Add reflection for crystals (#16426)
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@@ -1,10 +1,12 @@
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Audio;
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using Content.Shared.Hands.Components;
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using Robust.Shared.GameStates;
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using Content.Shared.Weapons.Ranged.Events;
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using Robust.Shared.Physics.Components;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Weapons.Ranged.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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@@ -15,6 +17,7 @@ namespace Content.Shared.Weapons.Reflect;
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/// </summary>
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public abstract class SharedReflectSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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@@ -27,23 +30,19 @@ public abstract class SharedReflectSystem : EntitySystem
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SubscribeLocalEvent<HandsComponent, ProjectileReflectAttemptEvent>(OnHandReflectProjectile);
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SubscribeLocalEvent<HandsComponent, HitScanReflectAttemptEvent>(OnHandsReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<ReflectComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<ReflectComponent, ProjectileCollideEvent>(OnReflectCollide);
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SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
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}
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private static void OnHandleState(EntityUid uid, ReflectComponent component, ref ComponentHandleState args)
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private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileCollideEvent args)
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{
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if (args.Current is not ReflectComponentState state)
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if (args.Cancelled)
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{
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return;
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}
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component.Enabled = state.Enabled;
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component.ReflectProb = state.ReflectProb;
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component.Spread = state.Spread;
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}
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private static void OnGetState(EntityUid uid, ReflectComponent component, ref ComponentGetState args)
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{
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args.State = new ReflectComponentState(component.Enabled, component.ReflectProb, component.Spread);
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if (TryReflectProjectile(uid, args.OtherEntity, reflect: component))
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args.Cancelled = true;
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}
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private void OnHandReflectProjectile(EntityUid uid, HandsComponent hands, ref ProjectileReflectAttemptEvent args)
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@@ -51,14 +50,16 @@ public abstract class SharedReflectSystem : EntitySystem
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if (args.Cancelled)
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return;
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if (TryReflectProjectile(uid, hands.ActiveHandEntity, args.ProjUid))
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if (hands.ActiveHandEntity != null && TryReflectProjectile(hands.ActiveHandEntity.Value, args.ProjUid))
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args.Cancelled = true;
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}
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private bool TryReflectProjectile(EntityUid user, EntityUid? reflector, EntityUid projectile)
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private bool TryReflectProjectile(EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
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{
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if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
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if (!Resolve(reflector, ref reflect, false) ||
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!reflect.Enabled ||
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!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
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(reflect.Reflects & reflective.Reflective) == 0x0 ||
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!_random.Prob(reflect.ReflectProb) ||
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!TryComp<PhysicsComponent>(projectile, out var physics))
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{
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@@ -67,7 +68,7 @@ public abstract class SharedReflectSystem : EntitySystem
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var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
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var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
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var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
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var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(reflector);
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var newVelocity = rotation.RotateVec(relativeVelocity);
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// Have the velocity in world terms above so need to convert it back to local.
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@@ -79,37 +80,68 @@ public abstract class SharedReflectSystem : EntitySystem
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var newRot = rotation.RotateVec(locRot.ToVec());
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_transform.SetLocalRotation(projectile, newRot.ToAngle());
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_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
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_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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if (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), reflector);
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_audio.PlayPvs(reflect.SoundOnReflect, reflector, AudioHelpers.WithVariation(0.05f, _random));
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}
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if (Resolve(projectile, ref projectileComp, false))
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{
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projectileComp.Shooter = reflector;
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projectileComp.Weapon = reflector;
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Dirty(projectileComp);
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}
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return true;
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}
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private void OnHandsReflectHitscan(EntityUid uid, HandsComponent hands, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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if (args.Reflected || hands.ActiveHandEntity == null)
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return;
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if (TryReflectHitscan(uid, hands.ActiveHandEntity, args.Direction, out var dir))
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if (TryReflectHitscan(hands.ActiveHandEntity.Value, args.Direction, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private bool TryReflectHitscan(EntityUid user, EntityUid? reflector, Vector2 direction, [NotNullWhen(true)] out Vector2? newDirection)
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private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
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{
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if (TryComp<ReflectComponent>(reflector, out var reflect) &&
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reflect.Enabled &&
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_random.Prob(reflect.ReflectProb))
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if (args.Reflected ||
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(component.Reflects & args.Reflective) == 0x0)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), user, PopupType.Small);
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_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
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newDirection = -spread.RotateVec(direction);
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return true;
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return;
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}
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newDirection = null;
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return false;
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if (TryReflectHitscan(uid, args.Direction, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private bool TryReflectHitscan(EntityUid reflector, Vector2 direction,
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[NotNullWhen(true)] out Vector2? newDirection)
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{
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if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
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!reflect.Enabled ||
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!_random.Prob(reflect.ReflectProb))
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{
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newDirection = null;
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return false;
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}
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if (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), reflector);
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_audio.PlayPvs(reflect.SoundOnReflect, reflector, AudioHelpers.WithVariation(0.05f, _random));
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}
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var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
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newDirection = -spread.RotateVec(direction);
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return true;
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}
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}
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