902 lines
34 KiB
C#
902 lines
34 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Numerics;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Hands;
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using Content.Shared.Hands.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Physics;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee.Components;
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using Content.Shared.Weapons.Melee.Events;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using ItemToggleMeleeWeaponComponent = Content.Shared.Item.ItemToggle.Components.ItemToggleMeleeWeaponComponent;
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namespace Content.Shared.Weapons.Melee;
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public abstract class SharedMeleeWeaponSystem : EntitySystem
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{
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[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
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[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
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[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
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[Dependency] protected readonly DamageableSystem Damageable = default!;
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[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MeleeSoundSystem _meleeSound = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
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/// <summary>
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/// Maximum amount of targets allowed for a wide-attack.
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/// </summary>
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public const int MaxTargets = 5;
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/// <summary>
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/// If an attack is released within this buffer it's assumed to be full damage.
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/// </summary>
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public const float GracePeriod = 0.05f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
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SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
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SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
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SubscribeLocalEvent<BonusMeleeDamageComponent, GetMeleeDamageEvent>(OnGetBonusMeleeDamage);
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SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier);
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SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate);
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SubscribeLocalEvent<ItemToggleMeleeWeaponComponent, ItemToggledEvent>(OnItemToggle);
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SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
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SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
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SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
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SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
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#if DEBUG
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SubscribeLocalEvent<MeleeWeaponComponent,
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MapInitEvent> (OnMapInit);
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}
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private void OnMapInit(EntityUid uid, MeleeWeaponComponent component, MapInitEvent args)
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{
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if (component.NextAttack > Timing.CurTime)
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Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(uid)}");
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#endif
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}
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private void OnMeleeShotAttempted(EntityUid uid, MeleeWeaponComponent comp, ref ShotAttemptedEvent args)
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{
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if (comp.NextAttack > Timing.CurTime)
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args.Cancel();
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}
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private void OnMeleeShot(EntityUid uid, MeleeWeaponComponent component, ref GunShotEvent args)
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{
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if (!TryComp<GunComponent>(uid, out var gun))
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return;
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if (gun.NextFire > component.NextAttack)
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{
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component.NextAttack = gun.NextFire;
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DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack));
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}
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}
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private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
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{
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var attackRate = GetAttackRate(uid, args.User, component);
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if (attackRate.Equals(0f))
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return;
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if (!component.ResetOnHandSelected)
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return;
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if (Paused(uid))
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return;
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// If someone swaps to this weapon then reset its cd.
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var curTime = Timing.CurTime;
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var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate);
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if (minimum < component.NextAttack)
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return;
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component.NextAttack = minimum;
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DirtyField(uid, component, nameof(MeleeWeaponComponent.NextAttack));
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}
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private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
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{
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if (component.BonusDamage != null)
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args.Damage += component.BonusDamage;
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if (component.DamageModifierSet != null)
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args.Modifiers.Add(component.DamageModifierSet);
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}
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private void OnGetBonusHeavyDamageModifier(EntityUid uid, BonusMeleeDamageComponent component, ref GetHeavyDamageModifierEvent args)
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{
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args.DamageModifier += component.HeavyDamageFlatModifier;
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args.Multipliers *= component.HeavyDamageMultiplier;
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}
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private void OnGetBonusMeleeAttackRate(EntityUid uid, BonusMeleeAttackRateComponent component, ref GetMeleeAttackRateEvent args)
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{
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args.Rate += component.FlatModifier;
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args.Multipliers *= component.Multiplier;
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}
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private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
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{
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var user = args.SenderSession.AttachedEntity;
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if (user == null)
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return;
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if (!TryGetWeapon(user.Value, out var weaponUid, out var weapon) ||
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weaponUid != GetEntity(msg.Weapon))
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{
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return;
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}
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if (!weapon.Attacking)
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return;
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weapon.Attacking = false;
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DirtyField(weaponUid, weapon, nameof(MeleeWeaponComponent.Attacking));
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}
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private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {} user)
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return;
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if (!TryGetWeapon(user, out var weaponUid, out var weapon) ||
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weaponUid != GetEntity(msg.Weapon))
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{
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return;
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}
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AttemptAttack(user, weaponUid, weapon, msg, args.SenderSession);
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}
