Make projectile & hitscan reflection only try once with the best reflector (#28539)

This commit is contained in:
Hannah Giovanna Dawson
2024-06-04 14:26:19 +01:00
committed by GitHub
parent d4fe7eda51
commit 0b4fc7e298
2 changed files with 147 additions and 116 deletions

View File

@@ -49,73 +49,123 @@ public sealed class ReflectSystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnObjectReflectProjectileAttempt);
SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnObjectReflectHitscanAttempt);
SubscribeLocalEvent<ReflectComponent, GotEquippedEvent>(OnReflectEquipped);
SubscribeLocalEvent<ReflectComponent, GotUnequippedEvent>(OnReflectUnequipped);
SubscribeLocalEvent<ReflectComponent, GotEquippedHandEvent>(OnReflectHandEquipped);
SubscribeLocalEvent<ReflectComponent, GotUnequippedHandEvent>(OnReflectHandUnequipped);
SubscribeLocalEvent<ReflectComponent, ItemToggledEvent>(OnToggleReflect);
SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide);
SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan);
SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnUserProjectileReflectAttempt);
SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnUserHitscanReflectAttempt);
}
private void OnReflectUserHitscan(EntityUid uid, ReflectUserComponent component, ref HitScanReflectAttemptEvent args)
private void OnUserHitscanReflectAttempt(Entity<ReflectUserComponent> user, ref HitScanReflectAttemptEvent args)
{
if (args.Reflected)
return;
foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.WITHOUT_POCKET))
{
if (!TryReflectHitscan(uid, ent, args.Shooter, args.SourceItem, args.Direction, out var dir))
continue;
if (!UserCanReflect(user, out var bestReflectorUid))
return;
if (!TryReflectHitscan(user.Owner, bestReflectorUid.Value, args.Shooter, args.SourceItem, args.Direction, out var dir))
return;
args.Direction = dir.Value;
args.Reflected = true;
break;
}
}
private void OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
{
foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.WITHOUT_POCKET))
{
if (!TryReflectProjectile(uid, ent, args.ProjUid))
continue;
args.Cancelled = true;
break;
}
}
private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
private void OnUserProjectileReflectAttempt(Entity<ReflectUserComponent> user, ref ProjectileReflectAttemptEvent args)
{
if (args.Cancelled)
return;
if (TryReflectProjectile(uid, uid, args.ProjUid, reflect: component))
if (!TryComp<ReflectiveComponent>(args.ProjUid, out var reflectiveComponent))
return;
if (!UserCanReflect(user, out var bestReflectorUid, (args.ProjUid, reflectiveComponent)))
return;
if (!TryReflectProjectile(user, bestReflectorUid.Value, (args.ProjUid, args.Component)))
return;
args.Cancelled = true;
}
private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
private void OnObjectReflectHitscanAttempt(Entity<ReflectComponent> obj, ref HitScanReflectAttemptEvent args)
{
if (args.Reflected || (obj.Comp.Reflects & args.Reflective) == 0x0)
return;
if (!TryReflectHitscan(obj, obj, args.Shooter, args.SourceItem, args.Direction, out var dir))
return;
args.Direction = dir.Value;
args.Reflected = true;
}
private void OnObjectReflectProjectileAttempt(Entity<ReflectComponent> obj, ref ProjectileReflectAttemptEvent args)
{
if (args.Cancelled)
return;
if (!TryReflectProjectile(obj, obj, (args.ProjUid, args.Component)))
return;
args.Cancelled = true;
}
/// <summary>
/// Can a user reflect something that's hit them? Returns true if so, and the best reflector available in the user's equipment.
/// </summary>
private bool UserCanReflect(Entity<ReflectUserComponent> user, [NotNullWhen(true)] out Entity<ReflectComponent>? bestReflector, Entity<ReflectiveComponent>? projectile = null)
{
bestReflector = null;
foreach (var entityUid in _inventorySystem.GetHandOrInventoryEntities(user.Owner, SlotFlags.WITHOUT_POCKET))
{
if (!TryComp<ReflectComponent>(entityUid, out var comp))
continue;
if (!comp.Enabled)
continue;
if (bestReflector != null && bestReflector.Value.Comp.ReflectProb >= comp.ReflectProb)
continue;
