Remove contests (#25425)

- Not mentioned anywhere ingame.
- Stupid.
This commit is contained in:
metalgearsloth
2024-02-21 17:39:52 +11:00
committed by GitHub
parent b98450a3ef
commit 012e6e6c86
3 changed files with 3 additions and 163 deletions

View File

@@ -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
{
/// <summary>
/// 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.
/// &gt;1 = Advantage to roller
/// &lt;1 = Advantage to target
/// Roller should be the entity with an advantage from being bigger/healthier/more skilled, etc.
/// </summary>
///
public sealed class ContestsSystem : EntitySystem
{
[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
/// <summary>
/// Returns the roller's mass divided by the target's.
/// </summary>
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;
}
/// <summary>
/// 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.
/// </summary>
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);
}
/// <summary>
/// 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.
/// </summary>
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);
}
/// <summary>
/// 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.
/// </summary>
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;
}
/// <summary>
/// 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.
/// </summary>
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
};
}
}
}

View File

@@ -1,4 +1,3 @@
using Content.Server.Contests;
using Content.Server.Popups; using Content.Server.Popups;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Shared.ActionBlocker; using Content.Shared.ActionBlocker;
@@ -7,7 +6,6 @@ using Content.Shared.Hands.EntitySystems;
using Content.Shared.Interaction.Events; using Content.Shared.Interaction.Events;
using Content.Shared.Inventory; using Content.Shared.Inventory;
using Content.Shared.Movement.Events; using Content.Shared.Movement.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Resist; using Content.Shared.Resist;
using Content.Shared.Storage; using Content.Shared.Storage;
using Robust.Shared.Containers; using Robust.Shared.Containers;
@@ -21,12 +19,6 @@ public sealed class EscapeInventorySystem : EntitySystem
[Dependency] private readonly SharedContainerSystem _containerSystem = default!; [Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!; [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly ContestsSystem _contests = default!;
/// <summary>
/// You can't escape the hands of an entity this many times more massive than you.
/// </summary>
public const float MaximumMassDisadvantage = 6f;
public override void Initialize() public override void Initialize()
{ {
@@ -53,23 +45,9 @@ public sealed class EscapeInventorySystem : EntitySystem
} }
// Contested // Contested
if (_handsSystem.IsHolding(container.Owner, uid, out var inHand)) if (_handsSystem.IsHolding(container.Owner, uid, out _))
{ {
var contestResults = _contests.MassContest(uid, container.Owner); AttemptEscape(uid, container.Owner, component);
// 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);
return; return;
} }

View File

@@ -4,7 +4,6 @@ using Content.Server.Chat.Systems;
using Content.Server.Chemistry.Components; using Content.Server.Chemistry.Components;
using Content.Server.Chemistry.Containers.EntitySystems; using Content.Server.Chemistry.Containers.EntitySystems;
using Content.Server.CombatMode.Disarm; using Content.Server.CombatMode.Disarm;
using Content.Server.Contests;
using Content.Server.Movement.Systems; using Content.Server.Movement.Systems;
using Content.Shared.Actions.Events; using Content.Shared.Actions.Events;
using Content.Shared.Administration.Components; using Content.Shared.Administration.Components;
@@ -37,7 +36,6 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly BloodstreamSystem _bloodstream = default!; [Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly ContestsSystem _contests = default!;
[Dependency] private readonly DamageExamineSystem _damageExamine = default!; [Dependency] private readonly DamageExamineSystem _damageExamine = default!;
[Dependency] private readonly InventorySystem _inventory = default!; [Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly LagCompensationSystem _lag = default!; [Dependency] private readonly LagCompensationSystem _lag = default!;
@@ -223,9 +221,7 @@ public sealed class MeleeWeaponSystem : SharedMeleeWeaponSystem
if (HasComp<DisarmProneComponent>(disarmed)) if (HasComp<DisarmProneComponent>(disarmed))
return 0.0f; return 0.0f;
var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed); var chance = disarmerComp.BaseDisarmFailChance;
float chance = (disarmerComp.BaseDisarmFailChance + contestResults);
if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus)) if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
{ {