* Predicted stamina Needed to do some semblence of predicted melee. * Okay now done. * Pause support * Comment
582 lines
22 KiB
C#
582 lines
22 KiB
C#
using System.Linq;
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using Content.Server.Actions.Events;
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using Content.Server.Administration.Components;
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using Content.Server.Administration.Logs;
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using Content.Server.Body.Components;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.CombatMode;
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using Content.Server.CombatMode.Disarm;
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using Content.Server.Contests;
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using Content.Server.Damage.Systems;
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using Content.Server.Examine;
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using Content.Server.Hands.Components;
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using Content.Server.Movement.Systems;
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using Content.Server.Weapons.Melee.Components;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage;
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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.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Content.Shared.Verbs;
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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.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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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 IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IPrototypeManager _protoManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly ContestsSystem _contests = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly ExamineSystem _examine = default!;
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[Dependency] private readonly LagCompensationSystem _lag = default!;
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[Dependency] private readonly SharedInteractionSystem _interaction = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SolutionContainerSystem _solutions = default!;
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[Dependency] private readonly StaminaSystem _stamina = default!;
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public const float DamagePitchVariation = 0.05f;
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private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
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SubscribeLocalEvent<MeleeWeaponComponent, GetVerbsEvent<ExamineVerb>>(OnMeleeExaminableVerb);
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}
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private void OnMeleeExaminableVerb(EntityUid uid, MeleeWeaponComponent component, GetVerbsEvent<ExamineVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess || component.HideFromExamine)
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return;
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var getDamage = new MeleeHitEvent(new List<EntityUid>(), args.User, component.Damage);
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getDamage.IsHit = false;
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RaiseLocalEvent(uid, getDamage);
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var damageSpec = GetDamage(component);
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if (damageSpec == null)
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damageSpec = new DamageSpecifier();
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damageSpec += getDamage.BonusDamage;
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if (damageSpec.Total == FixedPoint2.Zero)
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return;
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var verb = new ExamineVerb()
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{
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Act = () =>
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{
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var markup = _damageable.GetDamageExamine(damageSpec, Loc.GetString("damage-melee"));
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_examine.SendExamineTooltip(args.User, uid, markup, false, false);
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},
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Text = Loc.GetString("damage-examinable-verb-text"),
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Message = Loc.GetString("damage-examinable-verb-message"),
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Category = VerbCategory.Examine,
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IconTexture = "/Textures/Interface/VerbIcons/smite.svg.192dpi.png"
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};
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args.Verbs.Add(verb);
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}
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private DamageSpecifier? GetDamage(MeleeWeaponComponent component)
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{
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return component.Damage.Total > FixedPoint2.Zero ? component.Damage : null;
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}
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protected override void Popup(string message, EntityUid? uid, EntityUid? user)
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{
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if (uid == null)
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return;
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PopupSystem.PopupEntity(message, uid.Value, Filter.Pvs(uid.Value, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user));
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}
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protected override void DoLightAttack(EntityUid user, LightAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
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{
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base.DoLightAttack(user, ev, component, session);
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// Can't attack yourself
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// Not in LOS.
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if (user == ev.Target ||
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ev.Target == null ||
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Deleted(ev.Target) ||
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// For consistency with wide attacks stuff needs damageable.
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!HasComp<DamageableComponent>(ev.Target) ||
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!TryComp<TransformComponent>(ev.Target, out var targetXform))
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{
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return;
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}
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if (!InRange(user, ev.Target.Value, component.Range, session))
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return;
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var damage = component.Damage * GetModifier(component, true);
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// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
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// Raise event before doing damage so we can cancel damage if the event is handled
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var hitEvent = new MeleeHitEvent(new List<EntityUid> { ev.Target.Value }, user, damage);
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RaiseLocalEvent(component.Owner, hitEvent);
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if (hitEvent.Handled)
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return;
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var targets = new List<EntityUid>(1)
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{
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ev.Target.Value
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};
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_interaction.DoContactInteraction(ev.Weapon, ev.Target);
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_interaction.DoContactInteraction(user, ev.Weapon);
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// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
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// somewhat messy scuffle. See also, heavy attacks.
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_interaction.DoContactInteraction(user, ev.Target);
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// For stuff that cares about it being attacked.
