Files
tbd-station-14/Content.Server/Weapon/Melee/MeleeWeaponSystem.cs

360 lines
15 KiB
C#

using System;
using System.Collections.Generic;
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.Database;
using Content.Shared.Hands;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Content.Shared.Weapons.Melee;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.Weapon.Melee
{
public sealed class MeleeWeaponSystem : EntitySystem
{
[Dependency] private IGameTiming _gameTiming = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private SolutionContainerSystem _solutionsSystem = default!;
[Dependency] private readonly AdminLogSystem _logSystem = default!;
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeWeaponComponent, HandSelectedEvent>(OnHandSelected);
SubscribeLocalEvent<MeleeWeaponComponent, ClickAttackEvent>(OnClickAttack);
SubscribeLocalEvent<MeleeWeaponComponent, WideAttackEvent>(OnWideAttack);
SubscribeLocalEvent<MeleeWeaponComponent, AfterInteractEvent>(OnAfterInteract);
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.IsValid())
return;
var location = EntityManager.GetComponent<TransformComponent>(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);
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));
var damage = _damageableSystem.TryChangeDamage(target,
DamageSpecifier.ApplyModifierSets(comp.Damage, hitEvent.ModifiersList));
if (damage != null)
{
if (args.Used == args.User)
_logSystem.Add(LogType.MeleeHit,
$"{args.User} melee attacked {args.TargetEntity} using their hands and dealt {damage.Total} damage");
else
_logSystem.Add(LogType.MeleeHit,
$"{args.User} melee attacked {args.TargetEntity} using {args.Used} and dealt {damage.Total} damage");
}
SoundSystem.Play(Filter.Pvs(owner), comp.HitSound.GetSound(), target);
}
}
else
{
SoundSystem.Play(Filter.Pvs(owner), comp.MissSound.GetSound(), 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)
{
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);
RaiseLocalEvent(owner, hitEvent, false);
SendAnimation(comp.Arc, angle, args.User, owner, hitEntities);
if (!hitEvent.Handled)
{
if (entities.Count != 0)
{
SoundSystem.Play(Filter.Pvs(owner), comp.HitSound.GetSound(), EntityManager.GetComponent<TransformComponent>(entities.First()).Coordinates);
}
else
{
SoundSystem.Play(Filter.Pvs(owner), comp.MissSound.GetSound(), EntityManager.GetComponent<TransformComponent>(args.User).Coordinates);
}
foreach (var entity in hitEntities)
{
RaiseLocalEvent(entity, new AttackedEvent(args.Used, args.User, args.ClickLocation));
var damage = _damageableSystem.TryChangeDamage(entity,
DamageSpecifier.ApplyModifierSets(comp.Damage, hitEvent.ModifiersList));
if (damage != null)
{
if (args.Used == args.User)
_logSystem.Add(LogType.MeleeHit,
$"{args.User} melee attacked {entity} using their hands and dealt {damage.Total} damage");
else
_logSystem.Add(LogType.MeleeHit,
$"{args.User} melee attacked {entity} using {args.Used} and dealt {damage.Total} damage");
}
}
}
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.ArcCooldownTime);
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
/// <summary>
/// Used for melee weapons that want some behavior on AfterInteract,
/// but also want the cooldown (stun batons, flashes)
/// </summary>
private void OnAfterInteract(EntityUid owner, MeleeWeaponComponent comp, AfterInteractEvent args)
{
if (!args.CanReach)
return;
var curTime = _gameTiming.CurTime;
if (curTime < comp.CooldownEnd)
{
return;
}
if (!args.Target.HasValue)
return;
var location = EntityManager.GetComponent<TransformComponent>(args.User).Coordinates;
var diff = args.ClickLocation.ToMapPos(EntityManager) - location.ToMapPos(EntityManager);
var angle = Angle.FromWorldVec(diff);
var hitEvent = new MeleeInteractEvent(args.Target.Value, args.User);
RaiseLocalEvent(owner, hitEvent, false);
if (!hitEvent.CanInteract) return;
SendAnimation(comp.ClickArc, angle, args.User, owner, new List<EntityUid>() { args.Target.Value }, comp.ClickAttackEffect, false);
comp.LastAttackTime = curTime;
comp.CooldownEnd = comp.LastAttackTime + TimeSpan.FromSeconds(comp.CooldownTime);
RaiseLocalEvent(owner, new RefreshItemCooldownEvent(comp.LastAttackTime, comp.CooldownEnd), false);
}
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.Impassable | CollisionGroup.MobImpassable)), 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 ((!EntityManager.EntityExists(entity) ? EntityLifeStage.Deleted : EntityManager.GetComponent<MetaDataComponent>(entity).EntityLifeStage) >= EntityLifeStage.Deleted)
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.TryAddToBloodstream((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 class MeleeHitEvent : HandledEntityEventArgs
{
/// <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>
/// A flat amount of damage to add. Same reason as above with Multiplier.
/// </summary>
public int FlatDamage = 0;
/// <summary>
/// A list containing every hit entity. Can be zero.
/// </summary>
public IEnumerable<EntityUid> HitEntities { get; }
/// <summary>
/// The user who attacked with the melee wepaon.
/// </summary>
public EntityUid User { get; }
public MeleeHitEvent(List<EntityUid> hitEntities, EntityUid user)
{
HitEntities = hitEntities;
User = user;
}
}
/// <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 class MeleeInteractEvent : EntityEventArgs
{
/// <summary>
/// The entity interacted with.
/// </summary>
public EntityUid Entity { get; }
/// <summary>
/// The user who interacted using the melee weapon.
/// </summary>
public EntityUid User { get; }
/// <summary>
/// Modified by the event handler to specify whether they could successfully interact with the entity.
/// Used to know whether to send the hit animation or not.
/// </summary>
public bool CanInteract { get; set; } = false;
public MeleeInteractEvent(EntityUid entity, EntityUid user)
{
Entity = entity;
User = user;
}
}
}