952 lines
34 KiB
C#
952 lines
34 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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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.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.Audio;
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using Robust.Shared.GameStates;
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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.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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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 IGameTiming Timing = default!;
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[Dependency] protected readonly IMapManager MapManager = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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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 DamageableSystem Damageable = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
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[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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protected ISawmill Sawmill = default!;
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public const float DamagePitchVariation = 0.05f;
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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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Sawmill = Logger.GetSawmill("melee");
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SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused);
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SubscribeLocalEvent<MeleeWeaponComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MeleeWeaponComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<MeleeWeaponComponent, HandDeselectedEvent>(OnMeleeDropped);
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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<BonusMeleeAttackRateComponent, GetHeavyWindupModifierEvent>(OnGetBonusHeavyWindupModifier);
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SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
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SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
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SubscribeAllEvent<StartHeavyAttackEvent>(OnStartHeavyAttack);
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SubscribeAllEvent<StopHeavyAttackEvent>(OnStopHeavyAttack);
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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, 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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Logger.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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Dirty(component);
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}
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}
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private void OnMeleeUnpaused(EntityUid uid, MeleeWeaponComponent component, ref EntityUnpausedEvent args)
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{
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component.NextAttack += args.PausedTime;
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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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Dirty(component);
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}
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private void OnMeleeDropped(EntityUid uid, MeleeWeaponComponent component, HandDeselectedEvent args)
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{
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if (component.WindUpStart == null)
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return;
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component.WindUpStart = null;
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Dirty(component);
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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 OnGetBonusHeavyWindupModifier(EntityUid uid, BonusMeleeAttackRateComponent component, ref GetHeavyWindupModifierEvent args)
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{
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args.WindupModifier += component.HeavyWindupFlatModifier;
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args.Multipliers *= component.HeavyWindupMultiplier;
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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 != 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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Dirty(weapon);
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}
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private void OnStartHeavyAttack(StartHeavyAttackEvent 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 != msg.Weapon)
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{
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return;
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}
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DebugTools.Assert(weapon.WindUpStart == null);
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weapon.WindUpStart = Timing.CurTime;
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Dirty(weapon);
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}
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protected abstract void Popup(string message, EntityUid? uid, EntityUid? user);
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private void OnLightAttack(LightAttackEvent 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 != msg.Weapon)
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{
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return;
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}
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AttemptAttack(args.SenderSession.AttachedEntity!.Value, msg.Weapon, weapon, msg, args.SenderSession);
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}
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private void OnStopHeavyAttack(StopHeavyAttackEvent msg, EntitySessionEventArgs args)
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{
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if (args.SenderSession.AttachedEntity == null)
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{
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return;
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}
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if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon) ||
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weaponUid != msg.Weapon)
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{
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return;
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}
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if (weapon.WindUpStart.Equals(null))
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{
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return;
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}
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weapon.WindUpStart = null;
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Dirty(weapon);
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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 == null)
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{
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return;
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}
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if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon) ||
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weaponUid != msg.Weapon)
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{
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return;
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}
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AttemptAttack(args.SenderSession.AttachedEntity.Value, msg.Weapon, 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 == null)
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{
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return;
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}
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if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon))
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{
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return;
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}
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AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession);
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}
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private void OnGetState(EntityUid uid, MeleeWeaponComponent component, ref ComponentGetState args)
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{
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args.State = new MeleeWeaponComponentState(component.AttackRate, component.Attacking, component.NextAttack,
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component.WindUpStart, component.ClickAnimation, component.WideAnimation, component.Range);
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}
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private void OnHandleState(EntityUid uid, MeleeWeaponComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MeleeWeaponComponentState state)
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return;
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component.Attacking = state.Attacking;
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component.AttackRate = state.AttackRate;
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component.NextAttack = state.NextAttack;
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component.WindUpStart = state.WindUpStart;
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component.ClickAnimation = state.ClickAnimation;
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component.WideAnimation = state.WideAnimation;
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component.Range = state.Range;
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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), new(), user);
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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.HeavyDamageModifier, 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 float GetHeavyWindupModifier(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 GetHeavyWindupModifierEvent(uid, component.HeavyWindupModifier, 1, user);
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RaiseLocalEvent(uid, ref ev);
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return ev.WindupModifier * ev.Multipliers;
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}
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/// <summary>
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/// Gets how long it takes a heavy attack to windup.
