Files
tbd-station-14/Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
Darkie a3fbab84e6 ItemToggle system expansion (#22369)
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.

* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!

* Changing Stunbaton system to include the itemToggle system.

* Adapted changes that have come up in the meantime.

* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.

* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.

* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.

* Removed unnecessary usings.

* Small modification to the stun prod.

* Made the integration test use the new method to turn the welders on.

* Fixed a few testing issues, applied a few changes requested by Delta.

* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.

* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.

* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.

* Renamed variables used to make them less generic.

* Simplified the light update code.

* Fixed the unit test to use the itemToggle system for welders now.

* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.

* Fixed some YML issues.

* Added a client side item toggle system just to make the shared code run on local UID's too.

* Fixed some more Yaml.

* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.

* Made the zippi lighter its own in-hand sprites.

* Added a summary for the activated property in itemtoggle component.

* Fixed a typo in the itemToggle Component.

* Fixed a typo.

* Added to the remarks for the ItemToggleComponent.

* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.

* Fixed a bug I introduced accidentally with the humming sound.

* Removed 2 unnecessary events from the ItemToggleSystem and component.

* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.

* Cleaned up some names and functions getting called.

* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.

* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.

* Fixed a typo. Added some comments.

* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.

* Fixed the namespaces for the server components and whatnot.

* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.

* Added the zippo lighter to the detective's trench coat.

* Removed the default hit sound for the double e-sword since it was unnecessary.

* Changed e-sword damage numbers to be in line with the changes made by Emisse.

* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.

* Typo.

* Fixed a bug where the welder would blind you if you used it while it was off.

* Created a single abstract method called when an item has completed its toggle.

* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed a comment.

* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.

* Removed trailing white spaces.

* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.

* Small fixes.

* Removed ForceToggle, just use the toggle method instead.

* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).

* Used ProtoId in the welder component.

* Made damage NetSerializable as well.

* Added networking and data fields to a couple of components.

* Made component variables autonetworked. Added some comments.

* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.

* Made all the component variables readWrite again.

* Added the component get to the WelderStatus.

* Added a predictable bool to the item toggle component.

* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.

* Added a reflect update raise event.

* Removed the Zippo changes. To add in a later PR.

* Removed the zippo from meta.json too.

* Small fix.

* Another small fix.

* Fixed the wieldable system thing in ItemToggle.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-12-24 17:11:05 +11:00

