* - fix: Ling fixes. * - fix: Fix ghasp identity. * - fix: Low temp slowdown fix. * - fix: Crossbow fix. * - fix: Fix gamerules. * - fix: Fix shadow shackles. * - fix: Cleanup refund. * - fix: Can't pry runic door. * - fix: Fix crash. * - fix: Fix mood. * - fix: Fix dictionary.
319 lines
12 KiB
C#
319 lines
12 KiB
C#
using System.Numerics;
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using Content.Shared.Buckle;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Damage;
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using Content.Shared.DoAfter;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Throwing;
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using Content.Shared._White.Crossbow;
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using Content.Shared.Item;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Projectiles;
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public abstract partial class SharedProjectileSystem : EntitySystem
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{
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public const string ProjectileFixture = "projectile";
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly SharedHandsSystem _hands = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly PenetratedSystem _penetratedSystem = default!; // WD
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[Dependency] private readonly SharedBuckleSystem _buckle = default!; // WD
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ProjectileComponent, PreventCollideEvent>(PreventCollision);
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SubscribeLocalEvent<EmbeddableProjectileComponent, ProjectileHitEvent>(OnEmbedProjectileHit);
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SubscribeLocalEvent<EmbeddableProjectileComponent, ThrowDoHitEvent>(OnEmbedThrowDoHit);
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SubscribeLocalEvent<EmbeddableProjectileComponent, ActivateInWorldEvent>(OnEmbedActivate);
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SubscribeLocalEvent<EmbeddableProjectileComponent, RemoveEmbeddedProjectileEvent>(OnEmbedRemove);
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SubscribeLocalEvent<EmbeddableProjectileComponent, AttemptPacifiedThrowEvent>(OnAttemptPacifiedThrow);
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SubscribeLocalEvent<EmbeddableProjectileComponent, LandEvent>(OnLand); // WD
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SubscribeLocalEvent<EmbeddableProjectileComponent, ComponentRemove>(OnRemove); // WD
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SubscribeLocalEvent<EmbeddableProjectileComponent, EntityTerminatingEvent>(OnEntityTerminating); // WD
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SubscribeLocalEvent<EmbeddableProjectileComponent, GettingPickedUpAttemptEvent>(OnTryPickUp); // WD
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}
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private void OnEmbedActivate(EntityUid uid, EmbeddableProjectileComponent component, ActivateInWorldEvent args)
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{
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// WD EDIT START
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if (args.Handled || !TryComp<PhysicsComponent>(uid, out var physics) || physics.BodyType != BodyType.Static)
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{
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FreePenetrated(component);
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return;
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}
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args.Handled = true;
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if (!AttemptEmbedRemove(uid, args.User, component))
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FreePenetrated(component);
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// WD EDIT END
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}
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private void OnEmbedRemove(EntityUid uid, EmbeddableProjectileComponent component, RemoveEmbeddedProjectileEvent args)
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{
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// Whacky prediction issues.