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/// </summary>
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public TimeSpan GetWindupTime(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 TimeSpan.Zero;
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var attackRate = GetAttackRate(uid, user, component);
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return attackRate > 0
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? TimeSpan.FromSeconds(1 / attackRate * GetHeavyWindupModifier(uid, user, component))
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: TimeSpan.Zero;
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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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if (EntityManager.TryGetComponent(held, out melee))
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{
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weaponUid = held;
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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 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, weaponUid, coordinates), null);
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}
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public void AttemptLightAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
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{
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if (!TryComp<TransformComponent>(target, out var targetXform))
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return;
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AttemptAttack(user, weaponUid, weapon, new LightAttackEvent(target, weaponUid, targetXform.Coordinates), null);
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}
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public void AttemptDisarmAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
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{
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if (!TryComp<TransformComponent>(target, out var targetXform))
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return;
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AttemptAttack(user, weaponUid, weapon, new DisarmAttackEvent(target, 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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private void 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;
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if (!CombatMode.IsInCombatMode(user))
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return;
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switch (attack)
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{
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case LightAttackEvent light:
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if (!Blocker.CanAttack(user, light.Target))
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return;
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break;
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case DisarmAttackEvent disarm:
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if (!Blocker.CanAttack(user, disarm.Target))
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return;
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break;
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default:
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if (!Blocker.CanAttack(user))
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return;
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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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Dirty(weapon);
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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;
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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.ClickAnimation;
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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;
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animation = weapon.ClickAnimation;
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break;
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case HeavyAttackEvent heavy:
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DoHeavyAttack(user, heavy, weaponUid, weapon, session);
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animation = weapon.WideAnimation;
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break;
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|
default:
|
|
throw new NotImplementedException();
|
|
}
|
|
|
|
DoLungeAnimation(user, weapon.Angle, attack.Coordinates.ToMap(EntityManager, TransformSystem), weapon.Range, animation);
|
|
}
|
|
|
|
weapon.Attacking = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// When an attack is released get the actual modifier for damage done.
|
|
/// </summary>
|
|
public float GetModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent component, bool lightAttack)
|
|
{
|
|
if (lightAttack)
|
|
return 1f;
|
|
|
|
var windup = component.WindUpStart;
|
|
if (windup == null)
|
|
return 0f;
|
|
|
|
var releaseTime = (Timing.CurTime - windup.Value).TotalSeconds;
|
|
var windupTime = GetWindupTime(uid, user, component).TotalSeconds;
|
|
|
|
// Wraps around back to 0
|
|
releaseTime %= (2 * windupTime);
|
|
|
|
var releaseDiff = Math.Abs(releaseTime - windupTime);
|
|
|
|
if (releaseDiff < 0)
|
|
releaseDiff = Math.Min(0, releaseDiff + GracePeriod);
|
|
else
|
|
releaseDiff = Math.Max(0, releaseDiff - GracePeriod);
|
|
|
|
var fraction = (windupTime - releaseDiff) / windupTime;
|
|
|
|
if (fraction < 0.4)
|
|
fraction = 0;
|
|
|
|
DebugTools.Assert(fraction <= 1);
|
|
return (float) fraction * GetHeavyDamageModifier(uid, user, component).Float();
|
|
}
|
|
|
|
protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
|
|
|
|
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, true);
|
|
|
|
// For consistency with wide attacks stuff needs damageable.
|
|
if (Deleted(ev.Target) ||
|
|
!HasComp<DamageableComponent>(ev.Target) ||
|
|
!TryComp<TransformComponent>(ev.Target, out var targetXform) ||
|
|
// Not in LOS.
