Files
tbd-station-14/Content.Server/Weapons/Melee/MeleeWeaponSystem.cs
metalgearsloth fb3f6fa80f Predicted stamina (#12413)
* Predicted stamina

Needed to do some semblence of predicted melee.

* Okay now done.

* Pause support

* Comment
2022-11-08 14:34:07 -06:00

582 lines
22 KiB
C#

using System.Linq;
using Content.Server.Actions.Events;
using Content.Server.Administration.Components;
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.CombatMode;
using Content.Server.CombatMode.Disarm;
using Content.Server.Contests;
using Content.Server.Damage.Systems;
using Content.Server.Examine;
using Content.Server.Hands.Components;
using Content.Server.Movement.Systems;
using Content.Server.Weapons.Melee.Components;
using Content.Shared.CombatMode;
using Content.Shared.Damage;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Physics;
using Content.Shared.Verbs;
using Content.Shared.Weapons.Melee;
using Content.Shared.Weapons.Melee.Events;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Weapons.Melee;
public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ContestsSystem _contests = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly ExamineSystem _examine = default!;
[Dependency] private readonly LagCompensationSystem _lag = default!;
[Dependency] private readonly SharedInteractionSystem _interaction = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SolutionContainerSystem _solutions = default!;
[Dependency] private readonly StaminaSystem _stamina = default!;
public const float DamagePitchVariation = 0.05f;
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MeleeChemicalInjectorComponent, MeleeHitEvent>(OnChemicalInjectorHit);
SubscribeLocalEvent<MeleeWeaponComponent, GetVerbsEvent<ExamineVerb>>(OnMeleeExaminableVerb);
}
private void OnMeleeExaminableVerb(EntityUid uid, MeleeWeaponComponent component, GetVerbsEvent<ExamineVerb> args)
{
if (!args.CanInteract || !args.CanAccess || component.HideFromExamine)
return;
var getDamage = new MeleeHitEvent(new List<EntityUid>(), args.User, component.Damage);
getDamage.IsHit = false;
RaiseLocalEvent(uid, getDamage);
var damageSpec = GetDamage(component);
if (damageSpec == null)
damageSpec = new DamageSpecifier();
damageSpec += getDamage.BonusDamage;
if (damageSpec.Total == FixedPoint2.Zero)
return;
var verb = new ExamineVerb()
{
Act = () =>
{
var markup = _damageable.GetDamageExamine(damageSpec, Loc.GetString("damage-melee"));
_examine.SendExamineTooltip(args.User, uid, markup, false, false);
},
Text = Loc.GetString("damage-examinable-verb-text"),
Message = Loc.GetString("damage-examinable-verb-message"),
Category = VerbCategory.Examine,
IconTexture = "/Textures/Interface/VerbIcons/smite.svg.192dpi.png"
};
args.Verbs.Add(verb);
}
private DamageSpecifier? GetDamage(MeleeWeaponComponent component)
{
return component.Damage.Total > FixedPoint2.Zero ? component.Damage : null;
}
protected override void Popup(string message, EntityUid? uid, EntityUid? user)
{
if (uid == null)
return;
PopupSystem.PopupEntity(message, uid.Value, Filter.Pvs(uid.Value, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user));
}
protected override void DoLightAttack(EntityUid user, LightAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
{
base.DoLightAttack(user, ev, component, session);
// Can't attack yourself
// Not in LOS.
if (user == ev.Target ||
ev.Target == null ||
Deleted(ev.Target) ||
// For consistency with wide attacks stuff needs damageable.
!HasComp<DamageableComponent>(ev.Target) ||
!TryComp<TransformComponent>(ev.Target, out var targetXform))
{
return;
}
if (!InRange(user, ev.Target.Value, component.Range, session))
return;
var damage = component.Damage * GetModifier(component, true);
// 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> { ev.Target.Value }, user, damage);
RaiseLocalEvent(component.Owner, hitEvent);
if (hitEvent.Handled)
return;
var targets = new List<EntityUid>(1)
{
ev.Target.Value
};
_interaction.DoContactInteraction(ev.Weapon, ev.Target);
