Add reflection for crystals (#16426)
This commit is contained in:
@@ -14,7 +14,6 @@ using Robust.Shared.Physics.Events;
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namespace Content.Server.Projectiles;
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[UsedImplicitly]
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public sealed class ProjectileSystem : SharedProjectileSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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@@ -47,7 +46,6 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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var otherName = ToPrettyString(otherEntity);
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var direction = args.OurBody.LinearVelocity.Normalized;
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var modifiedDamage = _damageableSystem.TryChangeDamage(otherEntity, component.Damage, component.IgnoreResistances, origin: component.Shooter);
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component.DamagedEntity = true;
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var deleted = Deleted(otherEntity);
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if (modifiedDamage is not null && EntityManager.EntityExists(component.Shooter))
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@@ -68,11 +66,19 @@ public sealed class ProjectileSystem : SharedProjectileSystem
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_sharedCameraRecoil.KickCamera(otherEntity, direction);
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}
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var ev = new ProjectileCollideEvent(uid, false);
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RaiseLocalEvent(args.OtherEntity, ref ev);
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if (!ev.Cancelled)
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{
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component.DamagedEntity = true;
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if (component.DeleteOnCollide)
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{
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QueueDel(uid);
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}
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if (component.ImpactEffect != null && TryComp<TransformComponent>(component.Owner, out var xform))
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if (component.ImpactEffect != null && TryComp<TransformComponent>(uid, out var xform))
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{
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RaiseNetworkEvent(new ImpactEffectEvent(component.ImpactEffect, xform.Coordinates), Filter.Pvs(xform.Coordinates, entityMan: EntityManager));
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}
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@@ -16,6 +16,7 @@ using Content.Shared.Weapons.Melee;
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using Content.Shared.Weapons.Ranged;
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using Content.Shared.Weapons.Ranged.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Reflect;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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@@ -40,7 +41,6 @@ public sealed partial class GunSystem : SharedGunSystem
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly BatterySystem _battery = default!;
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public const float DamagePitchVariation = SharedMeleeWeaponSystem.DamagePitchVariation;
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public const float GunClumsyChance = 0.5f;
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@@ -185,6 +185,9 @@ public sealed partial class GunSystem : SharedGunSystem
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var fromEffect = fromCoordinates; // can't use map coords above because funny FireEffects
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var dir = mapDirection.Normalized;
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var lastUser = user;
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if (hitscan.Reflective != ReflectType.None)
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{
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for (var reflectAttempt = 0; reflectAttempt < 3; reflectAttempt++)
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{
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var ray = new CollisionRay(from.Position, dir, hitscan.CollisionMask);
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@@ -199,7 +202,7 @@ public sealed partial class GunSystem : SharedGunSystem
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FireEffects(fromEffect, result.Distance, dir.Normalized.ToAngle(), hitscan, hit);
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var ev = new HitScanReflectAttemptEvent(dir, false);
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var ev = new HitScanReflectAttemptEvent(hitscan.Reflective, dir, false);
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RaiseLocalEvent(hit, ref ev);
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if (!ev.Reflected)
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@@ -210,6 +213,7 @@ public sealed partial class GunSystem : SharedGunSystem
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dir = ev.Direction;
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lastUser = hit;
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}
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}
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if (lastHit != null)
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{
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@@ -395,7 +399,7 @@ public sealed partial class GunSystem : SharedGunSystem
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if (xformQuery.TryGetComponent(gridUid, out var gridXform))
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{
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var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridUid.Value, xformQuery);
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var (_, gridRot, gridInvMatrix) = TransformSystem.GetWorldPositionRotationInvMatrix(gridXform, xformQuery);
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fromCoordinates = new EntityCoordinates(gridUid.Value,
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gridInvMatrix.Transform(fromCoordinates.ToMapPos(EntityManager, TransformSystem)));
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7
Content.Shared/Projectiles/ProjectileCollideEvent.cs
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7
Content.Shared/Projectiles/ProjectileCollideEvent.cs
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@@ -0,0 +1,7 @@
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namespace Content.Shared.Projectiles;
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/// <summary>
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/// Raised directed on what a projectile collides with. Can have its deletion cancelled.
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/// </summary>
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[ByRefEvent]
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public record struct ProjectileCollideEvent(EntityUid OtherEntity, bool Cancelled);
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@@ -0,0 +1,15 @@
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using Content.Shared.Weapons.Reflect;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Weapons.Ranged.Components;
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/// <summary>
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/// Can this entity be reflected.
