diff --git a/Content.Server/Contests/ContestsSystem.cs b/Content.Server/Contests/ContestsSystem.cs
deleted file mode 100644
index 3ec696083d..0000000000
--- a/Content.Server/Contests/ContestsSystem.cs
+++ /dev/null
@@ -1,134 +0,0 @@
-using Content.Shared.Damage;
-using Content.Shared.Damage.Components;
-using Content.Shared.Mobs;
-using Content.Shared.Mobs.Systems;
-using Robust.Shared.Physics.Components;
-
-namespace Content.Server.Contests
-{
- ///
- /// Standardized contests.
- /// A contest is figuring out, based on data in components on two entities,
- /// which one has an advantage in a situation. The advantage is expressed by a multiplier.
- /// 1 = No advantage to either party.
- /// >1 = Advantage to roller
- /// <1 = Advantage to target
- /// Roller should be the entity with an advantage from being bigger/healthier/more skilled, etc.
- ///
- ///
- public sealed class ContestsSystem : EntitySystem
- {
- [Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
- ///
- /// Returns the roller's mass divided by the target's.
- ///
- public float MassContest(EntityUid roller, EntityUid target, PhysicsComponent? rollerPhysics = null, PhysicsComponent? targetPhysics = null)
- {
- if (!Resolve(roller, ref rollerPhysics, false) || !Resolve(target, ref targetPhysics, false))
- return 1f;
-
- if (targetPhysics.FixturesMass == 0)
- return 1f;
-
- return rollerPhysics.FixturesMass / targetPhysics.FixturesMass;
- }
-
- ///
- /// Tries to compare both entities damage to the damage they will enter crit at.
- /// After that, it runs the % towards crit through a converter that smooths out and makes
- /// the the ratios less severe.
- /// Returns the roller's adjusted damage value divided by the target's. Higher is better for the roller.
- ///
- public float DamageContest(EntityUid roller, EntityUid target, DamageableComponent? rollerDamage = null, DamageableComponent? targetDamage = null)
- {
- if (!Resolve(roller, ref rollerDamage, false) || !Resolve(target, ref targetDamage, false))
- return 1f;
-
- // First, we'll see what health they go into crit at.
- //TODO: refactor this entire system.... Why does this exist, this shouldn't be calculated off health
- var rollerThreshold = 100f;
- if (!_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical, out var rollerCritThreshold))
- {
- if (_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical,
- out var rollerdeadThreshold))
- {
- rollerThreshold = rollerdeadThreshold.Value.Float();
- }
- }
- else
- {
- rollerThreshold = rollerCritThreshold.Value.Float();
- }
- var targetThreshold = 100f;
- if (!_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical, out var targetCritThreshold))
- {
- if (_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical,
- out var targetdeadThreshold))
- {
- targetThreshold = targetdeadThreshold.Value.Float();
- }
- }
- else
- {
- targetThreshold = targetCritThreshold.Value.Float();
- }
-
- // Next, we'll see how their damage compares
- var rollerDamageScore = (float) rollerDamage.TotalDamage / rollerThreshold;
- var targetDamageScore = (float) targetDamage.TotalDamage / targetThreshold;
-
- return DamageThresholdConverter(rollerDamageScore) / DamageThresholdConverter(targetDamageScore);
- }
-
- ///
- /// Finds the % of each entity's stamina damage towards its stam crit threshold.
- /// It then runs the % towards the converter to smooth/soften it.
- /// Returns the roller's decimal % divided by the target's. Higher value is better for the roller.
- ///
- public float StaminaContest(EntityUid roller, EntityUid target, StaminaComponent? rollerStamina = null, StaminaComponent? targetStamina = null)
- {
- if (!Resolve(roller, ref rollerStamina, false) || !Resolve(target, ref targetStamina, false))
- return 1f;
-
- var rollerDamageScore= rollerStamina.StaminaDamage / rollerStamina.CritThreshold;
- var targetDamageScore = targetStamina.StaminaDamage / targetStamina.CritThreshold;
-
- return DamageThresholdConverter(rollerDamageScore) / DamageThresholdConverter(targetDamageScore);
- }
-
- ///
- /// This will compare the roller and target's damage, mass, and stamina. See the functions for what each one does.
- /// You can change the 'weighting' to make the tests weigh more or less than the other tests.
- /// Returns a weighted average of all 3 tests.
