using Content.Server.Administration.Logs; using Content.Server.Projectiles.Components; using Content.Server.Weapon.Melee; using Content.Server.Weapon.Ranged; using Content.Shared.Audio; using Content.Shared.Body.Components; using Content.Shared.Camera; using Content.Shared.Damage; using Content.Shared.Database; using Content.Shared.Projectiles; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Shared.Audio; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Player; using Robust.Shared.Prototypes; using GunSystem = Content.Server.Weapon.Ranged.Systems.GunSystem; namespace Content.Server.Projectiles { [UsedImplicitly] public sealed class ProjectileSystem : SharedProjectileSystem { [Dependency] private readonly DamageableSystem _damageableSystem = default!; [Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly CameraRecoilSystem _cameraRecoil = default!; [Dependency] private readonly GunSystem _guns = 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.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity) { return; } var otherEntity = args.OtherFixture.Body.Owner; var modifiedDamage = _damageableSystem.TryChangeDamage(otherEntity, component.Damage); component.DamagedEntity = true; if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter)) { _adminLogger.Add(LogType.BulletHit, HasComp(otherEntity) ? LogImpact.Extreme : LogImpact.High, $"Projectile {ToPrettyString(component.Owner):projectile} shot by {ToPrettyString(component.Shooter):user} hit {ToPrettyString(otherEntity):target} and dealt {modifiedDamage.Total:damage} damage"); } _guns.PlayImpactSound(otherEntity, modifiedDamage, component.SoundHit, component.ForceSound); // Damaging it can delete it if (HasComp(otherEntity)) { var direction = args.OurFixture.Body.LinearVelocity.Normalized; _cameraRecoil.KickCamera(otherEntity, direction); } if (component.DeleteOnCollide) QueueDel(uid); } public override void Update(float frameTime) { base.Update(frameTime); foreach (var component in EntityManager.EntityQuery()) { component.TimeLeft -= frameTime; if (component.TimeLeft <= 0) { EntityManager.DeleteEntity(component.Owner); } } } } }