* Update DamageableSystem to modern standards * DamageContainerId -> DamageContainerID with lint flag * Replace strings with protoids * Make CVar subscription declarations all consistently whitespaced * ChangeDamage -> TryChangeDamage, cope with C# jank * Revert event signature changes * Restore a comment * Re-add two queries * Init the queries * Use appearanceQuery in DamageChanged * Use damageableQuery in TryChangeDamage * Use damageableQuery in SetDamageModifierSetId * Final cleanup, fix sandboxing * Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage * Re-organize DamageableSystem * first big fuck you breaking change. * THATS A LOT OF DAMAGE!!! * Fix test fails * test fixes 2 * push it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
129 lines
5.4 KiB
C#
129 lines
5.4 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Destructible;
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using Content.Server.Effects;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Camera;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Projectiles;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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namespace Content.Server.Projectiles;
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public sealed class ProjectileSystem : SharedProjectileSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ColorFlashEffectSystem _color = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
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[Dependency] private readonly GunSystem _guns = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
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}
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private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args)
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
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|| component.ProjectileSpent || component is { Weapon: null, OnlyCollideWhenShot: true })
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return;
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var target = args.OtherEntity;
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// it's here so this check is only done once before possible hit
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var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
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RaiseLocalEvent(target, ref attemptEv);
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if (attemptEv.Cancelled)
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{
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SetShooter(uid, component, target);
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return;
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}
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var ev = new ProjectileHitEvent(component.Damage * _damageableSystem.UniversalProjectileDamageModifier, target, component.Shooter);
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RaiseLocalEvent(uid, ref ev);
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var otherName = ToPrettyString(target);
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var damageRequired = _destructibleSystem.DestroyedAt(target);
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if (TryComp<DamageableComponent>(target, out var damageableComponent))
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{
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damageRequired -= damageableComponent.TotalDamage;
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damageRequired = FixedPoint2.Max(damageRequired, FixedPoint2.Zero);
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}
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var deleted = Deleted(target);
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if (_damageableSystem.TryChangeDamage((target, damageableComponent), ev.Damage, out var damage, component.IgnoreResistances, origin: component.Shooter) && Exists(component.Shooter))
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{
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if (!deleted)
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{
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_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
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}
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_adminLogger.Add(LogType.BulletHit,
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LogImpact.Medium,
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$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {damage:damage} damage");
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// If penetration is to be considered, we need to do some checks to see if the projectile should stop.
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if (component.PenetrationThreshold != 0)
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{
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// If a damage type is required, stop the bullet if the hit entity doesn't have that type.
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if (component.PenetrationDamageTypeRequirement != null)
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{
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var stopPenetration = false;
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foreach (var requiredDamageType in component.PenetrationDamageTypeRequirement)
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{
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if (!damage.DamageDict.Keys.Contains(requiredDamageType))
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{
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stopPenetration = true;
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break;
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}
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}
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if (stopPenetration)
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component.ProjectileSpent = true;
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}
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// If the object won't be destroyed, it "tanks" the penetration hit.
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if (damage.GetTotal() < damageRequired)
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{
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component.ProjectileSpent = true;
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}
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if (!component.ProjectileSpent)
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{
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component.PenetrationAmount += damageRequired;
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// The projectile has dealt enough damage to be spent.
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if (component.PenetrationAmount >= component.PenetrationThreshold)
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{
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component.ProjectileSpent = true;
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}
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}
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}
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else
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{
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component.ProjectileSpent = true;
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}
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}
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if (!deleted)
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{
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_guns.PlayImpactSound(target, damage, component.SoundHit, component.ForceSound);
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if (!args.OurBody.LinearVelocity.IsLengthZero())
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_sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized());
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}
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if (component.DeleteOnCollide && component.ProjectileSpent)
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QueueDel(uid);
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if (component.ImpactEffect != null && TryComp(uid, out TransformComponent? xform))
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{
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RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
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}
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}
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}
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