|
|
!InRange(user, ev.Target.Value, component.Range, session))
|
|
{
|
|
// Leave IsHit set to true, because the only time it's set to false
|
|
// is when a melee weapon is examined. Misses are inferred from an
|
|
// empty HitEntities.
|
|
// TODO: This needs fixing
|
|
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
|
|
RaiseLocalEvent(meleeUid, missEvent);
|
|
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
|
|
return;
|
|
}
|
|
|
|
// 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(new List<EntityUid> { ev.Target.Value }, user, meleeUid, damage);
|
|
RaiseLocalEvent(meleeUid, hitEvent);
|
|
|
|
if (hitEvent.Handled)
|
|
return;
|
|
|
|
var targets = new List<EntityUid>(1)
|
|
{
|
|
ev.Target.Value
|
|
};
|
|
|
|
Interaction.DoContactInteraction(ev.Weapon, ev.Target);
|
|
Interaction.DoContactInteraction(user, ev.Weapon);
|
|
|
|
// 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, ev.Target);
|
|
|
|
// For stuff that cares about it being attacked.
|
|
var attackedEvent = new AttackedEvent(meleeUid, user, targetXform.Coordinates);
|
|
RaiseLocalEvent(ev.Target.Value, attackedEvent);
|
|
|
|
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
|
var damageResult = Damageable.TryChangeDamage(ev.Target, modifiedDamage, origin:user);
|
|
|
|
if (damageResult != null && damageResult.Total > 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(ev.Target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float(), source:user, with:meleeUid == user ? null : meleeUid);
|
|
}
|
|
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using their hands and dealt {damageResult.Total:damage} damage");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using {ToPrettyString(meleeUid):used} and dealt {damageResult.Total:damage} damage");
|
|
}
|
|
|
|
PlayHitSound(ev.Target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
|
|
}
|
|
else
|
|
{
|
|
if (hitEvent.HitSoundOverride != null)
|
|
{
|
|
Audio.PlayPredicted(hitEvent.HitSoundOverride, meleeUid, user);
|
|
}
|
|
else if (GetDamage(meleeUid, user, component).Total.Equals(FixedPoint2.Zero) && component.HitSound != null)
|
|
{
|
|
Audio.PlayPredicted(component.HitSound, meleeUid, user);
|
|
}
|
|
else
|
|
{
|
|
Audio.PlayPredicted(component.NoDamageSound, meleeUid, user);
|
|
}
|
|
}
|
|
|
|
if (damageResult?.Total > FixedPoint2.Zero)
|
|
{
|
|
DoDamageEffect(targets, user, targetXform);
|
|
}
|
|
}
|
|
|
|
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
|
|
|
|
private void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
|
|
{
|
|
// TODO: This is copy-paste as fuck with DoPreciseAttack
|
|
if (!TryComp<TransformComponent>(user, out var userXform))
|
|
return;
|
|
|
|
var targetMap = ev.Coordinates.ToMap(EntityManager, TransformSystem);
|
|
|
|
if (targetMap.MapId != userXform.MapID)
|
|
return;
|
|
|
|
var userPos = TransformSystem.GetWorldPosition(userXform);
|
|
var direction = targetMap.Position - userPos;
|
|
var distance = Math.Min(component.Range, direction.Length);
|
|
|
|
var damage = GetDamage(meleeUid, user, component) * GetModifier(meleeUid, user, component, false);
|
|
var entities = ev.Entities;
|
|
|
|
if (entities.Count == 0)
|
|
{
|
|
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
|
|
RaiseLocalEvent(meleeUid, missEvent);
|
|
|
|
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
|
|
return;
|
|
}
|
|
|
|
// 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);
|
|
RaiseLocalEvent(meleeUid, hitEvent);
|
|
|
|
if (hitEvent.Handled)
|
|
return;
|
|
|
|
Interaction.DoContactInteraction(user, ev.Weapon);
|
|
|
|
// For stuff that cares about it being attacked.