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if (args.Cancelled || _netManager.IsClient)
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return;
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if (component.DeleteOnRemove)
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{
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QueueDel(uid);
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// WD START
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FreePenetrated(component);
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RaiseLocalEvent(uid, new EmbedRemovedEvent());
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// WD END
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return;
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}
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var xform = Transform(uid);
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TryComp<PhysicsComponent>(uid, out var physics);
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_physics.SetBodyType(uid, BodyType.Dynamic, body: physics, xform: xform);
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_transform.AttachToGridOrMap(uid, xform);
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// Reset whether the projectile has damaged anything if it successfully was removed
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if (TryComp<ProjectileComponent>(uid, out var projectile))
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{
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projectile.Shooter = null;
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projectile.Weapon = null;
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projectile.DamagedEntity = false;
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}
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// WD START
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FreePenetrated(component);
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RaiseLocalEvent(uid, new EmbedRemovedEvent());
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// WD END
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// Land it just coz uhhh yeah
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var landEv = new LandEvent(args.User, true);
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RaiseLocalEvent(uid, ref landEv);
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_physics.WakeBody(uid, body: physics);
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// try place it in the user's hand
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_hands.TryPickupAnyHand(args.User, uid);
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}
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private void OnEmbedThrowDoHit(EntityUid uid, EmbeddableProjectileComponent component, ThrowDoHitEvent args)
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{
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if (!component.EmbedOnThrow)
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return;
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// WD START
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if (component is {Penetrate: true, PenetratedUid: null} &&
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TryComp(args.Target, out PenetratedComponent? penetrated) &&
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penetrated is {ProjectileUid: null, IsPinned: false} &&
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TryComp(args.Target, out PhysicsComponent? physics) &&
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TryComp(uid, out PhysicsComponent? body) && body.BodyStatus == BodyStatus.InAir)
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{
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component.PenetratedUid = args.Target;
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penetrated.ProjectileUid = uid;
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_buckle.TryUnbuckle(args.Target, args.Target, true);
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_physics.SetLinearVelocity(args.Target, Vector2.Zero, body: physics);
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_physics.SetBodyType(args.Target, BodyType.Static, body: physics);
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var xform = Transform(args.Target);
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_transform.AttachToGridOrMap(args.Target, xform);
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_transform.SetLocalPosition(args.Target, Transform(uid).LocalPosition, xform);
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_transform.SetParent(args.Target, xform, uid);
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if (TryComp(uid, out PhysicsComponent? projPhysics))
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_physics.SetLinearVelocity(uid, projPhysics.LinearVelocity / 2, body: projPhysics);
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Dirty(uid, component);
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Dirty(args.Target, penetrated);
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return;
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}
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if (component.PenetratedUid == args.Target)
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args.Handled = true;
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else if (HasComp<MobMoverComponent>(args.Target) || HasComp<InputMoverComponent>(args.Target))
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FreePenetrated(component);
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// WD END
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Embed(uid, args.Target, null, component);
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}
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private void OnEmbedProjectileHit(EntityUid uid, EmbeddableProjectileComponent component, ref ProjectileHitEvent args)
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{
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Embed(uid, args.Target, args.Shooter, component);
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// Raise a specific event for projectiles.
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if (TryComp(uid, out ProjectileComponent? projectile))
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{
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var ev = new ProjectileEmbedEvent(projectile.Shooter!.Value, projectile.Weapon!.Value, args.Target);
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RaiseLocalEvent(uid, ref ev);
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}
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}
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private void Embed(EntityUid uid, EntityUid target, EntityUid? user, EmbeddableProjectileComponent component)
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{
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if (component.PreventEmbedding || component.PenetratedUid == target || _netManager.IsClient) // WD START
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return;
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var startEvent = new EmbedStartEvent(component);
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RaiseLocalEvent(uid, ref startEvent);
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if (TryComp(component.PenetratedUid, out PenetratedComponent? penetrated))
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penetrated.IsPinned = true;
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// WD END
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TryComp<PhysicsComponent>(uid, out var physics);
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_physics.SetLinearVelocity(uid, Vector2.Zero, body: physics);
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_physics.SetBodyType(uid, BodyType.Static, body: physics);
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var xform = Transform(uid);
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_transform.SetParent(uid, xform, target);
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if (component.Offset != Vector2.Zero)
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{
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_transform.SetLocalPosition(uid, xform.LocalPosition + xform.LocalRotation.RotateVec(component.Offset),
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xform);
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}
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_audio.PlayPredicted(component.Sound, uid, null);
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var ev = new EmbedEvent(user, target);
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RaiseLocalEvent(uid, ref ev);
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}
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private void PreventCollision(EntityUid uid, ProjectileComponent component, ref PreventCollideEvent args)
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{
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// Shoot yourself!
