using Content.Server.Administration.Logs;
+using Content.Server.Destructible;
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.FixedPoint;
using Content.Shared.Projectiles;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly ColorFlashEffectSystem _color = default!;
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
+ [Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
[Dependency] private readonly GunSystem _guns = default!;
[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
{
// 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 })
+ || component.ProjectileSpent || component is { Weapon: null, OnlyCollideWhenShot: true })
return;
var target = args.OtherEntity;
RaiseLocalEvent(uid, ref ev);
var otherName = ToPrettyString(target);
- var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
+ var damageRequired = _destructibleSystem.DestroyedAt(target);
+ if (TryComp<DamageableComponent>(target, out var damageableComponent))
+ {
+ damageRequired -= damageableComponent.TotalDamage;
+ damageRequired = FixedPoint2.Max(damageRequired, FixedPoint2.Zero);
+ }
+ var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, damageable: damageableComponent, origin: component.Shooter);
var deleted = Deleted(target);
if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
}
+ // If penetration is to be considered, we need to do some checks to see if the projectile should stop.
+ if (modifiedDamage is not null && component.PenetrationThreshold != 0)
+ {
+ // If a damage type is required, stop the bullet if the hit entity doesn't have that type.
+ if (component.PenetrationDamageTypeRequirement != null)
+ {
+ var stopPenetration = false;
+ foreach (var requiredDamageType in component.PenetrationDamageTypeRequirement)
+ {
+ if (!modifiedDamage.DamageDict.Keys.Contains(requiredDamageType))
+ {
+ stopPenetration = true;
+ break;
+ }
+ }
+ if (stopPenetration)
+ component.ProjectileSpent = true;
+ }
+
+ // If the object won't be destroyed, it "tanks" the penetration hit.
+ if (modifiedDamage.GetTotal() < damageRequired)
+ {
+ component.ProjectileSpent = true;
+ }
+
+ if (!component.ProjectileSpent)
+ {
+ component.PenetrationAmount += damageRequired;
+ // The projectile has dealt enough damage to be spent.
+ if (component.PenetrationAmount >= component.PenetrationThreshold)
+ {
+ component.ProjectileSpent = true;
+ }
+ }
+ }
+ else
+ {
+ component.ProjectileSpent = true;
+ }
+
if (!deleted)
{
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
_sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized());
}
- component.DamagedEntity = true;
-
- if (component.DeleteOnCollide)
+ if (component.DeleteOnCollide && component.ProjectileSpent)
QueueDel(uid);
if (component.ImpactEffect != null && TryComp(uid, out TransformComponent? xform))
--- /dev/null
+using Content.Shared.Wieldable;
+using Robust.Shared.GameStates;
+
+namespace Content.Shared.Movement.Components;
+
+/// <summary>
+/// Modifies the speed when an entity with this component is wielded.
+/// </summary>
+[RegisterComponent, NetworkedComponent, Access(typeof(SharedWieldableSystem)), AutoGenerateComponentState]
+public sealed partial class SpeedModifiedOnWieldComponent : Component
+{
+ /// <summary>
+ /// How much the wielder's sprint speed is modified when the component owner is wielded.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public float SprintModifier = 1f;
+
+ /// <summary>
+ /// How much the wielder's walk speed is modified when the component owner is wielded.
+ /// </summary>
+ [DataField, AutoNetworkedField]
+ public float WalkModifier = 1f;
+}
using Content.Shared.Damage;
+using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
public bool OnlyCollideWhenShot = false;
/// <summary>
- /// Whether this projectile has already damaged an entity.
+ /// If true, the projectile has hit enough targets and should no longer interact with further collisions pending deletion.
/// </summary>
[DataField]
- public bool DamagedEntity;
+ public bool ProjectileSpent;
+
+ /// <summary>
+ /// When a projectile has this threshold set, it will continue to penetrate entities until the damage dealt reaches this threshold.