|
|
foreach (var target in targets)
|
|
{
|
|
Interaction.DoContactInteraction(ev.Weapon, target);
|
|
|
|
// 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();
|
|
|
|
foreach (var entity in targets)
|
|
{
|
|
var attackedEvent = new AttackedEvent(meleeUid, user, 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.Total > FixedPoint2.Zero)
|
|
{
|
|
appliedDamage += damageResult;
|
|
|
|
if (meleeUid == user)
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using their hands and dealt {damageResult.Total:damage} damage");
|
|
}
|
|
else
|
|
{
|
|
AdminLogger.Add(LogType.MeleeHit,
|
|
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using {ToPrettyString(meleeUid):used} and dealt {damageResult.Total:damage} damage");
|
|
}
|
|
}
|
|
}
|
|
|
|
if (entities.Count != 0)
|
|
{
|
|
if (appliedDamage.Total > FixedPoint2.Zero)
|
|
{
|
|
var target = entities.First();
|
|
PlayHitSound(target, user, GetHighestDamageSound(appliedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
|
|
}
|
|
else
|
|
{
|
|
if (hitEvent.HitSoundOverride != null)
|
|
{
|
|
Audio.PlayPredicted(hitEvent.HitSoundOverride, meleeUid, user);
|
|
}
|
|
else
|
|
{
|
|
Audio.PlayPredicted(component.NoDamageSound, meleeUid, user);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (appliedDamage.Total > FixedPoint2.Zero)
|
|
{
|
|
DoDamageEffect(targets, user, Transform(targets[0]));
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
resSet.Add(res[0].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;
|
|
}
|
|
|
|
private void PlayHitSound(EntityUid target, EntityUid? user, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
|
|
{
|
|
var playedSound = false;
|
|
|
|
// Play sound based off of highest damage type.
|
|
if (TryComp<MeleeSoundComponent>(target, out var damageSoundComp))
|
|
{
|
|
if (type == null && damageSoundComp.NoDamageSound != null)
|
|
{
|
|
Audio.PlayPredicted(damageSoundComp.NoDamageSound, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
|
|
{
|
|
Audio.PlayPredicted(damageSoundType, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
|
|
{
|
|
Audio.PlayPredicted(damageSoundGroup, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
}
|
|
|
|
// Use weapon sounds if the thing being hit doesn't specify its own sounds.
|
|
if (!playedSound)
|
|
{
|
|
if (hitSoundOverride != null)
|
|
{
|
|
Audio.PlayPredicted(hitSoundOverride, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
else if (hitSound != null)
|
|
{
|
|
Audio.PlayPredicted(hitSound, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
}
|
|
|
|
// Fallback to generic sounds.
|
|
if (!playedSound)
|
|
{
|
|
switch (type)
|
|
{
|
|
// Unfortunately heat returns caustic group so can't just use the damagegroup in that instance.
|
|
case "Burn":
|
|
case "Heat":
|
|
case "Radiation":
|
|
case "Cold":
|
|
Audio.PlayPredicted(new SoundPathSpecifier("/Audio/Items/welder.ogg"), target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
break;
|
|
// No damage, fallback to tappies
|
|
case null:
|
|
Audio.PlayPredicted(new SoundPathSpecifier("/Audio/Weapons/tap.ogg"), target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
break;
|
|
case "Brute":
|
|
Audio.PlayPredicted(new SoundPathSpecifier("/Audio/Weapons/smash.ogg"), target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
if (Deleted(ev.Target) ||
|
|
user == ev.Target)
|
|
return false;
|
|
|
|
// Play a sound to give instant feedback; same with playing the animations
|
|
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
|
|
return true;
|
|
}
|
|
|
|
private void DoLungeAnimation(EntityUid user, Angle angle, MapCoordinates coordinates, float length, string? animation)
|
|
{
|
|
// TODO: Assert that offset eyes are still okay.
|
|
if (!TryComp<TransformComponent>(user, out var userXform))
|
|
return;
|
|
|
|
var invMatrix = TransformSystem.GetInvWorldMatrix(userXform);
|
|
var localPos = invMatrix.Transform(coordinates.Position);
|
|
|
|
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, angle, localPos, animation);
|
|
}
|
|
|
|
public abstract void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation, bool predicted = true);
|
|
}
|