912 lines
34 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Hands;
using Content.Shared.Hands.Components;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Item;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Components;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.Weapons.Melee;
public abstract class SharedMeleeWeaponSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
[Dependency] protected readonly DamageableSystem Damageable = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
public const float DamagePitchVariation = 0.05f;
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
/// <summary>
/// Maximum amount of targets allowed for a wide-attack.
/// </summary>
public const int MaxTargets = 5;
/// <summary>
/// If an attack is released within this buffer it's assumed to be full damage.
/// </summary>
public const float GracePeriod = 0.05f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeWeaponComponent, EntityUnpausedEvent>(OnMeleeUnpaused);
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnMeleeSelected);
SubscribeLocalEvent<MeleeWeaponComponent, ShotAttemptedEvent>(OnMeleeShotAttempted);
SubscribeLocalEvent<MeleeWeaponComponent, GunShotEvent>(OnMeleeShot);
SubscribeLocalEvent<BonusMeleeDamageComponent, GetMeleeDamageEvent>(OnGetBonusMeleeDamage);
SubscribeLocalEvent<BonusMeleeDamageComponent, GetHeavyDamageModifierEvent>(OnGetBonusHeavyDamageModifier);
SubscribeLocalEvent<BonusMeleeAttackRateComponent, GetMeleeAttackRateEvent>(OnGetBonusMeleeAttackRate);
SubscribeLocalEvent<ItemToggleMeleeWeaponComponent, ItemToggleMeleeWeaponUpdateEvent>(OnItemToggle);
SubscribeAllEvent<HeavyAttackEvent>(OnHeavyAttack);
SubscribeAllEvent<LightAttackEvent>(OnLightAttack);
SubscribeAllEvent<DisarmAttackEvent>(OnDisarmAttack);
SubscribeAllEvent<StopAttackEvent>(OnStopAttack);
#if DEBUG
SubscribeLocalEvent<MeleeWeaponComponent, MapInitEvent>(OnMapInit);
}
private void OnMapInit(EntityUid uid, MeleeWeaponComponent component, MapInitEvent args)
{
if (component.NextAttack > Timing.CurTime)
Log.Warning($"Initializing a map that contains an entity that is on cooldown. Entity: {ToPrettyString(uid)}");
#endif
}
private void OnMeleeShotAttempted(EntityUid uid, MeleeWeaponComponent comp, ref ShotAttemptedEvent args)
{
if (comp.NextAttack > Timing.CurTime)
args.Cancel();
}
private void OnMeleeShot(EntityUid uid, MeleeWeaponComponent component, ref GunShotEvent args)
{
if (!TryComp<GunComponent>(uid, out var gun))
return;
if (gun.NextFire > component.NextAttack)
{
component.NextAttack = gun.NextFire;
Dirty(uid, component);
}
}
private void OnMeleeUnpaused(EntityUid uid, MeleeWeaponComponent component, ref EntityUnpausedEvent args)
{
component.NextAttack += args.PausedTime;
}
private void OnMeleeSelected(EntityUid uid, MeleeWeaponComponent component, HandSelectedEvent args)
{
var attackRate = GetAttackRate(uid, args.User, component);
if (attackRate.Equals(0f))
return;
if (!component.ResetOnHandSelected)
return;
if (Paused(uid))
return;
// If someone swaps to this weapon then reset its cd.
var curTime = Timing.CurTime;
var minimum = curTime + TimeSpan.FromSeconds(1 / attackRate);
if (minimum < component.NextAttack)
return;
component.NextAttack = minimum;
Dirty(uid, component);
}
private void OnGetBonusMeleeDamage(EntityUid uid, BonusMeleeDamageComponent component, ref GetMeleeDamageEvent args)
{
if (component.BonusDamage != null)
args.Damage += component.BonusDamage;
if (component.DamageModifierSet != null)
args.Modifiers.Add(component.DamageModifierSet);
}
private void OnGetBonusHeavyDamageModifier(EntityUid uid, BonusMeleeDamageComponent component, ref GetHeavyDamageModifierEvent args)
{
args.DamageModifier += component.HeavyDamageFlatModifier;
args.Multipliers *= component.HeavyDamageMultiplier;
}
private void OnGetBonusMeleeAttackRate(EntityUid uid, BonusMeleeAttackRateComponent component, ref GetMeleeAttackRateEvent args)
{
args.Rate += component.FlatModifier;
args.Multipliers *= component.Multiplier;
}
private void OnStopAttack(StopAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
if (!TryGetWeapon(user.Value, out var weaponUid, out var weapon) ||
weaponUid != GetEntity(msg.Weapon))
{
return;
}
if (!weapon.Attacking)
return;
weapon.Attacking = false;
Dirty(weaponUid, weapon);
}
