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