using Content.Server.Administration.Logs; using Content.Server.Camera; using Content.Server.Projectiles.Components; using Content.Shared.Administration.Logs; using Content.Shared.Body.Components; using Content.Shared.Damage; using JetBrains.Annotations; using Robust.Shared.Audio; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Player; namespace Content.Server.Projectiles { [UsedImplicitly] internal sealed class ProjectileSystem : EntitySystem { [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly AdminLogSystem _adminLogSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(HandleCollide); } private void HandleCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args) { // This is so entities that shouldn't get a collision are ignored. if (!args.OtherFixture.Hard || component.DamagedEntity) { return; } var otherEntity = args.OtherFixture.Body.Owner; var coordinates = args.OtherFixture.Body.Owner.Transform.Coordinates; var playerFilter = Filter.Pvs(coordinates); if (!otherEntity.Deleted && component.SoundHitSpecies != null && otherEntity.HasComponent()) { SoundSystem.Play(playerFilter, component.SoundHitSpecies.GetSound(), coordinates); } else { var soundHit = component.SoundHit?.GetSound(); if (!string.IsNullOrEmpty(soundHit)) SoundSystem.Play(playerFilter, soundHit, coordinates); } if (!otherEntity.Deleted) { var dmg = _damageableSystem.TryChangeDamage(otherEntity.Uid, component.Damage); component.DamagedEntity = true; if (dmg is not null && EntityManager.TryGetEntity(component.Shooter, out var shooter)) _adminLogSystem.Add(LogType.BulletHit, LogImpact.Low, $"Bullet shot by {shooter} hit {otherEntity}"); // "DamagedEntity" is misleading. Hit entity may be more accurate, as the damage may have been resisted // by resistance sets. } // Damaging it can delete it if (!otherEntity.Deleted && otherEntity.TryGetComponent(out CameraRecoilComponent? recoilComponent)) { var direction = args.OurFixture.Body.LinearVelocity.Normalized; recoilComponent.Kick(direction); } if (component.DeleteOnCollide) EntityManager.QueueDeleteEntity(uid); } public override void Update(float frameTime) { base.Update(frameTime); foreach (var component in EntityManager.EntityQuery()) { component.TimeLeft -= frameTime; if (component.TimeLeft <= 0) { component.Owner.Delete(); } } } } }