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RaiseLocalEvent(ev.Target.Value, new AttackedEvent(component.Owner, user, targetXform.Coordinates));
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var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
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var damageResult = _damageable.TryChangeDamage(ev.Target, modifiedDamage, origin:user);
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if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
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{
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// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
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if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
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{
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_stamina.TakeStaminaDamage(ev.Target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float());
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}
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if (component.Owner == user)
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{
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_adminLogger.Add(LogType.MeleeHit,
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$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using their hands and dealt {damageResult.Total:damage} damage");
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}
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else
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{
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_adminLogger.Add(LogType.MeleeHit,
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$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using {ToPrettyString(component.Owner):used} and dealt {damageResult.Total:damage} damage");
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}
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PlayHitSound(ev.Target.Value, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
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}
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else
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{
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if (hitEvent.HitSoundOverride != null)
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{
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Audio.PlayPvs(hitEvent.HitSoundOverride, component.Owner);
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}
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else
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{
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Audio.PlayPvs(component.NoDamageSound, component.Owner);
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}
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}
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if (damageResult?.Total > FixedPoint2.Zero)
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{
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager));
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}
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}
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protected override void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
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{
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base.DoHeavyAttack(user, ev, component, session);
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// TODO: This is copy-paste as fuck with DoPreciseAttack
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if (!TryComp<TransformComponent>(user, out var userXform))
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{
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return;
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}
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var targetMap = ev.Coordinates.ToMap(EntityManager);
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if (targetMap.MapId != userXform.MapID)
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{
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return;
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}
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var userPos = userXform.WorldPosition;
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var direction = targetMap.Position - userPos;
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var distance = Math.Min(component.Range, direction.Length);
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// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
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var entities = ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user);
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if (entities.Count == 0)
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return;
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var targets = new List<EntityUid>();
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var damageQuery = GetEntityQuery<DamageableComponent>();
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foreach (var entity in entities)
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{
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if (entity == user ||
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!damageQuery.HasComponent(entity))
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continue;
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targets.Add(entity);
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}
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var damage = component.Damage * GetModifier(component, false);
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// Sawmill.Debug($"Melee damage is {damage.Total} out of {component.Damage.Total}");
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// Raise event before doing damage so we can cancel damage if the event is handled
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var hitEvent = new MeleeHitEvent(targets, user, damage);
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RaiseLocalEvent(component.Owner, hitEvent);
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if (hitEvent.Handled)
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return;
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_interaction.DoContactInteraction(user, ev.Weapon);
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// For stuff that cares about it being attacked.
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foreach (var target in targets)
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{
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_interaction.DoContactInteraction(ev.Weapon, target);
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// If the user is using a long-range weapon, this probably shouldn't be happening? But I'll interpret melee as a
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// somewhat messy scuffle. See also, light attacks.
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_interaction.DoContactInteraction(user, target);
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RaiseLocalEvent(target, new AttackedEvent(component.Owner, user, Transform(target).Coordinates));
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}
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var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
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var appliedDamage = new DamageSpecifier();
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foreach (var entity in targets)
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{
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RaiseLocalEvent(entity, new AttackedEvent(component.Owner, user, ev.Coordinates));
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var damageResult = _damageable.TryChangeDamage(entity, modifiedDamage, origin:user);
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if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
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{
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appliedDamage += damageResult;
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if (component.Owner == user)
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{
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_adminLogger.Add(LogType.MeleeHit,
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$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using their hands and dealt {damageResult.Total:damage} damage");
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}
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else
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{
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_adminLogger.Add(LogType.MeleeHit,
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$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using {ToPrettyString(component.Owner):used} and dealt {damageResult.Total:damage} damage");
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}
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}
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}
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if (entities.Count != 0)
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{
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if (appliedDamage.Total > FixedPoint2.Zero)
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{
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var target = entities.First();
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PlayHitSound(target, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
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}
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else
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{
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if (hitEvent.HitSoundOverride != null)
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{
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Audio.PlayPvs(hitEvent.HitSoundOverride, component.Owner);
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}
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else
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{
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Audio.PlayPvs(component.NoDamageSound, component.Owner);
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}
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}
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}
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if (appliedDamage.Total > FixedPoint2.Zero)
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{
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RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), Filter.Pvs(Transform(targets[0]).Coordinates, entityMan: EntityManager));
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}
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}
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protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
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{
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if (!base.DoDisarm(user, ev, component, session))
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return false;
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if (!TryComp<CombatModeComponent>(user, out var combatMode) ||
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combatMode.CanDisarm != true)
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{
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return false;
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}
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var target = ev.Target!.Value;
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if (!TryComp<HandsComponent>(ev.Target.Value, out var targetHandsComponent))
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{
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// Client will have already predicted this.
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return false;
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}
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if (!InRange(user, ev.Target.Value, component.Range, session))
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{
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return false;
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}
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EntityUid? inTargetHand = null;
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if (targetHandsComponent.ActiveHand is { IsEmpty: false })
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{
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inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
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}
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_interaction.DoContactInteraction(user, ev.Target);
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var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand);
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if (inTargetHand != null)
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{
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RaiseLocalEvent(inTargetHand.Value, attemptEvent);
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}
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RaiseLocalEvent(target, attemptEvent);
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if (attemptEvent.Cancelled)
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return false;
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var chance = CalculateDisarmChance(user, target, inTargetHand, combatMode);
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if (_random.Prob(chance))
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{
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// Don't play a sound as the swing is already predicted.
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// Also don't play popups because most disarms will miss.