private void OnLightAttack(LightAttackEvent msg, EntitySessionEventArgs args)
{
var user = args.SenderSession.AttachedEntity;
if (user == null)
return;
if (!TryGetWeapon(user.Value, out var weaponUid, out var weapon) ||
weaponUid != GetEntity(msg.Weapon))
{
return;
}
AttemptAttack(args.SenderSession.AttachedEntity!.Value, weaponUid, weapon, msg, args.SenderSession);
}
private void OnHeavyAttack(HeavyAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null)
{
return;
}
if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon) ||
weaponUid != GetEntity(msg.Weapon))
{
return;
}
AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession);
}
private void OnDisarmAttack(DisarmAttackEvent msg, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity == null)
{
return;
}
if (!TryGetWeapon(args.SenderSession.AttachedEntity.Value, out var weaponUid, out var weapon))
{
return;
}
AttemptAttack(args.SenderSession.AttachedEntity.Value, weaponUid, weapon, msg, args.SenderSession);
}
/// <summary>
/// Gets the total damage a weapon does, including modifiers like wielding and enablind/disabling
/// </summary>
public DamageSpecifier GetDamage(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return new DamageSpecifier();
var ev = new GetMeleeDamageEvent(uid, new (component.Damage), new(), user);
RaiseLocalEvent(uid, ref ev);
return DamageSpecifier.ApplyModifierSets(ev.Damage, ev.Modifiers);
}
public float GetAttackRate(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0;
var ev = new GetMeleeAttackRateEvent(uid, component.AttackRate, 1, user);
RaiseLocalEvent(uid, ref ev);
return ev.Rate * ev.Multipliers;
}
public FixedPoint2 GetHeavyDamageModifier(EntityUid uid, EntityUid user, MeleeWeaponComponent? component = null)
{
if (!Resolve(uid, ref component))
return FixedPoint2.Zero;
var ev = new GetHeavyDamageModifierEvent(uid, component.ClickDamageModifier, 1, user);
RaiseLocalEvent(uid, ref ev);
return ev.DamageModifier * ev.Multipliers;
}
public bool TryGetWeapon(EntityUid entity, out EntityUid weaponUid, [NotNullWhen(true)] out MeleeWeaponComponent? melee)
{
weaponUid = default;
melee = null;
var ev = new GetMeleeWeaponEvent();
RaiseLocalEvent(entity, ev);
if (ev.Handled)
{
if (TryComp(ev.Weapon, out melee))
{
weaponUid = ev.Weapon.Value;
return true;
}
return false;
}
// Use inhands entity if we got one.
if (EntityManager.TryGetComponent(entity, out HandsComponent? hands) &&
hands.ActiveHandEntity is { } held)
{
if (EntityManager.TryGetComponent(held, out melee))
{
weaponUid = held;
return true;
}
return false;
}
// Use hands clothing if applicable.
if (_inventory.TryGetSlotEntity(entity, "gloves", out var gloves) &&
TryComp<MeleeWeaponComponent>(gloves, out var glovesMelee))
{
weaponUid = gloves.Value;
melee = glovesMelee;
return true;
}
// Use our own melee
if (TryComp(entity, out melee))
{
weaponUid = entity;
return true;
}
return false;
}
public void AttemptLightAttackMiss(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityCoordinates coordinates)
{
AttemptAttack(user, weaponUid, weapon, new LightAttackEvent(null, GetNetEntity(weaponUid), GetNetCoordinates(coordinates)), null);
}
public bool AttemptLightAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
{
if (!TryComp<TransformComponent>(target, out var targetXform))
return false;
return AttemptAttack(user, weaponUid, weapon, new LightAttackEvent(GetNetEntity(target), GetNetEntity(weaponUid), GetNetCoordinates(targetXform.Coordinates)), null);
}
public bool AttemptDisarmAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, EntityUid target)
{
if (!TryComp<TransformComponent>(target, out var targetXform))
return false;
return AttemptAttack(user, weaponUid, weapon, new DisarmAttackEvent(GetNetEntity(target), GetNetCoordinates(targetXform.Coordinates)), null);
}
/// <summary>
/// Called when a windup is finished and an attack is tried.
/// </summary>
/// <returns>True if attack successful</returns>
private bool AttemptAttack(EntityUid user, EntityUid weaponUid, MeleeWeaponComponent weapon, AttackEvent attack, ICommonSession? session)
{
var curTime = Timing.CurTime;
if (weapon.NextAttack > curTime)
return false;
if (!CombatMode.IsInCombatMode(user))
return false;
switch (attack)
{
case LightAttackEvent light:
var lightTarget = GetEntity(light.Target);
if (!Blocker.CanAttack(user, lightTarget))
return false;
