Files
tbd-station-14/Content.Server/Projectiles/ProjectileSystem.cs

129 lines
5.3 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Destructible;
using Content.Server.Effects;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Projectiles;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
namespace Content.Server.Projectiles;
public sealed class ProjectileSystem : SharedProjectileSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly ColorFlashEffectSystem _color = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
[Dependency] private readonly GunSystem _guns = default!;
[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
}
private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args)
{
// This is so entities that shouldn't get a collision are ignored.
if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
|| component.ProjectileSpent || component is { Weapon: null, OnlyCollideWhenShot: true })
return;
var target = args.OtherEntity;
// it's here so this check is only done once before possible hit
var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
RaiseLocalEvent(target, ref attemptEv);
if (attemptEv.Cancelled)
{
SetShooter(uid, component, target);
return;
}
var ev = new ProjectileHitEvent(component.Damage * _damageableSystem.UniversalProjectileDamageModifier, target, component.Shooter);
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
var damageRequired = _destructibleSystem.DestroyedAt(target);
if (TryComp<DamageableComponent>(target, out var damageableComponent))
{
damageRequired -= damageableComponent.TotalDamage;
damageRequired = FixedPoint2.Max(damageRequired, FixedPoint2.Zero);
}
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, damageable: damageableComponent, origin: component.Shooter);
var deleted = Deleted(target);
if (modifiedDamage is not null && Exists(component.Shooter))
{
if (modifiedDamage.AnyPositive() && !deleted)
{
_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
}
_adminLogger.Add(LogType.BulletHit,
LogImpact.Medium,
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
}
// If penetration is to be considered, we need to do some checks to see if the projectile should stop.
if (modifiedDamage is not null && component.PenetrationThreshold != 0)
{
// If a damage type is required, stop the bullet if the hit entity doesn't have that type.
if (component.PenetrationDamageTypeRequirement != null)
{
var stopPenetration = false;
foreach (var requiredDamageType in component.PenetrationDamageTypeRequirement)
{
if (!modifiedDamage.DamageDict.Keys.Contains(requiredDamageType))
{
stopPenetration = true;
break;
}
}
if (stopPenetration)
component.ProjectileSpent = true;
}
// If the object won't be destroyed, it "tanks" the penetration hit.
if (modifiedDamage.GetTotal() < damageRequired)
{
component.ProjectileSpent = true;
}
if (!component.ProjectileSpent)
{
component.PenetrationAmount += damageRequired;
// The projectile has dealt enough damage to be spent.
if (component.PenetrationAmount >= component.PenetrationThreshold)
{
component.ProjectileSpent = true;
}
}
}
else
{
component.ProjectileSpent = true;
}
if (!deleted)
{
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
if (!args.OurBody.LinearVelocity.IsLengthZero())
_sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized());
}
if (component.DeleteOnCollide && component.ProjectileSpent)
QueueDel(uid);
if (component.ImpactEffect != null && TryComp(uid, out TransformComponent? xform))
{
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
}
}
}