Files
tbd-station-14/Content.Server/Weapon/Melee/MeleeWeaponSystem.cs
2022-06-22 09:53:41 +10:00

400 lines
17 KiB
C#

using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Body.Components;
using Content.Server.Body.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Cooldown;
using Content.Server.Weapon.Melee.Components;
using Content.Shared.Damage;
using Content.Shared.Sound;
using Content.Shared.Audio;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Hands;
using Content.Shared.Physics;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Weapon.Melee
{
public sealed class MeleeWeaponSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionsSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
public const float DamagePitchVariation = 0.15f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnHandSelected);
SubscribeLocalEvent<MeleeWeaponComponent, ClickAttackEvent>(OnClickAttack);
SubscribeLocalEvent<MeleeWeaponComponent, WideAttackEvent>(OnWideAttack);
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
}
private void OnHandSelected(EntityUid uid, MeleeWeaponComponent comp, HandSelectedEvent args)
{
var curTime = _gameTiming.CurTime;
var cool = TimeSpan.FromSeconds(comp.CooldownTime * 0.5f);
if (curTime < comp.CooldownEnd)
{
if (comp.CooldownEnd - curTime < cool)
{
comp.LastAttackTime = curTime;
comp.CooldownEnd += cool;
}
else
return;
}
else
{
comp.LastAttackTime = curTime;
comp.CooldownEnd = curTime + cool;
}
RaiseLocalEvent(uid, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
private void OnClickAttack(EntityUid owner, MeleeWeaponComponent comp, ClickAttackEvent args)
{
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd || args.Target == null)
return;
var location = Transform(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
if (args.Target is {Valid: true} target)
{
// Raise event before doing damage so we can cancel damage if the event is handled
var hitEvent = new MeleeHitEvent(new List<EntityUid>() { target }, args.User, comp.Damage);
RaiseLocalEvent(owner, hitEvent, false);
if (!hitEvent.Handled)
{
var targets = new[] { target };
SendAnimation(comp.ClickArc, angle, args.User, owner, targets, comp.ClickAttackEffect, false);
RaiseLocalEvent(target, new AttackedEvent(args.Used, args.User, args.ClickLocation), true);
var modifiedDamage = DamageSpecifier.ApplyModifierSets(comp.Damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
var damageResult = _damageableSystem.TryChangeDamage(target, modifiedDamage);
if (damageResult != null)
{
if (args.Used == args.User)
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(args.Target.Value):target} using their hands and dealt {damageResult.Total:damage} damage");
else
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(args.Target.Value):target} using {ToPrettyString(args.Used):used} and dealt {damageResult.Total:damage} damage");
}
PlayHitSound(target, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, comp.HitSound);
}
}
else
{
SoundSystem.Play(comp.MissSound.GetSound(), Filter.Pvs(owner, entityManager: EntityManager), args.User);
return;
}
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime);
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
private void OnWideAttack(EntityUid owner, MeleeWeaponComponent comp, WideAttackEvent args)
{
if (string.IsNullOrEmpty(comp.Arc)) return;
args.Handled = true;
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd)
{
return;
}
var location = EntityManager.GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(EntityManager.GetComponent<TransformComponent>(args.User).WorldPosition, angle, comp.ArcWidth, comp.Range, EntityManager.GetComponent<TransformComponent>(owner).MapID, args.User);
var hitEntities = new List<EntityUid>();
foreach (var entity in entities)
{
if (entity.IsInContainer() || entity == args.User)
continue;
if (EntityManager.HasComponent<DamageableComponent>(entity))
{
hitEntities.Add(entity);
}
}
// Raise event before doing damage so we can cancel damage if handled
var hitEvent = new MeleeHitEvent(hitEntities, args.User, comp.Damage);
RaiseLocalEvent(owner, hitEvent, false);
SendAnimation(comp.Arc, angle, args.User, owner, hitEntities);
if (!hitEvent.Handled)
{
var modifiedDamage = DamageSpecifier.ApplyModifierSets(comp.Damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
if (entities.Count != 0)
{
var target = entities.First();
TryComp<MeleeWeaponComponent>(target, out var meleeWeapon);
PlayHitSound(target, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, meleeWeapon?.HitSound);
}
else
{
SoundSystem.Play(comp.MissSound.GetSound(), Filter.Pvs(owner), Transform(args.User).Coordinates);
}
foreach (var entity in hitEntities)
{
RaiseLocalEvent(entity, new AttackedEvent(args.Used, args.User, args.ClickLocation), true);
var damageResult = _damageableSystem.TryChangeDamage(entity, modifiedDamage);
if (damageResult != null)
{
if (args.Used == args.User)
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(entity):target} using their hands and dealt {damageResult.Total:damage} damage");
else
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(args.User):user} melee attacked {ToPrettyString(entity):target} using {ToPrettyString(args.Used):used} and dealt {damageResult.Total:damage} damage");
}
}
}
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.ArcCooldownTime);
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
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;
}
private void PlayHitSound(EntityUid target, 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)
{
SoundSystem.Play(damageSoundComp.NoDamageSound.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
SoundSystem.Play(damageSoundType!.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
SoundSystem.Play(damageSoundGroup!.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
}
// Use weapon sounds if the thing being hit doesn't specify its own sounds.