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private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {} user)
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return;
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if (!TryGetWeapon(user, out var weaponUid, out var weapon) ||
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weaponUid != GetEntity(msg.Weapon))
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{
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return;
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}
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AttemptAttack(user, weaponUid, weapon, msg, args.SenderSession);
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}
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private void OnDisarmAttack(DisarmAttackEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity is not {} user)
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return;
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if (TryGetWeapon(user, out var weaponUid, out var weapon))
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AttemptAttack(user, weaponUid, weapon, msg, args.SenderSession);
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}
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/// <summary>
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/// Gets the total damage a weapon does, including modifiers like wielding and enablind/disabling
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/// </summary>
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public DamageSpecifier GetDamage(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return new DamageSpecifier();
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var ev = new GetMeleeDamageEvent(uid, new(component.Damage * Damageable.UniversalMeleeDamageModifier), new(), user, component.ResistanceBypass);
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RaiseLocalEvent(uid, ref ev);
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return DamageSpecifier.ApplyModifierSets(ev.Damage, ev.Modifiers);
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}
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public float GetAttackRate(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return 0;
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var ev = new GetMeleeAttackRateEvent(uid, component.AttackRate, 1, user);
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RaiseLocalEvent(uid, ref ev);
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return ev.Rate * ev.Multipliers;
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}
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public FixedPoint2 GetHeavyDamageModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return FixedPoint2.Zero;
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var ev = new GetHeavyDamageModifierEvent(uid, component.ClickDamageModifier, 1, user);
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RaiseLocalEvent(uid, ref ev);
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return ev.DamageModifier * ev.Multipliers;
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}
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public bool GetResistanceBypass(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return false;
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var ev = new GetMeleeDamageEvent(uid, new(component.Damage * Damageable.UniversalMeleeDamageModifier), new(), user, component.ResistanceBypass);
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RaiseLocalEvent(uid, ref ev);
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return ev.ResistanceBypass;
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}
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public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee)
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{
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weaponUid = default;
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melee = null;
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var ev = new GetMeleeWeaponEvent();
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RaiseLocalEvent(entity, ev);
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if (ev.Handled)
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{
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if (TryComp(ev.Weapon, out melee))
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{
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weaponUid = ev.Weapon.Value;
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return true;
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}
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return false;
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}
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// Use inhands entity if we got one.
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if (EntityManager.TryGetComponent(entity, out HandsComponent? hands) &&
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hands.ActiveHandEntity is { } held)
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{
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// Make sure the entity is a weapon AND it doesn't need
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// to be equipped to be used (E.g boxing gloves).
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if (EntityManager.TryGetComponent(held, out melee) &&
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!melee.MustBeEquippedToUse)
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{
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weaponUid = held;
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return true;
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}
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if (!HasComp<VirtualItemComponent>(held))
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return false;
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}
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// Use hands clothing if applicable.
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if (_inventory.TryGetSlotEntity(entity, "gloves", out var gloves) &&
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TryComp<MeleeWeaponComponent>(gloves, out var glovesMelee))
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{
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weaponUid = gloves.Value;
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melee = glovesMelee;
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return true;
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}
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// Use our own melee
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if (TryComp(entity, out melee))
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{
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weaponUid = entity;
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return true;
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}
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return false;
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}
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public void AttemptLightAttackMiss(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityCoordinates coordinates)
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{
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AttemptAttack(user, weaponUid, weapon, new LightAttackEvent(null, GetNetEntity(weaponUid), GetNetCoordinates(coordinates)), null);
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}
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public bool AttemptLightAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
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{
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if (!TryComp(target, out TransformComponent? targetXform))
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return false;
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return AttemptAttack(user, weaponUid, weapon, new LightAttackEvent(GetNetEntity(target), GetNetEntity(weaponUid), GetNetCoordinates(targetXform.Coordinates)), null);
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}
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public bool AttemptDisarmAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
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{
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if (!TryComp(target, out TransformComponent? targetXform))
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return false;
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return AttemptAttack(user, weaponUid, weapon, new DisarmAttackEvent(GetNetEntity(target), GetNetCoordinates(targetXform.Coordinates)), null);
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}
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/// <summary>
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/// Called when a windup is finished and an attack is tried.
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/// </summary>
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/// <returns>True if attack successful</returns>
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private bool AttemptAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, AttackEvent attack, ICommonSession? session)
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{
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var curTime = Timing.CurTime;
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if (weapon.NextAttack > curTime)
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return false;
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if (!CombatMode.IsInCombatMode(user))
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return false;
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EntityUid? target = null;
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switch (attack)
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{
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case LightAttackEvent light:
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if (light.Target != null && !TryGetEntity(light.Target, out target))
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{
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// Target was lightly attacked & deleted.
