using System.Linq; using System.Numerics; using Content.Server.Body.Components; using Content.Server.Body.Systems; using Content.Server.Chat.Systems; using Content.Server.Chemistry.Components; using Content.Server.CombatMode.Disarm; using Content.Server.Contests; using Content.Server.Movement.Systems; using Content.Shared.Actions.Events; using Content.Shared.Administration.Components; using Content.Shared.Chemistry.EntitySystems; using Content.Shared.CombatMode; using Content.Shared.Damage.Events; using Content.Shared.Damage.Systems; using Content.Shared.Database; using Content.Shared.Effects; using Content.Shared.Hands.Components; using Content.Shared.IdentityManagement; using Content.Shared.Inventory; using Content.Shared.Popups; using Content.Shared.Speech.Components; using Content.Shared.StatusEffect; using Content.Shared.Tag; using Content.Shared.Weapons.Melee; using Content.Shared.Weapons.Melee.Events; using Robust.Server.Player; using Robust.Shared.Audio; using Robust.Shared.Map; using Robust.Shared.Player; using Robust.Shared.Players; using Robust.Shared.Random; namespace Content.Server.Weapons.Melee; public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly BloodstreamSystem _bloodstream = default!; [Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly ContestsSystem _contests = default!; [Dependency] private readonly DamageExamineSystem _damageExamine = default!; [Dependency] private readonly InventorySystem _inventory = default!; [Dependency] private readonly LagCompensationSystem _lag = default!; [Dependency] private readonly SharedColorFlashEffectSystem _color = default!; [Dependency] private readonly SolutionContainerSystem _solutions = default!; [Dependency] private readonly TagSystem _tag = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnChemicalInjectorHit); SubscribeLocalEvent(OnSpeechHit); SubscribeLocalEvent(OnMeleeExamineDamage); } private void OnMeleeExamineDamage(EntityUid uid, MeleeWeaponComponent component, ref DamageExamineEvent args) { if (component.Hidden) return; var damageSpec = GetDamage(uid, args.User, component); if (damageSpec.Empty) return; _damageExamine.AddDamageExamine(args.Message, damageSpec, Loc.GetString("damage-melee")); } protected override bool ArcRaySuccessful(EntityUid targetUid, Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore, ICommonSession? session) { // Originally the client didn't predict damage effects so you'd intuit some level of how far // 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. // 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. // This isn't fair in the slightest because it makes ping a huge advantage and this would be a hidden system. // Now the client tells us what they hit and we validate if it's plausible. // Even if the client is sending entities they shouldn't be able to hit: // A) Wide-damage is split anyway // B) We run the same validation we do for click attacks. // Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference. // (This runs lagcomp internally and is what clickattacks use) if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f)) return false; // TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important. return true; } protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session) { if (!base.DoDisarm(user, ev, meleeUid, component, session)) return false; if (!TryComp(user, out var combatMode) || combatMode.CanDisarm != true) { return false; } var target = GetEntity(ev.Target!.Value); if (!TryComp(target, out var targetHandsComponent)) { if (!TryComp(target, out var status) || !status.AllowedEffects.Contains("KnockedDown")) return false; } if (!InRange(user, target, component.Range, session)) { return false; } EntityUid? inTargetHand = null; if (targetHandsComponent?.ActiveHand is { IsEmpty: false }) { inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value; } Interaction.DoContactInteraction(user, target); var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand); if (inTargetHand != null) { RaiseLocalEvent(inTargetHand.Value, attemptEvent); } RaiseLocalEvent(target, attemptEvent); if (attemptEvent.Cancelled) return false; var chance = CalculateDisarmChance(user, target, inTargetHand, combatMode); if (_random.Prob(chance)) { // Don't play a sound as the swing is already predicted. // Also don't play popups because most disarms will miss. return false; } var filterOther = Filter.PvsExcept(user, entityManager: EntityManager); var msgPrefix = "disarm-action-"; if (inTargetHand == null) msgPrefix = "disarm-action-shove-"; var msgOther = Loc.GetString( msgPrefix + "popup-message-other-clients", ("performerName", Identity.Entity(user, EntityManager)), ("targetName", Identity.Entity(target, EntityManager))); var msgUser = Loc.GetString(msgPrefix + "popup-message-cursor", ("targetName", Identity.Entity(target, EntityManager))); PopupSystem.PopupEntity(msgOther, user, filterOther, true); PopupSystem.PopupEntity(msgUser, target, user); Audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f)); AdminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}"); var eventArgs = new DisarmedEvent { Target = target, Source = user, PushProbability = 1 - chance }; RaiseLocalEvent(target, eventArgs); return true; } protected override bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session) { EntityCoordinates targetCoordinates; Angle targetLocalAngle; if (session is IPlayerSession pSession) { (targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession); } else { var xform = Transform(target); targetCoordinates = xform.Coordinates; targetLocalAngle = xform.LocalRotation; } return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range); } protected override void DoDamageEffect(List targets, EntityUid? user, TransformComponent targetXform) { var filter = Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user); _color.RaiseEffect(Color.Red, targets, filter); } private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, CombatModeComponent disarmerComp) { if (HasComp(disarmer)) return 1.0f; if (HasComp(disarmed)) return 0.0f; var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed); float chance = (disarmerComp.BaseDisarmFailChance + contestResults); if (inTargetHand != null && TryComp(inTargetHand, out var malus)) { chance += malus.Malus; } return Math.Clamp(chance, 0f, 1f); } public override void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, bool predicted = true) { Filter filter; if (predicted) { filter = Filter.PvsExcept(user, entityManager: EntityManager); } else { filter = Filter.Pvs(user, entityManager: EntityManager); } RaiseNetworkEvent(new MeleeLungeEvent(GetNetEntity(user), GetNetEntity(weapon), angle, localPos, animation), filter); } private void OnSpeechHit(EntityUid owner, MeleeSpeechComponent comp, MeleeHitEvent args) { if (!args.IsHit || !args.HitEntities.Any()) { return; } if (comp.Battlecry != null)//If the battlecry is set to empty, doesn't speak { _chat.TrySendInGameICMessage(args.User, comp.Battlecry, InGameICChatType.Speak, true, true, checkRadioPrefix: false); //Speech that isn't sent to chat or adminlogs } } private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args) { if (!args.IsHit || !args.HitEntities.Any() || !_solutions.TryGetSolution(owner, comp.Solution, out var solutionContainer)) { return; } var hitBloodstreams = new List<(EntityUid Entity, BloodstreamComponent Component)>(); var bloodQuery = GetEntityQuery(); foreach (var entity in args.HitEntities) { if (Deleted(entity)) continue; // prevent deathnettles injecting through hardsuits if (!comp.PierceArmor && _inventory.TryGetSlotEntity(entity, "outerClothing", out var suit) && _tag.HasTag(suit.Value, "Hardsuit")) { PopupSystem.PopupEntity(Loc.GetString("melee-inject-failed-hardsuit", ("weapon", owner)), args.User, args.User, PopupType.SmallCaution); continue; } if (bloodQuery.TryGetComponent(entity, out var bloodstream)) hitBloodstreams.Add((entity, bloodstream)); } if (!hitBloodstreams.Any()) return; var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count); var removedVol = removedSolution.Volume; var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency); var volPerBloodstream = solutionToInject.Volume * (1 / hitBloodstreams.Count); foreach (var (ent, bloodstream) in hitBloodstreams) { var individualInjection = solutionToInject.SplitSolution(volPerBloodstream); _bloodstream.TryAddToChemicals(ent, individualInjection, bloodstream); } } }