully interact with the entity. /// Used to know whether to send the hit animation or not. /// public bool CanInteract { get; set; } = false; public MeleeInteractEvent(EntityUid entity, EntityUid user) { Entity = entity; User = user; } } }