* Refactor disarms - Move client stuff to shared - Cleanup a bunch of stuff - Ref events - Fix the swing sound mispredict (I noticed it on target dummies). * Revert this change * minor review * Rebiew --------- Co-authored-by: Milon <milonpl.git@proton.me>
123 lines
4.8 KiB
C#
123 lines
4.8 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Movement.Systems;
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using Content.Shared.Damage.Events;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Effects;
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using Content.Shared.Speech.Components;
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using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using System.Linq;
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using System.Numerics;
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namespace Content.Server.Weapons.Melee;
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public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
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{
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
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[Dependency] private readonly LagCompensationSystem _lag = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MeleeSpeechComponent, MeleeHitEvent>(OnSpeechHit);
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SubscribeLocalEvent<MeleeWeaponComponent, DamageExamineEvent>(OnMeleeExamineDamage);
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}
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private void OnMeleeExamineDamage(EntityUid uid, MeleeWeaponComponent component, ref DamageExamineEvent args)
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{
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if (component.Hidden)
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return;
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var damageSpec = GetDamage(uid, args.User, component);
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if (damageSpec.Empty)
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return;
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_damageExamine.AddDamageExamine(args.Message, Damageable.ApplyUniversalAllModifiers(damageSpec), Loc.GetString("damage-melee"));
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}
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protected override bool ArcRaySuccessful(EntityUid targetUid,
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Vector2 position,
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Angle angle,
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Angle arcWidth,
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float range,
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MapId mapId,
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EntityUid ignore,
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ICommonSession? session)
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{
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// Originally the client didn't predict damage effects so you'd intuit some level of how far
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// in the future you'd need to predict, but then there was a lot of complaining like "why would you add artifical delay" as if ping is a choice.
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// Now damage effects are predicted but for wide attacks it differs significantly from client and server so your game could be lying to you on hits.
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// This isn't fair in the slightest because it makes ping a huge advantage and this would be a hidden system.
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// Now the client tells us what they hit and we validate if it's plausible.
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// Even if the client is sending entities they shouldn't be able to hit:
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// A) Wide-damage is split anyway
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// B) We run the same validation we do for click attacks.
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// Could also check the arc though future effort + if they're aimbotting it's not really going to make a difference.
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// (This runs lagcomp internally and is what clickattacks use)
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if (!Interaction.InRangeUnobstructed(ignore, targetUid, range + 0.1f, overlapCheck: false))
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return false;
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// TODO: Check arc though due to the aforementioned aimbot + damage split comments it's less important.
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return true;
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}
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protected override bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session)
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{
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EntityCoordinates targetCoordinates;
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Angle targetLocalAngle;
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if (session is { } pSession)
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{
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(targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession);
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return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range, overlapCheck: false);
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}
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return Interaction.InRangeUnobstructed(user, target, range);
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}
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protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
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{
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var filter = Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user);
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_color.RaiseEffect(Color.Red, targets, filter);
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}
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public override void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, bool predicted = true)
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{
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Filter filter;
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if (predicted)
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{
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filter = Filter.PvsExcept(user, entityManager: EntityManager);
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}
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else
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{
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filter = Filter.Pvs(user, entityManager: EntityManager);
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}
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RaiseNetworkEvent(new MeleeLungeEvent(GetNetEntity(user), GetNetEntity(weapon), angle, localPos, animation), filter);
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}
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private void OnSpeechHit(EntityUid owner, MeleeSpeechComponent comp, MeleeHitEvent args)
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{
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if (!args.IsHit ||
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!args.HitEntities.Any())
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{
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return;
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}
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if (comp.Battlecry != null)//If the battlecry is set to empty, doesn't speak
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{
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_chat.TrySendInGameICMessage(args.User, comp.Battlecry, InGameICChatType.Speak, true, true, checkRadioPrefix: false); //Speech that isn't sent to chat or adminlogs
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}
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}
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}
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