85 lines
3.8 KiB
C#
85 lines
3.8 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Damage.Components;
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using Content.Shared.Database;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Robust.Shared.Random;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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using Content.Shared.Stunnable;
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using Content.Shared.Weapons.Ranged.Systems;
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namespace Content.Shared.Damage.Systems;
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public sealed class DamageOnShootSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageOnShootComponent, GunShotEvent>(OnGunShot);
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}
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/// <summary>
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/// Damages the user that fires this weapon. If the user does not have
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/// proper protection, the user will be damaged when firing.
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/// </summary>
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/// <param name="entity">The entity being interacted with</param>
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/// <param name="args">Contains the user that interacted with the entity</param>
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private void OnGunShot(Entity<DamageOnShootComponent> entity, ref GunShotEvent args)
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{
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// Stop the interaction if the user attempts to interact with the object before the timer is finished
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if (!entity.Comp.IsDamageActive)
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return;
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var totalDamage = entity.Comp.Damage;
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if (!entity.Comp.IgnoreResistances)
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{
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// try to get damage on interact protection from either the inventory slots of the entity
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_inventorySystem.TryGetInventoryEntity<DamageOnShootProtectionComponent>(args.User, out var protectiveEntity);
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// or checking the entity for the comp itself if the inventory didn't work
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if (protectiveEntity.Comp == null && TryComp<DamageOnShootProtectionComponent>(args.User, out var protectiveComp))
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protectiveEntity = (args.User, protectiveComp);
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// if protectiveComp isn't null after all that, it means the user has protection,
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// so let's calculate how much they resist
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if (protectiveEntity.Comp != null)
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{
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totalDamage = DamageSpecifier.ApplyModifierSet(totalDamage, protectiveEntity.Comp.DamageProtection);
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}
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}
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totalDamage = _damageableSystem.TryChangeDamage(args.User, totalDamage);
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if (totalDamage != null && totalDamage.AnyPositive())
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{
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// Record this interaction and determine when a user is allowed to interact with this entity again
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entity.Comp.LastInteraction = _gameTiming.CurTime;
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entity.Comp.NextInteraction = _gameTiming.CurTime + TimeSpan.FromSeconds(entity.Comp.InteractTimer);
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_adminLogger.Add(LogType.Damaged, $"{ToPrettyString(args.User):user} injured their hand by shooting a {ToPrettyString(entity):gun} and received {totalDamage.GetTotal():damage} damage");
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_audioSystem.PlayPredicted(entity.Comp.DamageSound, entity, args.User);
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if (entity.Comp.PopupText != null)
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_popupSystem.PopupClient(Loc.GetString(entity.Comp.PopupText), args.User, args.User);
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// Attempt to paralyze the user after they have taken damage
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if (_random.Prob(entity.Comp.StunChance))
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_stun.TryUpdateParalyzeDuration(args.User, entity.Comp.StunSeconds);
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}
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}
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}
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