Files
tbd-station-14/Content.Server/CombatMode/CombatModeSystem.cs
2022-06-16 22:37:07 -07:00

141 lines
6.2 KiB
C#

using Content.Server.Actions.Events;
using Content.Server.Administration.Logs;
using Content.Server.CombatMode.Disarm;
using Content.Server.Hands.Components;
using Content.Server.Popups;
using Content.Server.Weapon.Melee;
using Content.Shared.ActionBlocker;
using Content.Shared.Audio;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Stunnable;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Physics;
namespace Content.Server.CombatMode
{
[UsedImplicitly]
public sealed class CombatModeSystem : SharedCombatModeSystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly MeleeWeaponSystem _meleeWeaponSystem = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedCombatModeComponent, DisarmActionEvent>(OnEntityActionPerform);
}
private void OnEntityActionPerform(EntityUid uid, SharedCombatModeComponent component, DisarmActionEvent args)
{
if (args.Handled)
return;
if (!_actionBlockerSystem.CanAttack(args.Performer))
return;
if (TryComp<HandsComponent>(args.Performer, out var hands)
&& hands.ActiveHand != null
&& !hands.ActiveHand.IsEmpty)
{
_popupSystem.PopupEntity(Loc.GetString("disarm-action-free-hand"), args.Performer, Filter.Entities(args.Performer));
return;
}
EntityUid? inTargetHand = null;
if (TryComp<HandsComponent>(args.Target, out HandsComponent? targetHandsComponent)
&& targetHandsComponent.ActiveHand != null
&& !targetHandsComponent.ActiveHand.IsEmpty)
{
inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
}
var attemptEvent = new DisarmAttemptEvent(args.Target, args.Performer,inTargetHand);
if (inTargetHand != null)
{
RaiseLocalEvent(inTargetHand.Value, attemptEvent);
}
RaiseLocalEvent(args.Target, attemptEvent);
if (attemptEvent.Cancelled)
return;
var diff = Transform(args.Target).MapPosition.Position - Transform(args.Performer).MapPosition.Position;
var angle = Angle.FromWorldVec(diff);
var filterAll = Filter.Pvs(args.Performer);
var filterOther = filterAll.RemoveWhereAttachedEntity(e => e == args.Performer);
args.Handled = true;
var chance = CalculateDisarmChance(args.Performer, args.Target, inTargetHand, component);
if (_random.Prob(chance))
{
SoundSystem.Play(component.DisarmFailSound.GetSound(), Filter.Pvs(args.Performer), args.Performer, AudioHelpers.WithVariation(0.025f));
var targetName = Name(args.Target);
var msgOther = Loc.GetString(
"disarm-action-popup-message-other-clients",
("performerName", Name(args.Performer)),
("targetName", targetName));
var msgUser = Loc.GetString("disarm-action-popup-message-cursor", ("targetName", targetName ));
_popupSystem.PopupEntity(msgOther, args.Performer, filterOther);
_popupSystem.PopupEntity(msgUser, args.Performer, Filter.Entities(args.Performer));
_meleeWeaponSystem.SendLunge(angle, args.Performer);
return;
}
_meleeWeaponSystem.SendAnimation("disarm", angle, args.Performer, args.Performer, new[] { args.Target });
SoundSystem.Play(component.DisarmSuccessSound.GetSound(), filterAll, args.Performer, AudioHelpers.WithVariation(0.025f));
_adminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(args.Performer):user} used disarm on {ToPrettyString(args.Target):target}");
var eventArgs = new DisarmedEvent() { Target = args.Target, Source = args.Performer, PushProbability = chance };
RaiseLocalEvent(args.Target, eventArgs);
}
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
{
float healthMod = 0;
if (TryComp<DamageableComponent>(disarmer, out var disarmerDamage) && TryComp<DamageableComponent>(disarmed, out var disarmedDamage))
{
// I wanted this to consider their mob state thresholds too but I'm not touching that shitcode after having a go at this.
healthMod = (((float) disarmedDamage.TotalDamage - (float) disarmerDamage.TotalDamage) / 200); // Ex. You have 0 damage, they have 90, you get a 45% chance increase
}
float massMod = 0;
if (TryComp<PhysicsComponent>(disarmer, out var disarmerPhysics) && TryComp<PhysicsComponent>(disarmed, out var disarmedPhysics))
{
if (disarmerPhysics.FixturesMass != 0) // yeah this will never happen but let's not kill the server if it does
massMod = (((disarmedPhysics.FixturesMass / disarmerPhysics.FixturesMass - 1 ) / 2)); // Ex, you weigh 120, they weigh 70, you get a 29% bonus
}
float chance = (disarmerComp.BaseDisarmFailChance - healthMod - massMod);
if (HasComp<SlowedDownComponent>(disarmer)) // might need to revisit this part after stamina damage, right now this is basically "pre-stun"
chance += 0.35f;
if (HasComp<SlowedDownComponent>(disarmed))
chance -= 0.35f;
if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
{
chance += malus.Malus;
}
return Math.Clamp(chance, 0f, 1f);
}
}
}