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return false;
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}
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var filterOther = Filter.Pvs(user, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user);
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var msgOther = Loc.GetString(
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"disarm-action-popup-message-other-clients",
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("performerName", Identity.Entity(user, EntityManager)),
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("targetName", Identity.Entity(target, EntityManager)));
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var msgUser = Loc.GetString("disarm-action-popup-message-cursor", ("targetName", Identity.Entity(target, EntityManager)));
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PopupSystem.PopupEntity(msgOther, user, filterOther);
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PopupSystem.PopupEntity(msgUser, target, Filter.Entities(user));
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Audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
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_adminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
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var eventArgs = new DisarmedEvent { Target = target, Source = user, PushProbability = 1 - chance };
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RaiseLocalEvent(target, eventArgs);
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RaiseNetworkEvent(new DamageEffectEvent(Color.Aqua, new List<EntityUid>() {target}));
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return true;
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}
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private 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 IPlayerSession pSession)
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{
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(targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession);
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}
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else
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{
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var xform = Transform(target);
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targetCoordinates = xform.Coordinates;
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targetLocalAngle = xform.LocalRotation;
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}
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return _interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
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}
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private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
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{
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if (HasComp<DisarmProneComponent>(disarmer))
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return 1.0f;
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if (HasComp<DisarmProneComponent>(disarmed))
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return 0.0f;
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var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed);
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float chance = (disarmerComp.BaseDisarmFailChance + contestResults);
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if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
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{
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chance += malus.Malus;
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}
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return Math.Clamp(chance, 0f, 1f);
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}
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private HashSet<EntityUid> ArcRayCast(Vector2 position, Angle angle, Angle arcWidth, float range, MapId mapId, EntityUid ignore)
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{
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// TODO: This is pretty sucky.
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var widthRad = arcWidth;
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var increments = 1 + 35 * (int) Math.Ceiling(widthRad / (2 * Math.PI));
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var increment = widthRad / increments;
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var baseAngle = angle - widthRad / 2;
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var resSet = new HashSet<EntityUid>();
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for (var i = 0; i < increments; i++)
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{
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var castAngle = new Angle(baseAngle + increment * i);
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var res = _physics.IntersectRay(mapId,
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new CollisionRay(position, castAngle.ToWorldVec(),
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AttackMask), range, ignore, false).ToList();
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if (res.Count != 0)
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{
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resSet.Add(res[0].HitEntity);
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}
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}
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return resSet;
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}
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public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
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{
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RaiseNetworkEvent(new MeleeLungeEvent(user, angle, localPos, animation), Filter.Pvs(user, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user));
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}
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private void PlayHitSound(EntityUid target, string? type, SoundSpecifier? hitSoundOverride, SoundSpecifier? hitSound)
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{
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var playedSound = false;
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// Play sound based off of highest damage type.
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if (TryComp<MeleeSoundComponent>(target, out var damageSoundComp))
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{
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if (type == null && damageSoundComp.NoDamageSound != null)
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{
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Audio.PlayPvs(damageSoundComp.NoDamageSound, target, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
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{
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Audio.PlayPvs(damageSoundType, target, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
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{
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Audio.PlayPvs(damageSoundGroup, target, AudioParams.Default.WithVariation(DamagePitchVariation));
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playedSound = true;
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}
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}
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// Use weapon sounds if the thing being hit doesn't specify its own sounds.
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if (!playedSound)
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{
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if (hitSoundOverride != null)
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{
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Audio.PlayPvs(hitSoundOverride, target, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
playedSound = true;
|
|
}
|
|
else if (hitSound != null)
|
|
{
|
|
Audio.PlayPvs(hitSound, target, 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 "Cold":
|
|
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Items/welder.ogg"), target, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
break;
|
|
// No damage, fallback to tappies
|
|
case null:
|
|
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/tap.ogg"), target, AudioParams.Default.WithVariation(DamagePitchVariation));
|
|
break;
|
|
case "Brute":
|
|
Audio.PlayPvs(new SoundPathSpecifier("/Audio/Weapons/smash.ogg"), target, 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;
|
|
}
|
|
|
|
private void OnChemicalInjectorHit(EntityUid owner, MeleeChemicalInjectorComponent comp, MeleeHitEvent args)
|
|
{
|
|
if (!args.IsHit)
|
|
return;
|
|
|
|
if (!_solutions.TryGetSolution(owner, comp.Solution, out var solutionContainer))
|
|
return;
|
|
|
|
var hitBloodstreams = new List<BloodstreamComponent>();
|
|
var bloodQuery = GetEntityQuery<BloodstreamComponent>();
|
|
|
|
foreach (var entity in args.HitEntities)
|
|
{
|
|
if (Deleted(entity))
|
|
continue;
|
|
|
|
if (bloodQuery.TryGetComponent(entity, out var bloodstream))
|
|
hitBloodstreams.Add(bloodstream);
|
|
}
|
|
|
|
if (!hitBloodstreams.Any())
|
|
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);
|
|
_bloodstream.TryAddToChemicals((bloodstream).Owner, individualInjection, bloodstream);
|
|
}
|
|
}
|
|
}
|