Files
tbd-station-14/Content.Server/Damage/Systems/DamageOtherOnHitSystem.cs
SlamBamActionman 3200ba88a5 Add ability for +VVEDIT users to scale damage/healing in the game (#35255)
* Initial commit

* Add universal modifier for all damage/heals, make guidebooks work.

* help text
2025-02-18 08:28:42 +01:00

73 lines
3.4 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Damage.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.CombatMode.Pacification;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Damage.Events;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.Mobs.Components;
using Content.Shared.Throwing;
using Content.Shared.Wires;
using Robust.Shared.Physics.Components;
using Robust.Shared.Player;
namespace Content.Server.Damage.Systems
{
public sealed class DamageOtherOnHitSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly GunSystem _guns = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
public override void Initialize()
{
SubscribeLocalEvent<DamageOtherOnHitComponent, ThrowDoHitEvent>(OnDoHit);
SubscribeLocalEvent<DamageOtherOnHitComponent, DamageExamineEvent>(OnDamageExamine);
SubscribeLocalEvent<DamageOtherOnHitComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
}
private void OnDoHit(EntityUid uid, DamageOtherOnHitComponent component, ThrowDoHitEvent args)
{
if (TerminatingOrDeleted(args.Target))
return;
var dmg = _damageable.TryChangeDamage(args.Target, component.Damage * _damageable.UniversalThrownDamageModifier, component.IgnoreResistances, origin: args.Component.Thrower);
// Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
if (dmg != null && HasComp<MobStateComponent>(args.Target))
_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
if (dmg is { Empty: false })
{
_color.RaiseEffect(Color.Red, new List<EntityUid>() { args.Target }, Filter.Pvs(args.Target, entityManager: EntityManager));
}
_guns.PlayImpactSound(args.Target, dmg, null, false);
if (TryComp<PhysicsComponent>(uid, out var body) && body.LinearVelocity.LengthSquared() > 0f)
{
var direction = body.LinearVelocity.Normalized();
_sharedCameraRecoil.KickCamera(args.Target, direction);
}
}
private void OnDamageExamine(EntityUid uid, DamageOtherOnHitComponent component, ref DamageExamineEvent args)
{
_damageExamine.AddDamageExamine(args.Message, _damageable.ApplyUniversalAllModifiers(component.Damage * _damageable.UniversalThrownDamageModifier), Loc.GetString("damage-throw"));
}
/// <summary>
/// Prevent players with the Pacified status effect from throwing things that deal damage.
/// </summary>
private void OnAttemptPacifiedThrow(Entity<DamageOtherOnHitComponent> ent, ref AttemptPacifiedThrowEvent args)
{
args.Cancel("pacified-cannot-throw");
}
}
}