// Can't self-attack if you're the weapon
if (weaponUid == lightTarget)
return false;
break;
case DisarmAttackEvent disarm:
var disarmTarget = GetEntity(disarm.Target);
if (!Blocker.CanAttack(user, disarmTarget))
return false;
break;
default:
if (!Blocker.CanAttack(user))
return false;
break;
}
// Windup time checked elsewhere.
var fireRate = TimeSpan.FromSeconds(1f / GetAttackRate(weaponUid, user, weapon));
var swings = 0;
// TODO: If we get autoattacks then probably need a shotcounter like guns so we can do timing properly.
if (weapon.NextAttack < curTime)
weapon.NextAttack = curTime;
while (weapon.NextAttack <= curTime)
{
weapon.NextAttack += fireRate;
swings++;
}
Dirty(weaponUid, weapon);
// Do this AFTER attack so it doesn't spam every tick
var ev = new AttemptMeleeEvent();
RaiseLocalEvent(weaponUid, ref ev);
if (ev.Cancelled)
{
if (ev.Message != null)
{
PopupSystem.PopupClient(ev.Message, weaponUid, user);
}
return false;
}
// Attack confirmed
for (var i = 0; i < swings; i++)
{
string animation;
switch (attack)
{
case LightAttackEvent light:
DoLightAttack(user, light, weaponUid, weapon, session);
animation = weapon.Animation;
break;
case DisarmAttackEvent disarm:
if (!DoDisarm(user, disarm, weaponUid, weapon, session))
return false;
animation = weapon.Animation;
break;
case HeavyAttackEvent heavy:
if (!DoHeavyAttack(user, heavy, weaponUid, weapon, session))
return false;
animation = weapon.WideAnimation;
break;
default:
throw new NotImplementedException();
}
DoLungeAnimation(user, weaponUid, weapon.Angle, GetCoordinates(attack.Coordinates).ToMap(EntityManager, TransformSystem), weapon.Range, animation);
}
var attackEv = new MeleeAttackEvent(weaponUid);
RaiseLocalEvent(user, ref attackEv);
weapon.Attacking = true;
return true;
}
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)
{
// If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
var target = GetEntity(ev.Target);
// For consistency with wide attacks stuff needs damageable.
if (Deleted(target) ||
!HasComp<DamageableComponent>(target) ||
!TryComp<TransformComponent>(target, out var targetXform) ||
// Not in LOS.
!InRange(user, 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
if (meleeUid == user)
{
AdminLogger.Add(LogType.MeleeHit, LogImpact.Low,
$"{ToPrettyString(user):actor} melee attacked (light) using their hands and missed");
}
else
{
AdminLogger.Add(LogType.MeleeHit, LogImpact.Low,
$"{ToPrettyString(user):actor} melee attacked (light) using {ToPrettyString(meleeUid):tool} and missed");
}
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
return;
}
// Sawmill.Debug($"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> { target.Value }, user, meleeUid, damage);
RaiseLocalEvent(meleeUid, hitEvent);
if (hitEvent.Handled)
return;
var targets = new List<EntityUid>(1)
{
target.Value
};
var weapon = GetEntity(ev.Weapon);
Interaction.DoContactInteraction(weapon, target);
Interaction.DoContactInteraction(user, 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, target);
// For stuff that cares about it being attacked.
var attackedEvent = new AttackedEvent(meleeUid, user, targetXform.Coordinates);
RaiseLocalEvent(target.Value, attackedEvent);
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin:user);
if (damageResult != null && damageResult.Any())
{
// 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(target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
}
if (meleeUid == user)
{
AdminLogger.Add(LogType.MeleeHit, LogImpact.Medium,
$"{ToPrettyString(user):actor} melee attacked (light) {ToPrettyString(target.Value):subject} using their hands and dealt {damageResult.Total:damage} damage");
}
else
{
AdminLogger.Add(LogType.MeleeHit, LogImpact.Medium,
$"{ToPrettyString(user):actor} melee attacked (light) {ToPrettyString(target.Value):subject} using {ToPrettyString(meleeUid):tool} and dealt {damageResult.Total:damage} damage");
}
PlayHitSound(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).Any() && 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 bool 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 false;
var targetMap = GetCoordinates(ev.Coordinates).ToMap(EntityManager, TransformSystem);
if (targetMap.MapId != userXform.MapID)
return false;
var userPos = TransformSystem.GetWorldPosition(userXform);
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length());