if (!playedSound)
{
if (hitSoundOverride != null)
{
SoundSystem.Play(hitSoundOverride.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target, AudioHelpers.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (hitSound != null)
{
SoundSystem.Play(hitSound.GetSound(), Filter.Pvs(target, entityManager: EntityManager), target);
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 "Cold":
SoundSystem.Play("/Audio/Items/welder.ogg", Filter.Pvs(target, entityManager: EntityManager), target);
break;
// No damage, fallback to tappies
case null:
SoundSystem.Play("/Audio/Weapons/tap.ogg", Filter.Pvs(target, entityManager: EntityManager), target);
break;
case "Brute":
SoundSystem.Play("/Audio/Weapons/smash.ogg", Filter.Pvs(target, entityManager: EntityManager), target);
break;
}
}
}
private HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, float arcWidth, float range, MapId mapId, EntityUid ignore)
{
var widthRad = Angle.FromDegrees(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 = Get<SharedPhysicsSystem>().IntersectRay(mapId,
new CollisionRay(position, castAngle.ToWorldVec(),
(int) (CollisionGroup.MobMask | CollisionGroup.Opaque)), range, ignore).ToList();
if (res.Count != 0)
{
resSet.Add(res[0].HitEntity);
}
}
return resSet;
}
private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
{
if (!_solutionsSystem.TryGetInjectableSolution(owner, out var solutionContainer))
return;
var hitBloodstreams = new List<BloodstreamComponent>();
foreach (var entity in args.HitEntities)
{
if (Deleted(entity))
continue;
if (EntityManager.TryGetComponent<BloodstreamComponent?>(entity, out var bloodstream))
hitBloodstreams.Add(bloodstream);
}
if (hitBloodstreams.Count < 1)
return;
var removedSolution = solutionContainer.SplitSolution(comp.TransferAmount * hitBloodstreams.Count);
var removedVol = removedSolution.TotalVolume;
var solutionToInject = removedSolution.SplitSolution(removedVol * comp.TransferEfficiency);
var volPerBloodstream = solutionToInject.TotalVolume * (1 / hitBloodstreams.Count);
foreach (var bloodstream in hitBloodstreams)
{
var individualInjection = solutionToInject.SplitSolution(volPerBloodstream);
_bloodstreamSystem.TryAddToChemicals((bloodstream).Owner, individualInjection, bloodstream);
}
}
public void SendAnimation(string arc, Angle angle, EntityUid attacker, EntityUid source, IEnumerable<EntityUid> hits, bool textureEffect = false, bool arcFollowAttacker = true)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayMeleeWeaponAnimationMessage(arc, angle, attacker, source,
hits.Select(e => e).ToList(), textureEffect, arcFollowAttacker), Filter.Pvs(source, 1f));
}
public void SendLunge(Angle angle, EntityUid source)
{
RaiseNetworkEvent(new MeleeWeaponSystemMessages.PlayLungeAnimationMessage(angle, source), Filter.Pvs(source, 1f));
}
}
/// <summary>
/// Raised directed on the melee weapon entity used to attack something in combat mode,
/// whether through a click attack or wide attack.
/// </summary>
public sealed class MeleeHitEvent : HandledEntityEventArgs
{
/// <summary>
/// The base amount of damage dealt by the melee hit.
/// </summary>
public readonly DamageSpecifier BaseDamage = new();
/// <summary>
/// Modifier sets to apply to the hit event when it's all said and done.
/// This should be modified by adding a new entry to the list.
/// </summary>
public List<DamageModifierSet> ModifiersList = new();
/// <summary>
/// Damage to add to the default melee weapon damage. Applied before modifiers.
/// </summary>
/// <remarks>
/// This might be required as damage modifier sets cannot add a new damage type to a DamageSpecifier.
/// </remarks>
public DamageSpecifier BonusDamage = new();
/// <summary>
/// A list containing every hit entity. Can be zero.
/// </summary>
public IEnumerable<EntityUid> HitEntities { get; }
/// <summary>
/// Used to define a new hit sound in case you want to override the default GenericHit.
/// Also gets a pitch modifier added to it.
/// </summary>
public SoundSpecifier? HitSoundOverride {get; set;}
/// <summary>
/// The user who attacked with the melee weapon.
/// </summary>
public EntityUid User { get; }
public MeleeHitEvent(List<EntityUid> hitEntities, EntityUid user, DamageSpecifier baseDamage)
{
HitEntities = hitEntities;
User = user;
BaseDamage = baseDamage;
}
}
}