Files
OldThink/Content.Server/Projectiles/ProjectileSystem.cs
rhailrake 6db5d91e1c Aspects (#399)
* base

* remove redudant shit

* implement needed

* doc

* manager

* Commands

* Update AspectManager.cs

* oops, hardcoded!

* fix

* похуй

* да похуй

* увфывфывфывфыв

* Update AspectManager.cs

* RandomAccentAspect

* avoid repeating

* FastAndFuriousAccent

* Update Aspects.yml

* Update FastandFuriousAspect.cs

* RandomAppearanceAspect

* helpers and some shit

* Bombassssssss

* DrunkAspect

* CargoRich

* TraitoredAspect

* require info and feature to force aspect

* add exec only in lobby

* deforce command

* Update TraitoredAspect.cs

* Prepare for Bloody and Weak Aspects.

* comments

* WeakWallsAspect

* tweak

* NoEngineAspect

* airunlock aspect

* BloodyAspect

* WeakAspect

* BattledAspect

* I Have Two Butts But I must Seat

* веса

* Update WhiteCVars.cs
2024-01-23 12:21:54 +03:00

105 lines
4.0 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Effects;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Projectiles;
using Content.Shared.White;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Physics.Events;
using Content.Shared.Mobs.Components;
namespace Content.Server.Projectiles;
public sealed class ProjectileSystem : SharedProjectileSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly ColorFlashEffectSystem _color = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly GunSystem _guns = default!;
[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private float DamageModifier { get; set; }
private void SetDamage(float value) => DamageModifier = value;
public override void Initialize()
{
base.Initialize();
_cfg.OnValueChanged(WhiteCVars.DamageModifier, SetDamage, true);
SubscribeLocalEvent<ProjectileComponent, StartCollideEvent>(OnStartCollide);
}
private void OnStartCollide(EntityUid uid, ProjectileComponent component, ref StartCollideEvent args)
{
// This is so entities that shouldn't get a collision are ignored.
if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
|| component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
return;
var target = args.OtherEntity;
// it's here so this check is only done once before possible hit
var attemptEv = new ProjectileReflectAttemptEvent(uid, component, false);
RaiseLocalEvent(target, ref attemptEv);
if (attemptEv.Cancelled)
{
SetShooter(uid, component, target);
return;
}
var ev = new ProjectileHitEvent(component.Damage, target, component.Shooter);
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
var direction = args.OurBody.LinearVelocity.Normalized();
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage * DamageModifier, component.IgnoreResistances, origin: component.Shooter);
var deleted = Deleted(target);
if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
{
if (modifiedDamage.Any() && !deleted)
{
_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
}
_adminLogger.Add(LogType.BulletHit,
HasComp<ActorComponent>(target) ? LogImpact.Extreme : LogImpact.High,
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.Total:damage} damage");
}
if (!deleted)
{
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
_sharedCameraRecoil.KickCamera(target, direction);
}
component.DamagedEntity = true;
if (component.DeleteOnCollide )
{
QueueDel(uid);
}
if (component.CanPenetrate)
{
component.DamagedEntity = false;
if (!TryComp<MobStateComponent>(target, out var mobState))
QueueDel(uid);
}
else if (component.DeleteOnCollide && !component.CanPenetrate)
{
QueueDel(uid);
}
if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
{
RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, GetNetCoordinates(xform.Coordinates)), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
}
}
}