var damage = GetDamage(meleeUid, user, component);
var entities = GetEntityList(ev.Entities);
if (entities.Count == 0)
{
if (meleeUid == user)
{
AdminLogger.Add(LogType.MeleeHit, LogImpact.Low,
$"{ToPrettyString(user):actor} melee attacked (heavy) using their hands and missed");
}
else
{
AdminLogger.Add(LogType.MeleeHit, LogImpact.Low,
$"{ToPrettyString(user):actor} melee attacked (heavy) using {ToPrettyString(meleeUid):tool} and missed");
}
var missEvent = new MeleeHitEvent(new List<EntityUid>(), user, meleeUid, damage);
RaiseLocalEvent(meleeUid, missEvent);
Audio.PlayPredicted(component.SwingSound, meleeUid, user);
return true;
}
// Naughty input
if (entities.Count > MaxTargets)
{
entities.RemoveRange(MaxTargets, entities.Count - MaxTargets);
}
// Validate client
for (var i = entities.Count - 1; i >= 0; i--)
{
if (ArcRaySuccessful(entities[i], userPos, direction.ToWorldAngle(), component.Angle, distance,
userXform.MapID, user, session))
{
continue;
}
// Bad input
entities.RemoveAt(i);
}
var targets = new List<EntityUid>();
var damageQuery = GetEntityQuery<DamageableComponent>();
foreach (var entity in entities)
{
if (entity == user ||
!damageQuery.HasComponent(entity))
continue;
targets.Add(entity);
}
// Sawmill.Debug($"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 true;
var weapon = GetEntity(ev.Weapon);
Interaction.DoContactInteraction(user, weapon);
// For stuff that cares about it being attacked.
foreach (var target in targets)
{
Interaction.DoContactInteraction(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, GetCoordinates(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, LogImpact.Medium,
$"{ToPrettyString(user):actor} melee attacked (heavy) {ToPrettyString(entity):subject} using their hands and dealt {damageResult.Total:damage} damage");
}
else
{
AdminLogger.Add(LogType.MeleeHit, LogImpact.Medium,
$"{ToPrettyString(user):actor} melee attacked (heavy) {ToPrettyString(entity):subject} using {ToPrettyString(meleeUid):tool} 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]));
}
return true;
}
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)
{
var target = GetEntity(ev.Target);
if (Deleted(target) ||
user == 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, EntityUid weapon, 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, weapon, angle, localPos, animation);
}
public abstract void DoLunge(EntityUid user, EntityUid weapon, Angle angle, Vector2 localPos, string? animation, bool predicted = true);
/// <summary>
/// Used to update the MeleeWeapon component on item toggle.
/// </summary>
private void OnItemToggle(EntityUid uid, ItemToggleMeleeWeaponComponent itemToggleMelee, ItemToggleMeleeWeaponUpdateEvent args)
{
if (!TryComp(uid, out MeleeWeaponComponent? meleeWeapon))
return;
if (args.Activated)
{
if (itemToggleMelee.ActivatedDamage != null)
{
//Setting deactivated damage to the weapon's regular value before changing it.
itemToggleMelee.DeactivatedDamage ??= meleeWeapon.Damage;
meleeWeapon.Damage = itemToggleMelee.ActivatedDamage;
}
meleeWeapon.HitSound = itemToggleMelee.ActivatedSoundOnHit;
if (itemToggleMelee.ActivatedSoundOnHitNoDamage != null)
{
//Setting the deactivated sound on no damage hit to the weapon's regular value before changing it.
itemToggleMelee.DeactivatedSoundOnHitNoDamage ??= meleeWeapon.NoDamageSound;
meleeWeapon.NoDamageSound = itemToggleMelee.ActivatedSoundOnHitNoDamage;
}
if (itemToggleMelee.ActivatedSoundOnSwing != null)
{
//Setting the deactivated sound on no damage hit to the weapon's regular value before changing it.
itemToggleMelee.DeactivatedSoundOnSwing ??= meleeWeapon.SwingSound;
meleeWeapon.SwingSound = itemToggleMelee.ActivatedSoundOnSwing;
}
if (itemToggleMelee.DeactivatedSecret)
meleeWeapon.Hidden = false;
}
else
{
if (itemToggleMelee.DeactivatedDamage != null)
meleeWeapon.Damage = itemToggleMelee.DeactivatedDamage;
meleeWeapon.HitSound = itemToggleMelee.DeactivatedSoundOnHit;
if (itemToggleMelee.DeactivatedSoundOnHitNoDamage != null)
meleeWeapon.NoDamageSound = itemToggleMelee.DeactivatedSoundOnHitNoDamage;
if (itemToggleMelee.DeactivatedSoundOnSwing != null)
meleeWeapon.SwingSound = itemToggleMelee.DeactivatedSoundOnSwing;
if (itemToggleMelee.DeactivatedSecret)
meleeWeapon.Hidden = true;
}
Dirty(uid, meleeWeapon);
}
}