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/// Only applies if it is shot like a projectile and not if it is thrown.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class ReflectiveComponent : Component
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{
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[ViewVariables(VVAccess.ReadWrite), DataField("reflective")]
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public ReflectType Reflective = ReflectType.NonEnergy;
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}
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@@ -1,3 +1,5 @@
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using Content.Shared.Weapons.Reflect;
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namespace Content.Shared.Weapons.Ranged.Events;
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/// <summary>
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@@ -5,4 +7,4 @@ namespace Content.Shared.Weapons.Ranged.Events;
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/// and changing <see cref="Direction"/> where shot will go next
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/// </summary>
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[ByRefEvent]
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public record struct HitScanReflectAttemptEvent(Vector2 Direction, bool Reflected);
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public record struct HitScanReflectAttemptEvent(ReflectType Reflective, Vector2 Direction, bool Reflected);
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@@ -1,5 +1,6 @@
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using Content.Shared.Damage;
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using Content.Shared.Physics;
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using Content.Shared.Weapons.Reflect;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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@@ -31,6 +32,11 @@ public sealed class HitscanPrototype : IPrototype, IShootable
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[DataField("collisionMask")]
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public int CollisionMask = (int) CollisionGroup.Opaque;
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/// <summary>
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/// What we count as for reflection.
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/// </summary>
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[DataField("reflective")] public ReflectType Reflective = ReflectType.Energy;
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/// <summary>
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/// Sound that plays upon the thing being hit.
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/// </summary>
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@@ -1,44 +1,43 @@
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Weapons.Reflect;
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/// <summary>
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/// Entities with this component have a chance to reflect projectiles and hitscan shots
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class ReflectComponent : Component
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class ReflectComponent : Component
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{
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/// <summary>
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/// Can only reflect when enabled
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/// </summary>
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[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool Enabled = true;
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/// <summary>
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/// What we reflect.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
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public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
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/// <summary>
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/// Probability for a projectile to be reflected.
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/// </summary>
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite)]
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public float ReflectProb;
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float ReflectProb = 0.25f;
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[DataField("spread"), ViewVariables(VVAccess.ReadWrite)]
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public Angle Spread = Angle.FromDegrees(5);
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[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public Angle Spread = Angle.FromDegrees(45);
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[DataField("soundOnReflect")]
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public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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}
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[Serializable, NetSerializable]
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public sealed class ReflectComponentState : ComponentState
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[Flags]
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public enum ReflectType : byte
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{
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public bool Enabled;
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public float ReflectProb;
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public Angle Spread;
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public ReflectComponentState(bool enabled, float reflectProb, Angle spread)
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{
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Enabled = enabled;
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ReflectProb = reflectProb;
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Spread = spread;
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}
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None = 0,
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NonEnergy = 1 << 0,
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Energy = 1 << 1,
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}
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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.Cancelled)
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{
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if (args.Current is not ReflectComponentState state)
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return;
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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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return;
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}
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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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newDirection = null;
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return false;
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}
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}
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@@ -25,6 +25,7 @@
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description: If you can see this you're probably dead!
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abstract: true
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components:
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- type: Reflective
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- type: FlyBySound
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- type: Clickable
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- type: Sprite
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@@ -176,6 +177,9 @@
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parent: BaseBullet
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noSpawn: true
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components:
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- type: Reflective
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reflective:
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- Energy
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- type: FlyBySound
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sound:
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collection: EnergyMiss
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@@ -293,6 +297,9 @@
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noSpawn: true
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description: Not too bad, but you still don't want to get hit by it.
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components:
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- type: Reflective
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reflective:
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- NonEnergy
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- type: Sprite
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noRot: false
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sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
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@@ -316,6 +323,9 @@
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noSpawn: true
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description: Marks a target for additional damage.
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components:
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- type: Reflective
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reflective:
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- NonEnergy
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- type: Sprite
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noRot: false
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sprite: Objects/Weapons/Guns/Projectiles/magic.rsi
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@@ -53,8 +53,6 @@
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malus: 0
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- type: Reflect
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enabled: false
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reflectProb: 0.25
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spread: 45
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- type: entity
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name: pen
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@@ -7,7 +7,24 @@
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- type: Sprite
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sprite: Structures/Decoration/crystal.rsi
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state: crystal_green
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netsync: false
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- type: Reflect
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reflectProb: 0.5
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reflects:
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- Energy
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- type: Fixtures
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fixtures:
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fix1:
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shape:
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!type:PhysShapeCircle
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radius: 0.45
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density: 60
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mask:
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- MachineMask
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layer:
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- MidImpassable
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- LowImpassable
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- BulletImpassable
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- Opaque
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- type: PointLight
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radius: 3
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energy: 3
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Reference in New Issue
Block a user