Hristov & .60 changes - Hristov Rework, Part 2 (#31662)
* Initial commit * Updated values to reflect new resistances * Review fixes * Review fixes * LINQ BEGONETH
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@@ -1,9 +1,11 @@
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using Content.Server.Administration.Logs;
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using Content.Server.Destructible;
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using Content.Server.Effects;
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using Content.Server.Weapons.Ranged.Systems;
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using Content.Shared.Camera;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.FixedPoint;
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using Content.Shared.Projectiles;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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@@ -15,6 +17,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ColorFlashEffectSystem _color = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
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[Dependency] private readonly GunSystem _guns = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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@@ -28,7 +31,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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{
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// This is so entities that shouldn't get a collision are ignored.
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if (args.OurFixtureId != ProjectileFixture || !args.OtherFixture.Hard
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|| component.DamagedEntity || component is { Weapon: null, OnlyCollideWhenShot: true })
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|| component.ProjectileSpent || component is { Weapon: null, OnlyCollideWhenShot: true })
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return;
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var target = args.OtherEntity;
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@@ -45,7 +48,13 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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RaiseLocalEvent(uid, ref ev);
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var otherName = ToPrettyString(target);
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var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, origin: component.Shooter);
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var damageRequired = _destructibleSystem.DestroyedAt(target);
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if (TryComp<DamageableComponent>(target, out var damageableComponent))
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{
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damageRequired -= damageableComponent.TotalDamage;
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damageRequired = FixedPoint2.Max(damageRequired, FixedPoint2.Zero);
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}
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var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, damageable: damageableComponent, origin: component.Shooter);
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var deleted = Deleted(target);
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if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
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@@ -60,6 +69,46 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
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}
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// If penetration is to be considered, we need to do some checks to see if the projectile should stop.
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if (modifiedDamage is not null && component.PenetrationThreshold != 0)
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{
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// If a damage type is required, stop the bullet if the hit entity doesn't have that type.
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if (component.PenetrationDamageTypeRequirement != null)
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{
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var stopPenetration = false;
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foreach (var requiredDamageType in component.PenetrationDamageTypeRequirement)
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{
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if (!modifiedDamage.DamageDict.Keys.Contains(requiredDamageType))
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{
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stopPenetration = true;
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break;
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}
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}
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if (stopPenetration)
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component.ProjectileSpent = true;
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}
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// If the object won't be destroyed, it "tanks" the penetration hit.
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if (modifiedDamage.GetTotal() < damageRequired)
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{
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component.ProjectileSpent = true;
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}
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if (!component.ProjectileSpent)
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{
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component.PenetrationAmount += damageRequired;
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// The projectile has dealt enough damage to be spent.
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if (component.PenetrationAmount >= component.PenetrationThreshold)
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{
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component.ProjectileSpent = true;
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}
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}
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}
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else
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{
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component.ProjectileSpent = true;
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}
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if (!deleted)
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{
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_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
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@@ -68,9 +117,7 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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_sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized());
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}
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component.DamagedEntity = true;
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if (component.DeleteOnCollide)
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if (component.DeleteOnCollide && component.ProjectileSpent)
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QueueDel(uid);
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if (component.ImpactEffect != null && TryComp(uid, out TransformComponent? xform))
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