Predicted melee sounds and effects (#12569)
I didn't want to do this without lag comp. Need to see how it goes in a live environment with moving targets.
This commit is contained in:
@@ -1,19 +1,16 @@
|
||||
using Content.Client.CombatMode;
|
||||
using Content.Client.Gameplay;
|
||||
using Content.Client.Hands;
|
||||
using Content.Client.Weapons.Melee.Components;
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.StatusEffect;
|
||||
using Robust.Client.Animations;
|
||||
using Robust.Client.GameObjects;
|
||||
using Robust.Client.Graphics;
|
||||
using Robust.Client.Input;
|
||||
using Robust.Client.Player;
|
||||
using Robust.Client.ResourceManagement;
|
||||
using Robust.Client.State;
|
||||
using Robust.Shared.Animations;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Player;
|
||||
@@ -43,7 +40,7 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
base.Initialize();
|
||||
InitializeEffect();
|
||||
_overlayManager.AddOverlay(new MeleeWindupOverlay(EntityManager, _timing, _player, _protoManager, _cache));
|
||||
SubscribeNetworkEvent<DamageEffectEvent>(OnDamageEffect);
|
||||
SubscribeAllEvent<DamageEffectEvent>(OnDamageEffect);
|
||||
SubscribeNetworkEvent<MeleeLungeEvent>(OnMeleeLunge);
|
||||
}
|
||||
|
||||
@@ -208,6 +205,22 @@ public sealed partial class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
}
|
||||
}
|
||||
|
||||
protected override bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session)
|
||||
{
|
||||
var xform = Transform(target);
|
||||
var targetCoordinates = xform.Coordinates;
|
||||
var targetLocalAngle = xform.LocalRotation;
|
||||
|
||||
return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
|
||||
}
|
||||
|
||||
protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
|
||||
{
|
||||
// Server never sends the event to us for predictiveeevent.
|
||||
if (_timing.IsFirstTimePredicted)
|
||||
RaiseLocalEvent(new DamageEffectEvent(Color.Red, targets));
|
||||
}
|
||||
|
||||
protected override bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
|
||||
{
|
||||
if (!base.DoDisarm(user, ev, component, session))
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
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;
|
||||
@@ -9,19 +8,14 @@ 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;
|
||||
@@ -29,33 +23,20 @@ using Content.Shared.StatusEffect;
|
||||
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()
|
||||
{
|
||||
@@ -87,7 +68,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
{
|
||||
Act = () =>
|
||||
{
|
||||
var markup = _damageable.GetDamageExamine(damageSpec, Loc.GetString("damage-melee"));
|
||||
var markup = Damageable.GetDamageExamine(damageSpec, Loc.GetString("damage-melee"));
|
||||
_examine.SendExamineTooltip(args.User, uid, markup, false, false);
|
||||
},
|
||||
Text = Loc.GetString("damage-examinable-verb-text"),
|
||||
@@ -112,208 +93,6 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
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))
|
||||
@@ -345,7 +124,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
inTargetHand = targetHandsComponent.ActiveHand.HeldEntity!.Value;
|
||||
}
|
||||
|
||||
_interaction.DoContactInteraction(user, ev.Target);
|
||||
Interaction.DoContactInteraction(user, ev.Target);
|
||||
|
||||
var attemptEvent = new DisarmAttemptEvent(target, user, inTargetHand);
|
||||
|
||||
@@ -385,7 +164,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
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}");
|
||||
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);
|
||||
@@ -394,7 +173,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session)
|
||||
protected override bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session)
|
||||
{
|
||||
EntityCoordinates targetCoordinates;
|
||||
Angle targetLocalAngle;
|
||||
@@ -410,7 +189,13 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
targetLocalAngle = xform.LocalRotation;
|
||||
}
|
||||
|
||||
return _interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
|
||||
return Interaction.InRangeUnobstructed(user, target, targetCoordinates, targetLocalAngle, range);
|
||||
}
|
||||
|
||||
protected override void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform)
|
||||
{
|
||||
var filter = Filter.Pvs(targetXform.Coordinates, entityMan: EntityManager).RemoveWhereAttachedEntity(o => o == user);
|
||||
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), filter);
|
||||
}
|
||||
|
||||
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
|
||||
@@ -433,122 +218,11 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
|
||||
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)
|
||||
|
||||
@@ -2,7 +2,7 @@ using Content.Shared.Damage.Prototypes;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
|
||||
|
||||
namespace Content.Server.Weapons.Melee.Components;
|
||||
namespace Content.Shared.Weapons.Melee.Components;
|
||||
|
||||
/// <summary>
|
||||
/// Plays the specified sound upon receiving damage of the specified type.