if (projectile != null && (comp.Reflects & projectile.Value.Comp.Reflective) == 0x0)
continue;
bestReflector = (entityUid, comp);
}
return bestReflector != null;
}
private bool TryReflectProjectile(EntityUid user, Entity<ReflectComponent> reflector, Entity<ProjectileComponent> projectile)
{
// Do we have the components needed to try a reflect at all?
if (
!Resolve(reflector, ref reflect, false) ||
!reflect.Enabled ||
// Is it on?
!reflector.Comp.Enabled ||
// Is the projectile deflectable?
!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
(reflect.Reflects & reflective.Reflective) == 0x0 ||
// Does the deflector deflect the type of projecitle?
(reflector.Comp.Reflects & reflective.Reflective) == 0x0 ||
// Is the projectile correctly set up with physics?
!TryComp<PhysicsComponent>(projectile, out var physics) ||
TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
// If the user of the reflector is a mob with stamina, is it capable of deflecting?
TryComp<StaminaComponent>(user, out var staminaComponent) && staminaComponent.Critical ||
_standing.IsDown(reflector)
)
return false;
if (!_random.Prob(CalcReflectChance(reflector, reflect)))
// If this dice roll fails, the shot isn't deflected
if (!_random.Prob(GetReflectChance(reflector)))
return false;
var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
// Below handles what happens after being deflected.
var rotation = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2).Opposite();
var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
var newVelocity = rotation.RotateVec(relativeVelocity);
@@ -132,98 +182,52 @@ public sealed class ReflectSystem : EntitySystem
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
_audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
}
if (Resolve(projectile, ref projectileComp, false))
{
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectileComp.Weapon)} shot by {projectileComp.Shooter}");
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
projectileComp.Shooter = user;
projectileComp.Weapon = user;
Dirty(projectile, projectileComp);
}
else
{
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
}
projectile.Comp.Shooter = user;
projectile.Comp.Weapon = user;
Dirty(projectile);
return true;
}
private float CalcReflectChance(EntityUid reflector, ReflectComponent reflect)
{
/*
* The rules of deflection are as follows:
* If you innately reflect things via magic, biology etc., you always have a full chance.
* If you are standing up and standing still, you're prepared to deflect and have full chance.
* If you have velocity, your deflection chance depends on your velocity, clamped.
* If you are floating, your chance is the minimum value possible.
* You cannot deflect if you are knocked down or stunned.
*/
if (reflect.Innate)
return reflect.ReflectProb;
if (_gravity.IsWeightless(reflector))
return reflect.MinReflectProb;
if (!TryComp<PhysicsComponent>(reflector, out var reflectorPhysics))
return reflect.ReflectProb;
return MathHelper.Lerp(
reflect.MinReflectProb,
reflect.ReflectProb,
// Inverse progression between velocities fed in as progression between probabilities. We go high -> low so the output here needs to be _inverted_.
1 - Math.Clamp((reflectorPhysics.LinearVelocity.Length() - reflect.VelocityBeforeNotMaxProb) / (reflect.VelocityBeforeMinProb - reflect.VelocityBeforeNotMaxProb), 0, 1)
);
}
private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
{
if (args.Reflected ||
(component.Reflects & args.Reflective) == 0x0)
{
return;
}
if (TryReflectHitscan(uid, uid, args.Shooter, args.SourceItem, args.Direction, out var dir))
{
args.Direction = dir.Value;
args.Reflected = true;
}
}
private bool TryReflectHitscan(
EntityUid user,
EntityUid reflector,
Entity<ReflectComponent> reflector,
EntityUid? shooter,
EntityUid shotSource,
Vector2 direction,
[NotNullWhen(true)] out Vector2? newDirection)
{
if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
!reflect.Enabled ||
TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
_standing.IsDown(reflector))
if (
// Is the reflector enabled?
