83 lines
3.0 KiB
C#
83 lines
3.0 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Projectiles.Components;
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using Content.Server.Weapon.Melee;
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using Content.Server.Weapon.Ranged;
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using Content.Shared.Audio;
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using Content.Shared.Body.Components;
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Projectiles;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Projectiles
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{
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[UsedImplicitly]
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public sealed class ProjectileSystem : SharedProjectileSystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
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[Dependency] private readonly CameraRecoilSystem _cameraRecoil = default!;
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[Dependency] private readonly GunSystem _guns = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(HandleCollide);
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}
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private void HandleCollide(EntityUid uid, ProjectileComponent component, StartCollideEvent args)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixture.ID != ProjectileFixture || !args.OtherFixture.Hard || component.DamagedEntity)
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{
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return;
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}
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var otherEntity = args.OtherFixture.Body.Owner;
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var modifiedDamage = _damageableSystem.TryChangeDamage(otherEntity, component.Damage);
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component.DamagedEntity = true;
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if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
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{
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_adminLogSystem.Add(LogType.BulletHit,
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HasComp<ActorComponent>(otherEntity) ? LogImpact.Extreme : LogImpact.High,
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$"Projectile {ToPrettyString(component.Owner):projectile} shot by {ToPrettyString(component.Shooter):user} hit {ToPrettyString(otherEntity):target} and dealt {modifiedDamage.Total:damage} damage");
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}
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_guns.PlaySound(otherEntity, modifiedDamage, component.SoundHit, component.ForceSound);
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// Damaging it can delete it
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if (HasComp<CameraRecoilComponent>(otherEntity))
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{
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var direction = args.OurFixture.Body.LinearVelocity.Normalized;
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_cameraRecoil.KickCamera(otherEntity, direction);
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}
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if (component.DeleteOnCollide)
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QueueDel(uid);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var component in EntityManager.EntityQuery<ProjectileComponent>())
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{
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component.TimeLeft -= frameTime;
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if (component.TimeLeft <= 0)
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{
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EntityManager.DeleteEntity(component.Owner);
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}
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}
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}
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}
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}
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