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return false;
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}
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if (!Blocker.CanAttack(user, target, (weaponUid, weapon)))
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return false;
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// Can't self-attack if you're the weapon
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if (weaponUid == target)
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return false;
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break;
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case DisarmAttackEvent disarm:
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if (disarm.Target != null && !TryGetEntity(disarm.Target, out target))
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{
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// Target was lightly attacked & deleted.
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return false;
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}
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if (!Blocker.CanAttack(user, target, (weaponUid, weapon), true))
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return false;
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break;
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default:
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if (!Blocker.CanAttack(user, weapon: (weaponUid, weapon)))
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return false;
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break;
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}
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// Windup time checked elsewhere.
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var fireRate = TimeSpan.FromSeconds(1f / GetAttackRate(weaponUid, user, weapon));
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var swings = 0;
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// TODO: If we get autoattacks then probably need a shotcounter like guns so we can do timing properly.
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if (weapon.NextAttack < curTime)
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weapon.NextAttack = curTime;
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while (weapon.NextAttack <= curTime)
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{
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weapon.NextAttack += fireRate;
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swings++;
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}
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DirtyField(weaponUid, weapon, nameof(MeleeWeaponComponent.NextAttack));
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// Do this AFTER attack so it doesn't spam every tick
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var ev = new AttemptMeleeEvent();
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RaiseLocalEvent(weaponUid, ref ev);
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if (ev.Cancelled)
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{
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if (ev.Message != null)
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{
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PopupSystem.PopupClient(ev.Message, weaponUid, user);
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}
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return false;
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}
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// Attack confirmed
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for (var i = 0; i < swings; i++)
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{
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string animation;
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switch (attack)
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{
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case LightAttackEvent light:
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DoLightAttack(user, light, weaponUid, weapon, session);
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animation = weapon.Animation;
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break;
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case DisarmAttackEvent disarm:
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if (!DoDisarm(user, disarm, weaponUid, weapon, session))
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return false;
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animation = weapon.Animation;
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break;
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case HeavyAttackEvent heavy:
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if (!DoHeavyAttack(user, heavy, weaponUid, weapon, session))
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return false;
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animation = weapon.WideAnimation;
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break;
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default:
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throw new NotImplementedException();
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}
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DoLungeAnimation(user, weaponUid, weapon.Angle, TransformSystem.ToMapCoordinates(GetCoordinates(attack.Coordinates)), weapon.Range, animation);
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}
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var attackEv = new MeleeAttackEvent(weaponUid);
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RaiseLocalEvent(user, ref attackEv);
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weapon.Attacking = true;
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DirtyField(weaponUid, weapon, nameof(MeleeWeaponComponent.Attacking));
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return true;
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}
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protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
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protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
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{
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// If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
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var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
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var target = GetEntity(ev.Target);
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var resistanceBypass = GetResistanceBypass(meleeUid, user, component);
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// For consistency with wide attacks stuff needs damageable.
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if (Deleted(target) ||
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!HasComp<DamageableComponent>(target) ||
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!TryComp(target, out TransformComponent? targetXform) ||
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// Not in LOS.
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!InRange(user, target.Value, component.Range, session))
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{
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// Leave IsHit set to true, because the only time it's set to false
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// is when a melee weapon is examined. Misses are inferred from an
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// empty HitEntities.
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// TODO: This needs fixing
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if (meleeUid == user)
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{
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AdminLogger.Add(LogType.MeleeHit,
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LogImpact.Low,
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$"{ToPrettyString(user):actor} melee attacked (light) using their hands and missed");
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}
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else
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{
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AdminLogger.Add(LogType.MeleeHit,
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LogImpact.Low,
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$"{ToPrettyString(user):actor} melee attacked (light) using {ToPrettyString(meleeUid):tool} and missed");
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}
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var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, null);
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RaiseLocalEvent(meleeUid, missEvent);
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_meleeSound.PlaySwingSound(user, meleeUid, component);
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return;
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}
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// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
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// Raise event before doing damage so we can cancel damage if the event is handled
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var hitEvent = new MeleeHitEvent(new List<EntityUid> { target.Value }, user, meleeUid, damage, null);
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RaiseLocalEvent(meleeUid, hitEvent);
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if (hitEvent.Handled)
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return;
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var targets = new List<EntityUid>(1)
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{
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target.Value
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};
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var weapon = GetEntity(ev.Weapon);
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// We skip weapon -> target interaction, as forensics system applies DNA on hit
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Interaction.DoContactInteraction(user, weapon);
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// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
|
|
// somewhat messy scuffle. See also, heavy attacks.