|
||||
@@ -1,13 +1,27 @@
|
||||
using System.Linq;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Weapons.Melee.Components;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.GameStates;
|
||||
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.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
@@ -17,14 +31,23 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
{
|
||||
[Dependency] protected readonly IGameTiming Timing = default!;
|
||||
[Dependency] protected readonly IMapManager MapManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
||||
[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
|
||||
[Dependency] protected readonly ActionBlockerSystem Blocker = default!;
|
||||
[Dependency] protected readonly DamageableSystem Damageable = default!;
|
||||
[Dependency] protected readonly InventorySystem Inventory = default!;
|
||||
[Dependency] protected readonly SharedAudioSystem Audio = default!;
|
||||
[Dependency] protected readonly SharedCombatModeSystem CombatMode = default!;
|
||||
[Dependency] protected readonly InventorySystem Inventory = default!;
|
||||
[Dependency] protected readonly SharedInteractionSystem Interaction = default!;
|
||||
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
||||
[Dependency] protected readonly SharedPopupSystem PopupSystem = default!;
|
||||
[Dependency] private readonly StaminaSystem _stamina = default!;
|
||||
|
||||
protected ISawmill Sawmill = default!;
|
||||
|
||||
public const float DamagePitchVariation = 0.05f;
|
||||
private const int AttackMask = (int) (CollisionGroup.MobMask | CollisionGroup.Opaque);
|
||||
|
||||
/// <summary>
|
||||
/// If an attack is released within this buffer it's assumed to be full damage.
|
||||
/// </summary>
|
||||
@@ -290,9 +313,6 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
// Play a sound to give instant feedback; same with playing the animations
|
||||
Audio.PlayPredicted(weapon.SwingSound, weapon.Owner, user);
|
||||
|
||||
DoLungeAnimation(user, weapon.Angle, attack.Coordinates.ToMap(EntityManager), weapon.Range, animation);
|
||||
weapon.Attacking = true;
|
||||
Dirty(weapon);
|
||||
@@ -332,14 +352,324 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
return (float) fraction * component.HeavyDamageModifier.Float();
|
||||
}
|
||||
|
||||
protected abstract bool InRange(EntityUid user, EntityUid target, float range, ICommonSession? session);
|
||||
|
||||
protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, MeleeWeaponComponent component, ICommonSession? 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))
|
||||
{
|
||||
Audio.PlayPredicted(component.SwingSound, component.Owner, user);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!InRange(user, ev.Target.Value, component.Range, session))
|
||||
{
|
||||
Audio.PlayPredicted(component.SwingSound, component.Owner, user);
|
||||
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, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hitEvent.HitSoundOverride != null)
|
||||
{
|
||||
Audio.PlayPredicted(hitEvent.HitSoundOverride, component.Owner, user);
|
||||
}
|
||||
else
|
||||
{
|
||||
Audio.PlayPredicted(component.NoDamageSound, component.Owner, user);
|
||||
}
|
||||
}
|
||||
|
||||
if (damageResult?.Total > FixedPoint2.Zero)
|
||||
{
|
||||
DoDamageEffect(targets, user, targetXform);
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract void DoDamageEffect(List<EntityUid> targets, EntityUid? user, TransformComponent targetXform);
|
||||
|
||||
protected virtual void DoHeavyAttack(EntityUid user, HeavyAttackEvent ev, MeleeWeaponComponent component, ICommonSession? 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)
|
||||
{
|
||||
Audio.PlayPredicted(component.SwingSound, component.Owner, user);
|
||||
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, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component.HitSound);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (hitEvent.HitSoundOverride != null)
|
||||
{
|
||||
Audio.PlayPredicted(hitEvent.HitSoundOverride, component.Owner, user);
|
||||
}
|
||||
else
|
||||
{
|
||||
Audio.PlayPredicted(component.NoDamageSound, component.Owner, user);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (appliedDamage.Total > FixedPoint2.Zero)
|
||||
{
|
||||
RaiseNetworkEvent(new DamageEffectEvent(Color.Red, targets), Filter.Pvs(Transform(targets[0]).Coordinates, entityMan: EntityManager));
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
private void PlayHitSound(EntityUid target, EntityUid? user, 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.PlayPredicted(damageSoundComp.NoDamageSound, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
||||
playedSound = true;
|
||||
}
|
||||
else if (type != null && damageSoundComp.SoundTypes?.TryGetValue(type, out var damageSoundType) == true)
|
||||
{
|
||||
Audio.PlayPredicted(damageSoundType, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
||||
playedSound = true;
|
||||
}
|
||||
else if (type != null && damageSoundComp.SoundGroups?.TryGetValue(type, out var damageSoundGroup) == true)
|
||||
{
|
||||
Audio.PlayPredicted(damageSoundGroup, target, user, 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.PlayPredicted(hitSoundOverride, target, user, AudioParams.Default.WithVariation(DamagePitchVariation));
|
||||
playedSound = true;
|
||||
}
|
||||
else if (hitSound != null)
|
||||
{
|
||||
Audio.PlayPredicted(hitSound, target, user, 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;
|
||||
}
|
||||
|
||||
protected virtual bool DoDisarm(EntityUid user, DisarmAttackEvent ev, MeleeWeaponComponent component, ICommonSession? session)
|
||||
@@ -348,6 +678,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
user == ev.Target)
|
||||
return false;
|
||||
|
||||
// Play a sound to give instant feedback; same with playing the animations
|
||||
Audio.PlayPredicted(component.SwingSound, component.Owner, user);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user