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if (args.OtherEntity == component.Target) // WD
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return;
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if (component.IgnoreShooter && (args.OtherEntity == component.Shooter || args.OtherEntity == component.Weapon))
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{
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args.Cancelled = true;
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}
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}
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public void SetShooter(EntityUid id, ProjectileComponent component, EntityUid shooterId)
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{
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if (component.Shooter == shooterId)
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return;
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component.Shooter = shooterId;
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Dirty(id, component);
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}
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[Serializable, NetSerializable]
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private sealed partial class RemoveEmbeddedProjectileEvent : DoAfterEvent
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{
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public override DoAfterEvent Clone() => this;
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}
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/// <summary>
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/// Prevent players with the Pacified status effect from throwing embeddable projectiles.
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/// </summary>
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private void OnAttemptPacifiedThrow(Entity<EmbeddableProjectileComponent> ent, ref AttemptPacifiedThrowEvent args)
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{
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args.Cancel("pacified-cannot-throw-embed");
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}
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// WD EDIT START
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private void OnEntityTerminating(EntityUid uid, EmbeddableProjectileComponent component,
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ref EntityTerminatingEvent args)
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{
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if (!_netManager.IsClient)
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FreePenetrated(component);
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}
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private void OnRemove(EntityUid uid, EmbeddableProjectileComponent component, ComponentRemove args)
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{
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if (!_netManager.IsClient)
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FreePenetrated(component);
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}
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private void OnTryPickUp(Entity<EmbeddableProjectileComponent> ent, ref GettingPickedUpAttemptEvent args)
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{
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if (ent.Comp.PenetratedUid != null)
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args.Cancel();
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}
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private void FreePenetrated(EmbeddableProjectileComponent component)
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{
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if (component.PenetratedUid == null)
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return;
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_penetratedSystem.FreePenetrated(component.PenetratedUid.Value);
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component.PenetratedUid = null;
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}
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private void OnLand(EntityUid uid, EmbeddableProjectileComponent component, ref LandEvent args)
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{
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if (component.PenetratedUid == null)
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return;
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var penetratedUid = component.PenetratedUid.Value;
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component.PenetratedUid = null;
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_penetratedSystem.FreePenetrated(penetratedUid);
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Embed(uid, penetratedUid, null, component);
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}
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public bool AttemptEmbedRemove(EntityUid uid, EntityUid user, EmbeddableProjectileComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return false;
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// Nuh uh
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if (component.RemovalTime == null)
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return false;
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if (!TryComp(uid, out TransformComponent? xform) || !TryComp(user, out TransformComponent? userXform) ||
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!xform.Coordinates.InRange(EntityManager, _transform, userXform.Coordinates,
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SharedInteractionSystem.InteractionRange + 1f) || !TryComp(user, out DoAfterComponent? doAfter))
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{
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return false;
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}
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_doAfter.TryStartDoAfter(new DoAfterArgs(EntityManager, user, component.RemovalTime.Value,
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new RemoveEmbeddedProjectileEvent(), eventTarget: uid, target: uid)
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{
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DistanceThreshold = SharedInteractionSystem.InteractionRange,
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}, doAfter);
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return true;
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}
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// WD EDIT END
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}
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[Serializable, NetSerializable]
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public sealed class ImpactEffectEvent(string prototype, NetCoordinates coordinates) : EntityEventArgs
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{
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public string Prototype = prototype;
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public NetCoordinates Coordinates = coordinates;
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}
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/// <summary>
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/// Raised when an entity is just about to be hit with a projectile
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/// </summary>
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[ByRefEvent]
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public record struct ProjectileCollideAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled);
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/// <summary>
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/// Raised when an entity is just about to be hit with a projectile but can reflect it
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/// </summary>
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[ByRefEvent]
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public record struct ProjectileReflectAttemptEvent(EntityUid ProjUid, ProjectileComponent Component, bool Cancelled);
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/// <summary>
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/// Raised when a projectile hits an entity
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/// </summary>
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[ByRefEvent]
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public record struct ProjectileHitEvent(DamageSpecifier Damage, EntityUid Target, EntityUid? Shooter = null);
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