!reflector.Comp.Enabled ||
// If the user is a mob with stamina, is it capable of deflecting?
TryComp<StaminaComponent>(user, out var staminaComponent) && staminaComponent.Critical ||
_standing.IsDown(user))
{
newDirection = null;
return false;
}
if (!_random.Prob(CalcReflectChance(reflector, reflect)))
// If this dice roll fails, the shot is not deflected.
if (!_random.Prob(GetReflectChance(reflector)))
{
newDirection = null;
return false;
}
// Below handles what happens after being deflected.
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
_audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
}
var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2);
newDirection = -spread.RotateVec(direction);
if (shooter != null)
@@ -234,51 +238,81 @@ public sealed class ReflectSystem : EntitySystem
return true;
}
private void OnReflectEquipped(EntityUid uid, ReflectComponent component, GotEquippedEvent args)
private float GetReflectChance(Entity<ReflectComponent> reflector)
{
/*
* The rules of deflection are as follows:
* If you innately reflect things via magic, biology etc., you always have a full chance.
* If you are standing up and standing still, you're prepared to deflect and have full chance.
* If you have velocity, your deflection chance depends on your velocity, clamped.
* If you are floating, your chance is the minimum value possible.
*/
if (reflector.Comp.Innate)
return reflector.Comp.ReflectProb;
if (_gravity.IsWeightless(reflector))
return reflector.Comp.MinReflectProb;
if (!TryComp<PhysicsComponent>(reflector, out var reflectorPhysics))
return reflector.Comp.ReflectProb;
return MathHelper.Lerp(
reflector.Comp.MinReflectProb,
reflector.Comp.ReflectProb,
// Inverse progression between velocities fed in as progression between probabilities. We go high -> low so the output here needs to be _inverted_.
1 - Math.Clamp((reflectorPhysics.LinearVelocity.Length() - reflector.Comp.VelocityBeforeNotMaxProb) / (reflector.Comp.VelocityBeforeMinProb - reflector.Comp.VelocityBeforeNotMaxProb), 0, 1)
);
}
private void OnReflectEquipped(Entity<ReflectComponent> reflector, ref GotEquippedEvent args)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp<ReflectUserComponent>(args.Equipee);
if (component.Enabled)
if (reflector.Comp.Enabled)
EnableAlert(args.Equipee);
}
private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
private void OnReflectUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedEvent args)
{
RefreshReflectUser(args.Equipee);
}
private void OnReflectHandEquipped(EntityUid uid, ReflectComponent component, GotEquippedHandEvent args)
private void OnReflectHandEquipped(Entity<ReflectComponent> reflector, ref GotEquippedHandEvent args)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp<ReflectUserComponent>(args.User);
if (component.Enabled)
if (reflector.Comp.Enabled)
EnableAlert(args.User);
}
private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
private void OnReflectHandUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedHandEvent args)
{
RefreshReflectUser(args.User);
}
private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
private void OnToggleReflect(Entity<ReflectComponent> reflector, ref ItemToggledEvent args)
{
comp.Enabled = args.Activated;
Dirty(uid, comp);
reflector.Comp.Enabled = args.Activated;
Dirty(reflector);
if (comp.Enabled)
EnableAlert(uid);
if (args.User == null)
return;
if (reflector.Comp.Enabled)
EnableAlert(args.User.Value);
else
DisableAlert(uid);
DisableAlert(args.User.Value);
}
/// <summary>
/// Refreshes whether someone has reflection potential so we can raise directed events on them.
/// Refreshes whether someone has reflection potential, so we can raise directed events on them.
/// </summary>
private void RefreshReflectUser(EntityUid user)
{

View File

@@ -7,7 +7,4 @@ namespace Content.Shared.Weapons.Reflect;
/// Reflection events will then be relayed.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class ReflectUserComponent : Component
{
}
public sealed partial class ReflectUserComponent : Component;