|
|
Interaction.DoContactInteraction(user, target);
|
|
|
|
// For stuff that cares about it being attacked.
|
|
var attackedEvent = new AttackedEvent(meleeUid, user, targetXform.Coordinates);
|
|
RaiseLocalEvent(target.Value, attackedEvent);
|
|
|
|
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
|
var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin:user, ignoreResistances:resistanceBypass);
|
|
|
|
if (damageResult is {Empty: false})
|
|
{
|
|
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
|
|
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
|
|
{
|
|
_stamina.TakeStaminaDamage(target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
|
|
}
|
|
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (light) {ToPrettyString(target.Value):subject} using their hands and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (light) {ToPrettyString(target.Value):subject} using {ToPrettyString(meleeUid):tool} and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
|
|
}
|
|
|
|
_meleeSound.PlayHitSound(target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component);
|
|
|
|
if (damageResult?.GetTotal() > FixedPoint2.Zero)
|
|
{
|
|
DoDamageEffect(targets, user, targetXform);
|
|
}
|
|
}
|
|
|
|
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
|
|
|
|
private bool DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
// TODO: This is copy-paste as fuck with DoPreciseAttack
|
|
if (!TryComp(user, out TransformComponent? userXform))
|
|
return false;
|
|
|
|
var targetMap = TransformSystem.ToMapCoordinates(GetCoordinates(ev.Coordinates));
|
|
|
|
if (targetMap.MapId != userXform.MapID)
|
|
return false;
|
|
|
|
var userPos = TransformSystem.GetWorldPosition(userXform);
|
|
var direction = targetMap.Position - userPos;
|
|
var distance = Math.Min(component.Range, direction.Length());
|
|
|
|
var damage = GetDamage(meleeUid, user, component);
|
|
var entities = GetEntityList(ev.Entities);
|
|
|
|
if (entities.Count == 0)
|
|
{
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) using their hands and missed");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Low,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) using {ToPrettyString(meleeUid):tool} and missed");
|
|
}
|
|
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage, direction);
|
|
RaiseLocalEvent(meleeUid, missEvent);
|
|
|
|
// immediate audio feedback
|
|
_meleeSound.PlaySwingSound(user, meleeUid, component);
|
|
|
|
return true;
|
|
}
|
|
|
|
// Naughty input
|
|
if (entities.Count > MaxTargets)
|
|
{
|
|
entities.RemoveRange(MaxTargets, entities.Count - MaxTargets);
|
|
}
|
|
|
|
// Validate client
|
|
for (var i = entities.Count - 1; i >= 0; i--)
|
|
{
|
|
if (ArcRaySuccessful(entities[i],
|
|
userPos,
|
|
direction.ToWorldAngle(),
|
|
component.Angle,
|
|
distance,
|
|
userXform.MapID,
|
|
user,
|
|
session))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Bad input
|
|
entities.RemoveAt(i);
|
|
}
|
|
|
|
var targets = new List<EntityUid>();
|
|
var damageQuery = GetEntityQuery<DamageableComponent>();
|
|
|
|
foreach (var entity in entities)
|
|
{
|
|
if (entity == user ||
|
|
!damageQuery.HasComponent(entity))
|
|
continue;
|
|
|
|
targets.Add(entity);
|
|
}
|
|
|
|
// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
|
|
|
|
// Raise event before doing damage so we can cancel damage if the event is handled
|
|
var hitEvent = new MeleeHitEvent(targets, user, meleeUid, damage, direction);
|
|
RaiseLocalEvent(meleeUid, hitEvent);
|
|
|
|
if (hitEvent.Handled)
|
|
return true;
|
|
|
|
var weapon = GetEntity(ev.Weapon);
|
|
|
|
Interaction.DoContactInteraction(user, weapon);
|
|
|
|
// For stuff that cares about it being attacked.
|
|
foreach (var target in targets)
|
|
{
|
|
// We skip weapon -> target interaction, as forensics system applies DNA on hit
|
|
|
|
// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
|
|
// somewhat messy scuffle. See also, light attacks.
|
|
Interaction.DoContactInteraction(user, target);
|
|
}
|
|
|
|
var appliedDamage = new DamageSpecifier();
|
|
|
|
for (var i = targets.Count - 1; i >= 0; i--)
|
|
{
|
|
var entity = targets[i];
|
|
// We raise an attack attempt here as well,
|
|
// primarily because this was an untargeted wideswing: if a subscriber to that event cared about
|
|
// the potential target (such as for pacifism), they need to be made aware of the target here.