+ /// </summary>
+ [DataField]
+ public FixedPoint2 PenetrationThreshold = FixedPoint2.Zero;
+
+ /// <summary>
+ /// If set, the projectile will not penetrate objects that lack the ability to take these damage types.
+ /// </summary>
+ [DataField]
+ public List<string>? PenetrationDamageTypeRequirement;
+
+ /// <summary>
+ /// Tracks the amount of damage dealt for penetration purposes.
+ /// </summary>
+ [DataField]
+ public FixedPoint2 PenetrationAmount = FixedPoint2.Zero;
}
{
projectile.Shooter = null;
projectile.Weapon = null;
- projectile.DamagedEntity = false;
+ projectile.ProjectileSpent = false;
}
// Land it just coz uhhh yeah
using Content.Shared.Inventory.VirtualItem;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
+using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.Timing;
using Content.Shared.Verbs;
public abstract class SharedWieldableSystem : EntitySystem
{
+ [Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
SubscribeLocalEvent<GunWieldBonusComponent, ItemUnwieldedEvent>(OnGunUnwielded);
SubscribeLocalEvent<GunWieldBonusComponent, GunRefreshModifiersEvent>(OnGunRefreshModifiers);
SubscribeLocalEvent<GunWieldBonusComponent, ExaminedEvent>(OnExamine);
+ SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemWieldedEvent>(OnSpeedModifierWielded);
+ SubscribeLocalEvent<SpeedModifiedOnWieldComponent, ItemUnwieldedEvent>(OnSpeedModifierUnwielded);
+ SubscribeLocalEvent<SpeedModifiedOnWieldComponent, HeldRelayedEvent<RefreshMovementSpeedModifiersEvent>>(OnRefreshSpeedWielded);
SubscribeLocalEvent<IncreaseDamageOnWieldComponent, GetMeleeDamageEvent>(OnGetMeleeDamage);
}
}
}
+ private void OnSpeedModifierWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemWieldedEvent args)
+ {
+ if (args.User != null)
+ _movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
+ }
+
+ private void OnSpeedModifierUnwielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ItemUnwieldedEvent args)
+ {
+ if (args.User != null)
+ _movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
+ }
+
+ private void OnRefreshSpeedWielded(EntityUid uid, SpeedModifiedOnWieldComponent component, ref HeldRelayedEvent<RefreshMovementSpeedModifiersEvent> args)
+ {
+ if (TryComp<WieldableComponent>(uid, out var wield) && wield.Wielded)
+ {
+ args.Args.ModifySpeed(component.WalkModifier, component.SprintModifier);
+ }
+ }
+
private void OnExamineRequires(Entity<GunRequiresWieldComponent> entity, ref ExaminedEvent args)
{
- if(entity.Comp.WieldRequiresExamineMessage != null)
+ if (entity.Comp.WieldRequiresExamineMessage != null)
args.PushText(Loc.GetString(entity.Comp.WieldRequiresExamineMessage));
}
- type: Projectile
damage:
types:
- Piercing: 40
- Structural: 30
+ Piercing: 75
+ Structural: 226
+ penetrationThreshold: 360
+ penetrationDamageTypeRequirement:
+ - Structural
- type: StaminaDamageOnCollide
- damage: 35
+ damage: 60
sprite: Objects/Weapons/Guns/Snipers/heavy_sniper.rsi
- type: Clothing
sprite: Objects/Weapons/Guns/Snipers/heavy_sniper.rsi
+ - type: GunRequiresWield
+ - type: Gun
+ fireRate: 0.4
+ selectedMode: SemiAuto
+ availableModes:
+ - SemiAuto
+ soundGunshot:
+ path: /Audio/Weapons/Guns/Gunshots/sniper.ogg
- type: BallisticAmmoProvider
whitelist:
tags:
- CartridgeAntiMateriel
capacity: 5
proto: CartridgeAntiMateriel
+ - type: SpeedModifiedOnWield
+ walkModifier: 0.25
+ sprintModifier: 0.25
- type: CursorOffsetRequiresWield
- type: EyeCursorOffset
maxOffset: 3