_interaction.DoContactInteraction(user, ev.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, ev.Target);
// For stuff that cares about it being attacked.
RaiseLocalEvent(ev.Target.Value, new AttackedEvent(component.Owner, user, targetXform.Coordinates));
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
var damageResult = _damageable.TryChangeDamage(ev.Target, modifiedDamage, origin:user);
if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
{
// 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(ev.Target.Value, (bluntDamage * component.BluntStaminaDamageFactor).Float());
}
if (component.Owner == user)
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using their hands and dealt {damageResult.Total:damage} damage");
}
else
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(ev.Target.Value):target} using {ToPrettyString(component.Owner):used} and dealt {damageResult.Total:damage} damage");
}
PlayHitSound(ev.Target.Value, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
}
else
{
if (hitEvent.HitSoundOverride != null)
{
Audio.PlayPvs(hitEvent.HitSoundOverride, component.Owner);
}
else
{
Audio.PlayPvs(component.NoDamageSound, component.Owner);
}
}
if (damageResult?.Total > FixedPoint2.Zero)
{
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager));
}
}
protected override void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
{
base.DoHeavyAttack(user, ev, component, session);
// TODO: This is copy-paste as fuck with DoPreciseAttack
if (!TryComp<TransformComponent>(user, out var userXform))
{
return;
}
var targetMap = ev.Coordinates.ToMap(EntityManager);
if (targetMap.MapId != userXform.MapID)
{
return;
}
var userPos = userXform.WorldPosition;
var direction = targetMap.Position - userPos;
var distance = Math.Min(component.Range, direction.Length);
// This should really be improved. GetEntitiesInArc uses pos instead of bounding boxes.
var entities = ArcRayCast(userPos, direction.ToWorldAngle(), component.Angle, distance, userXform.MapID, user);
if (entities.Count == 0)
return;
var targets = new List<EntityUid>();
var damageQuery = GetEntityQuery<DamageableComponent>();
foreach (var entity in entities)
{
if (entity == user ||
!damageQuery.HasComponent(entity))
continue;
targets.Add(entity);
}
var damage = component.Damage * GetModifier(component, false);
// Sawmill.Debug($"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, damage);
RaiseLocalEvent(component.Owner, hitEvent);
if (hitEvent.Handled)
return;
_interaction.DoContactInteraction(user, ev.Weapon);
// For stuff that cares about it being attacked.
foreach (var target in targets)
{
_interaction.DoContactInteraction(ev.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);
RaiseLocalEvent(target, new AttackedEvent(component.Owner, user, Transform(target).Coordinates));
}
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage, hitEvent.ModifiersList);
var appliedDamage = new DamageSpecifier();
foreach (var entity in targets)
{
RaiseLocalEvent(entity, new AttackedEvent(component.Owner, user, ev.Coordinates));
var damageResult = _damageable.TryChangeDamage(entity, modifiedDamage, origin:user);
if (damageResult != null && damageResult.Total > FixedPoint2.Zero)
{
appliedDamage += damageResult;
if (component.Owner == user)
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using their hands and dealt {damageResult.Total:damage} damage");
}
else
{
_adminLogger.Add(LogType.MeleeHit,
$"{ToPrettyString(user):user} melee attacked {ToPrettyString(entity):target} using {ToPrettyString(component.Owner):used} and dealt {damageResult.Total:damage} damage");
}
}
}
if (entities.Count != 0)
{
if (appliedDamage.Total > FixedPoint2.Zero)
{
var target = entities.First();
PlayHitSound(target, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
}
else
{
if (hitEvent.HitSoundOverride != null)
{
Audio.PlayPvs(hitEvent.HitSoundOverride, component.Owner);
}
else
{
Audio.PlayPvs(component.NoDamageSound, component.Owner);
}
}
}
if (appliedDamage.Total > FixedPoint2.Zero)
