Esempio n. 1
0
    private void OnGunMeleeAttempt(EntityUid uid, GunComponent component, ref MeleeAttackAttemptEvent args)
    {
        if (TagSystem.HasTag(args.User, "GunsDisabled"))
        {
            return;
        }

        args.Cancelled = true;
    }
        public override void DoAttack(EntityUid user, EntityCoordinates coordinates, bool wideAttack, EntityUid?target = null)
        {
            // TODO PREDICTION move server-side interaction logic into the shared system for interaction prediction.
            if (!ValidateInteractAndFace(user, coordinates))
            {
                return;
            }

            // Check general interaction blocking.
            if (!_actionBlockerSystem.CanInteract(user, target))
            {
                return;
            }

            // Check combat-specific action blocking.
            if (!_actionBlockerSystem.CanAttack(user, target))
            {
                return;
            }

            if (!wideAttack)
            {
                // Check if interacted entity is in the same container, the direct child, or direct parent of the user.
                if (target != null && !Deleted(target.Value) && !ContainerSystem.IsInSameOrParentContainer(user, target.Value) && !CanAccessViaStorage(user, target.Value))
                {
                    Logger.WarningS("system.interaction",
                                    $"User entity {ToPrettyString(user):user} clicked on object {ToPrettyString(target.Value):target} that isn't the parent, child, or in the same container");
                    return;
                }

                // TODO: Replace with body attack range when we get something like arm length or telekinesis or something.
                var unobstructed = (target == null)
                    ? InRangeUnobstructed(user, coordinates)
                    : InRangeUnobstructed(user, target.Value);

                if (!unobstructed)
                {
                    return;
                }
            }
            else if (ContainerSystem.IsEntityInContainer(user))
            {
                // No wide attacking while in containers (holos, lockers, etc).
                // Can't think of a valid case where you would want this.
                return;
            }

            // Verify user has a hand, and find what object they are currently holding in their active hand
            if (TryComp(user, out HandsComponent? hands))
            {
                var item = hands.ActiveHandEntity;

                if (!Deleted(item))
                {
                    var meleeVee = new MeleeAttackAttemptEvent();
                    RaiseLocalEvent(item.Value, ref meleeVee, true);

                    if (meleeVee.Cancelled)
                    {
                        return;
                    }

                    if (wideAttack)
                    {
                        var ev = new WideAttackEvent(item.Value, user, coordinates);
                        RaiseLocalEvent(item.Value, ev, false);

                        if (ev.Handled)
                        {
                            _adminLogger.Add(LogType.AttackArmedWide, LogImpact.Low, $"{ToPrettyString(user):user} wide attacked with {ToPrettyString(item.Value):used} at {coordinates}");
                            return;
                        }
                    }
                    else
                    {
                        var ev = new ClickAttackEvent(item.Value, user, coordinates, target);
                        RaiseLocalEvent(item.Value, ev, false);

                        if (ev.Handled)
                        {
                            if (target != null)
                            {
                                _adminLogger.Add(LogType.AttackArmedClick, LogImpact.Low,
                                                 $"{ToPrettyString(user):user} attacked {ToPrettyString(target.Value):target} with {ToPrettyString(item.Value):used} at {coordinates}");
                            }
                            else
                            {
                                _adminLogger.Add(LogType.AttackArmedClick, LogImpact.Low,
                                                 $"{ToPrettyString(user):user} attacked with {ToPrettyString(item.Value):used} at {coordinates}");
                            }

                            return;
                        }
                    }
                }
                else if (!wideAttack && target != null && HasComp <ItemComponent>(target.Value))
                {
                    // We pick up items if our hand is empty, even if we're in combat mode.
                    InteractHand(user, target.Value);
                    return;
                }
            }

            // TODO: Make this saner?
            // Attempt to do unarmed combat. We don't check for handled just because at this point it doesn't matter.

            var used = user;

            if (_inventory.TryGetSlotEntity(user, "gloves", out var gloves) && HasComp <MeleeWeaponComponent>(gloves))
            {
                used = (EntityUid)gloves;
            }

            if (wideAttack)
            {
                var ev = new WideAttackEvent(used, user, coordinates);
                RaiseLocalEvent(used, ev, false);
                if (ev.Handled)
                {
                    _adminLogger.Add(LogType.AttackUnarmedWide, LogImpact.Low, $"{ToPrettyString(user):user} wide attacked at {coordinates}");
                }
            }
            else
            {
                var ev = new ClickAttackEvent(used, user, coordinates, target);
                RaiseLocalEvent(used, ev, false);
                if (ev.Handled)
                {
                    if (target != null)
                    {
                        _adminLogger.Add(LogType.AttackUnarmedClick, LogImpact.Low,
                                         $"{ToPrettyString(user):user} attacked {ToPrettyString(target.Value):target} at {coordinates}");
                    }
                    else
                    {
                        _adminLogger.Add(LogType.AttackUnarmedClick, LogImpact.Low,
                                         $"{ToPrettyString(user):user} attacked at {coordinates}");
                    }
                }
            }
        }
 private void OnGunMeleeAttempt(EntityUid uid, GunComponent component, ref MeleeAttackAttemptEvent args)
 {
     args.Cancelled = true;
 }