- ///
- public float OverallStrengthContest(EntityUid roller, EntityUid target, float damageWeight = 1f, float massWeight = 1f, float stamWeight = 1f)
- {
- var weightTotal = damageWeight + massWeight + stamWeight;
- var damageMultiplier = damageWeight / weightTotal;
- var massMultiplier = massWeight / weightTotal;
- var stamMultiplier = stamWeight / weightTotal;
-
- return DamageContest(roller, target) * damageMultiplier +
- MassContest(roller, target) * massMultiplier +
- StaminaContest(roller, target) * stamMultiplier;
- }
-
- ///
- /// This softens out the huge advantages that damage contests would lead to otherwise.
- /// Once you are crit or near crit, we just let the massive advantages roll with what could be a 20x.
- ///
- public float DamageThresholdConverter(float score)
- {
- return score switch
- {
- // TODO: Should just be a curve
- <= 0 => 1f,
- <= 0.25f => 0.9f,
- <= 0.5f => 0.75f,
- <= 0.75f => 0.6f,
- <= 0.95f => 0.45f,
- _ => 0.05f
- };
- }
- }
-}
diff --git a/Content.Server/Resist/EscapeInventorySystem.cs b/Content.Server/Resist/EscapeInventorySystem.cs
index 8973540487..8cb6d218e2 100644
--- a/Content.Server/Resist/EscapeInventorySystem.cs
+++ b/Content.Server/Resist/EscapeInventorySystem.cs
@@ -1,4 +1,3 @@
-using Content.Server.Contests;
using Content.Server.Popups;
using Content.Server.Storage.Components;
using Content.Shared.ActionBlocker;
@@ -7,7 +6,6 @@ using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events;
using Content.Shared.Inventory;
using Content.Shared.Movement.Events;
-using Content.Shared.Movement.Systems;
using Content.Shared.Resist;
using Content.Shared.Storage;
using Robust.Shared.Containers;
@@ -21,12 +19,6 @@ public sealed class EscapeInventorySystem : EntitySystem
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
- [Dependency] private readonly ContestsSystem _contests = default!;
-
- ///
- /// You can't escape the hands of an entity this many times more massive than you.
- ///
- public const float MaximumMassDisadvantage = 6f;
public override void Initialize()
{
@@ -53,23 +45,9 @@ public sealed class EscapeInventorySystem : EntitySystem
}
// Contested
- if (_handsSystem.IsHolding(container.Owner, uid, out var inHand))
+ if (_handsSystem.IsHolding(container.Owner, uid, out _))
{
- var contestResults = _contests.MassContest(uid, container.Owner);
-
- // Inverse if we aren't going to divide by 0, otherwise just use a default multiplier of 1.
- if (contestResults != 0)
- contestResults = 1 / contestResults;
- else
- contestResults = 1;
-
- if (contestResults >= MaximumMassDisadvantage)
- {
- _popupSystem.PopupEntity(Loc.GetString("escape-inventory-component-failed-resisting"), uid, uid);
- return;
- }
-
- AttemptEscape(uid, container.Owner, component, contestResults);
+ AttemptEscape(uid, container.Owner, component);
return;
}
diff --git a/Content.Server/Weapons/Melee/MeleeWeaponSystem.cs b/Content.Server/Weapons/Melee/MeleeWeaponSystem.cs
index 8aee76136f..a01a324013 100644
--- a/Content.Server/Weapons/Melee/MeleeWeaponSystem.cs
+++ b/Content.Server/Weapons/Melee/MeleeWeaponSystem.cs
@@ -4,7 +4,6 @@ using Content.Server.Chat.Systems;
using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.CombatMode.Disarm;
-using Content.Server.Contests;
using Content.Server.Movement.Systems;
using Content.Shared.Actions.Events;
using Content.Shared.Administration.Components;
@@ -37,7 +36,6 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ChatSystem _chat = default!;
- [Dependency] private readonly ContestsSystem _contests = default!;
[Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly LagCompensationSystem _lag = default!;
@@ -223,9 +221,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
if (HasComp(disarmed))
return 0.0f;
- var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed);
-
- float chance = (disarmerComp.BaseDisarmFailChance + contestResults);
+ var chance = disarmerComp.BaseDisarmFailChance;
if (inTargetHand != null && TryComp(inTargetHand, out var malus))
{