|
|
// In that case, just continue.
|
|
if (!Blocker.CanAttack(user, entity, (weapon, component)))
|
|
{
|
|
targets.RemoveAt(i);
|
|
continue;
|
|
}
|
|
|
|
var attackedEvent = new AttackedEvent(meleeUid, user, GetCoordinates(ev.Coordinates));
|
|
RaiseLocalEvent(entity, attackedEvent);
|
|
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
|
|
|
var damageResult = Damageable.TryChangeDamage(entity, modifiedDamage, origin:user);
|
|
|
|
if (damageResult != null && damageResult.GetTotal() > FixedPoint2.Zero)
|
|
{
|
|
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
|
|
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
|
|
{
|
|
_stamina.TakeStaminaDamage(entity, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
|
|
}
|
|
|
|
appliedDamage += damageResult;
|
|
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) {ToPrettyString(entity):subject} using their hands and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
LogImpact.Medium,
|
|
$"{ToPrettyString(user):actor} melee attacked (heavy) {ToPrettyString(entity):subject} using {ToPrettyString(meleeUid):tool} and dealt {damageResult.GetTotal():damage} damage");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (entities.Count != 0)
|
|
{
|
|
var target = entities.First();
|
|
_meleeSound.PlayHitSound(target, user, GetHighestDamageSound(appliedDamage, _protoManager), hitEvent.HitSoundOverride, component);
|
|
}
|
|
|
|
if (appliedDamage.GetTotal() > FixedPoint2.Zero)
|
|
{
|
|
DoDamageEffect(targets, user, Transform(targets[0]));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
protected HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
|
|
{
|
|
// TODO: This is pretty sucky.
|
|
var widthRad = arcWidth;
|
|
var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI));
|
|
var increment = widthRad / increments;
|
|
var baseAngle = angle - widthRad / 2;
|
|
|
|
var resSet = new HashSet<EntityUid>();
|
|
|
|
for (var i = 0; i < increments; i++)
|
|
{
|
|
var castAngle = new Angle(baseAngle + increment * i);
|
|
var res = _physics.IntersectRay(mapId,
|
|
new CollisionRay(position,
|
|
castAngle.ToWorldVec(),
|
|
AttackMask),
|
|
range,
|
|
ignore,
|
|
false)
|
|
.ToList();
|
|
|
|
if (res.Count != 0)
|
|
{
|
|
// If there's exact distance overlap, we simply have to deal with all overlapping objects to avoid selecting randomly.
|
|
var resChecked = res.Where(x => x.Distance.Equals(res[0].Distance));
|
|
foreach (var r in resChecked)
|
|
{
|
|
if (Interaction.InRangeUnobstructed(ignore, r.HitEntity, range + 0.1f, overlapCheck: false))
|
|
resSet.Add(r.HitEntity);
|
|
}
|
|
}
|
|
}
|
|
|
|
return resSet;
|
|
}
|
|
|
|
protected virtual bool ArcRaySuccessful(EntityUid targetUid,
|
|
Vector2 position,
|
|
Angle angle,
|
|
Angle arcWidth,
|
|
float range,
|
|
MapId mapId,
|
|
EntityUid ignore,
|
|
ICommonSession? session)
|
|
{
|
|
// Only matters for server.
|
|
return true;
|
|
}
|
|
|
|
|
|
public static string? GetHighestDamageSound(DamageSpecifier modifiedDamage, IPrototypeManager protoManager)
|
|
{
|
|
var groups = modifiedDamage.GetDamagePerGroup(protoManager);
|
|
|
|
// Use group if it's exclusive, otherwise fall back to type.
|
|
if (groups.Count == 1)
|
|
{
|
|
return groups.Keys.First();
|
|
}
|
|
|
|
var highestDamage = FixedPoint2.Zero;
|
|
string? highestDamageType = null;
|
|
|
|
foreach (var (type, damage) in modifiedDamage.DamageDict)
|
|
{
|
|
if (damage <= highestDamage)
|
|
continue;
|
|
|
|
highestDamageType = type;
|
|
}
|
|
|
|
return highestDamageType;
|
|
}
|
|
|
|
protected virtual bool DoDisarm(EntityUid user, DisarmAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
var target = GetEntity(ev.Target);
|
|
|
|
if (Deleted(target) ||
|
|
user == target)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Play a sound to give instant feedback; same with playing the animations
|
|
_meleeSound.PlaySwingSound(user, meleeUid, component);
|
|
return true;
|
|
}
|
|
|
|
private void DoLungeAnimation(EntityUid user, EntityUid weapon, Angle angle, MapCoordinates coordinates, float length, string? animation)
|
|
{
|
|
// TODO: Assert that offset eyes are still okay.