{
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), Filter.Pvs(Transform(targets[0]).Coordinates, entityMan: EntityManager));
}
}
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
{
if (!base.DoDisarm(user, ev, component, session))
return false;
if (!TryComp<CombatModeComponent>(user, out var combatMode) ||
combatMode.CanDisarm != true)
{
return false;
}
var target = ev.Target!.Value;
if (!TryComp<HandsComponent>(ev.Target.Value, out var targetHandsComponent))
{
// Client will have already predicted this.
return false;
}
if (!InRange(user, ev.Target.Value, component.Range, session))
{
return false;
}
EntityUid? inTargetHand = null;
if (targetHandsComponent.ActiveHand is { IsEmpty: false })
{
inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
}
_interaction.DoContactInteraction(user, ev.Target);
var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand);
if (inTargetHand != null)
{
RaiseLocalEvent(inTargetHand.Value, attemptEvent);
}
RaiseLocalEvent(target, attemptEvent);
if (attemptEvent.Cancelled)
return false;
var chance = CalculateDisarmChance(user, target, inTargetHand, combatMode);
if (_random.Prob(chance))
{
// Don't play a sound as the swing is already predicted.
// Also don't play popups because most disarms will miss.
return false;
}
var filterOther = Filter.Pvs(user, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user);
var msgOther = Loc.GetString(
"disarm-action-popup-message-other-clients",
("performerName", Identity.Entity(user, EntityManager)),
("targetName", Identity.Entity(target, EntityManager)));
var msgUser = Loc.GetString("disarm-action-popup-message-cursor", ("targetName", Identity.Entity(target, EntityManager)));
PopupSystem.PopupEntity(msgOther, user, filterOther);
PopupSystem.PopupEntity(msgUser, target, Filter.Entities(user));
Audio.PlayPvs(combatMode.DisarmSuccessSound, user, AudioParams.Default.WithVariation(0.025f).WithVolume(5f));
_adminLogger.Add(LogType.DisarmedAction, $"{ToPrettyString(user):user} used disarm on {ToPrettyString(target):target}");
var eventArgs = new DisarmedEvent { Target = target, Source = user, PushProbability = 1 - chance };
RaiseLocalEvent(target, eventArgs);
RaiseNetworkEvent(new DamageEffectEvent(Color.Aqua, new List<EntityUid>() {target}));
return true;
}
private bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session)
{
EntityCoordinates targetCoordinates;
Angle targetLocalAngle;
if (session is IPlayerSession pSession)
{
(targetCoordinates, targetLocalAngle) = _lag.GetCoordinatesAngle(target, pSession);
}
else
{
var xform = Transform(target);
targetCoordinates = xform.Coordinates;
targetLocalAngle = xform.LocalRotation;
}
return _interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
}
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
{
if (HasComp<DisarmProneComponent>(disarmer))
return 1.0f;
if (HasComp<DisarmProneComponent>(disarmed))
return 0.0f;
var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed);
float chance = (disarmerComp.BaseDisarmFailChance + contestResults);
if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
{
chance += malus.Malus;
}
return Math.Clamp(chance, 0f, 1f);
}
private 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;
}
public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
{
RaiseNetworkEvent(new MeleeLungeEvent(user, angle, localPos, animation), Filter.Pvs(user, entityManager: EntityManager).RemoveWhereAttachedEntity(e => e == user));
}
private void PlayHitSound(EntityUid target, 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.PlayPvs(damageSoundComp.NoDamageSound, target, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
{
Audio.PlayPvs(damageSoundType, target, AudioParams.Default.WithVariation(DamagePitchVariation));
playedSound = true;
}
else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
{
Audio.PlayPvs(damageSoundGroup, target, 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.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);
}
}
}