using Content.Server.Administration.Logs; 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.Projectiles; using Robust.Shared.Physics.Events; using Robust.Shared.Player; namespace Content.Server.Projectiles; 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 GunSystem _guns = default!; [Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartCollide); } private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args) { // 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 }) { return; } 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(target, ref attemptEv); if (attemptEv.Cancelled) { SetShooter(uid, component, target); return; } if (TryHandleProjectile(target, (uid, component))) { var direction = args.OurBody.LinearVelocity.Normalized(); _sharedCameraRecoil.KickCamera(target, direction); } } /// /// Tries to handle a projectile interacting with the target. /// /// True if the target isn't deleted. public bool TryHandleProjectile(EntityUid target, Entity projectile) { var uid = projectile.Owner; var component = projectile.Comp; var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter); RaiseLocalEvent(uid, ref ev); var otherName = ToPrettyString(target); var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter); var deleted = Deleted(target); if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter)) { if (modifiedDamage.Any() && !deleted) { _color.RaiseEffect(Color.Red, new List { target }, Filter.Pvs(target, entityManager: EntityManager)); } _adminLogger.Add(LogType.BulletHit, HasComp(target) ? LogImpact.Extreme : LogImpact.High, $"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage"); } if (!deleted) { _guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound); } component.DamagedEntity = true; var afterProjectileHitEvent = new AfterProjectileHitEvent(component.Damage, target); RaiseLocalEvent(uid, ref afterProjectileHitEvent); if (component.DeleteOnCollide) QueueDel(uid); if (component.ImpactEffect != null && TryComp(uid, out var xform)) { RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager)); } return !deleted; } }