|
|
if (!TryComp(user, out TransformComponent? userXform))
|
|
return;
|
|
|
|
var invMatrix = TransformSystem.GetInvWorldMatrix(userXform);
|
|
var localPos = Vector2.Transform(coordinates.Position, invMatrix);
|
|
|
|
if (localPos.LengthSquared() <= 0f)
|
|
return;
|
|
|
|
localPos = userXform.LocalRotation.RotateVec(localPos);
|
|
|
|
// We'll play the effect just short visually so it doesn't look like we should be hitting but actually aren't.
|
|
const float bufferLength = 0.2f;
|
|
var visualLength = length - bufferLength;
|
|
|
|
if (localPos.Length() > visualLength)
|
|
localPos = localPos.Normalized() * visualLength;
|
|
|
|
DoLunge(user, weapon, angle, localPos, animation);
|
|
}
|
|
|
|
public abstract void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, bool predicted = true);
|
|
|
|
/// <summary>
|
|
/// Used to update the MeleeWeapon component on item toggle.
|
|
/// </summary>
|
|
private void OnItemToggle(EntityUid uid, ItemToggleMeleeWeaponComponent itemToggleMelee, ItemToggledEvent args)
|
|
{
|
|
if (!TryComp(uid, out MeleeWeaponComponent? meleeWeapon))
|
|
return;
|
|
|
|
if (args.Activated)
|
|
{
|
|
if (itemToggleMelee.ActivatedDamage != null)
|
|
{
|
|
//Setting deactivated damage to the weapon's regular value before changing it.
|
|
itemToggleMelee.DeactivatedDamage ??= meleeWeapon.Damage;
|
|
meleeWeapon.Damage = itemToggleMelee.ActivatedDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.Damage));
|
|
}
|
|
|
|
if (meleeWeapon.HitSound?.Equals(itemToggleMelee.ActivatedSoundOnHit) != true)
|
|
{
|
|
meleeWeapon.HitSound = itemToggleMelee.ActivatedSoundOnHit;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.HitSound));
|
|
}
|
|
|
|
if (itemToggleMelee.ActivatedSoundOnHitNoDamage != null)
|
|
{
|
|
//Setting the deactivated sound on no damage hit to the weapon's regular value before changing it.
|
|
itemToggleMelee.DeactivatedSoundOnHitNoDamage ??= meleeWeapon.NoDamageSound;
|
|
meleeWeapon.NoDamageSound = itemToggleMelee.ActivatedSoundOnHitNoDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.NoDamageSound));
|
|
}
|
|
|
|
if (itemToggleMelee.ActivatedSoundOnSwing != null)
|
|
{
|
|
//Setting the deactivated sound on no damage hit to the weapon's regular value before changing it.
|
|
itemToggleMelee.DeactivatedSoundOnSwing ??= meleeWeapon.SwingSound;
|
|
meleeWeapon.SwingSound = itemToggleMelee.ActivatedSoundOnSwing;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.SwingSound));
|
|
}
|
|
|
|
if (itemToggleMelee.DeactivatedSecret)
|
|
{
|
|
meleeWeapon.Hidden = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (itemToggleMelee.DeactivatedDamage != null)
|
|
{
|
|
meleeWeapon.Damage = itemToggleMelee.DeactivatedDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.Damage));
|
|
}
|
|
|
|
meleeWeapon.HitSound = itemToggleMelee.DeactivatedSoundOnHit;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.HitSound));
|
|
|
|
if (itemToggleMelee.DeactivatedSoundOnHitNoDamage != null)
|
|
{
|
|
meleeWeapon.NoDamageSound = itemToggleMelee.DeactivatedSoundOnHitNoDamage;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.NoDamageSound));
|
|
}
|
|
|
|
if (itemToggleMelee.DeactivatedSoundOnSwing != null)
|
|
{
|
|
meleeWeapon.SwingSound = itemToggleMelee.DeactivatedSoundOnSwing;
|
|
DirtyField(uid, meleeWeapon, nameof(MeleeWeaponComponent.SwingSound));
|
|
}
|
|
|
|
if (itemToggleMelee.DeactivatedSecret)
|
|
{
|
|
meleeWeapon.Hidden = true;
|
|
}
|
|
}
|
|
}
|
|
}
|