Ice anomaly buff (anti-box maneuvers) (#17293)

This commit is contained in:
Nemanja
2023-06-15 20:52:49 -04:00
committed by GitHub
parent 18837c305d
commit 39a42559ac
4 changed files with 44 additions and 36 deletions

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@@ -6,33 +6,33 @@ namespace Content.Server.Anomaly.Components;
[RegisterComponent] [RegisterComponent]
public sealed class ProjectileAnomalyComponent : Component public sealed class ProjectileAnomalyComponent : Component
{ {
/// <sumarry> /// <summary>
/// The prototype of the projectile that will be shot when the anomaly pulses /// The prototype of the projectile that will be shot when the anomaly pulses
/// </summary> /// </summary>
[DataField("projectilePrototype", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))] [DataField("projectilePrototype", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string ProjectilePrototype = default!; public string ProjectilePrototype = default!;
/// <summary> /// <summary>
/// The MAXIMUM speed <see cref="ProjectilePrototype"/> can travel /// The speed <see cref="ProjectilePrototype"/> can travel
/// </summary> /// </summary>
[DataField("maxProjectileSpeed")] [DataField("projectileSpeed"), ViewVariables(VVAccess.ReadWrite)]
public float MaxProjectileSpeed = 30f; public float ProjectileSpeed = 30f;
/// <summary>
/// The minimum number of projectiles shot per pulse
/// </summary>
[DataField("minProjectiles"), ViewVariables(VVAccess.ReadWrite)]
public int MinProjectiles = 2;
/// <summary> /// <summary>
/// The MAXIMUM number of projectiles shot per pulse /// The MAXIMUM number of projectiles shot per pulse
/// </summary> /// </summary>
[DataField("maxProjectiles")] [DataField("maxProjectiles"), ViewVariables(VVAccess.ReadWrite)]
public int MaxProjectiles = 5; public int MaxProjectiles = 9;
/// <summary> /// <summary>
/// The MAXIMUM range for targeting entities /// The MAXIMUM range for targeting entities
/// </summary> /// </summary>
[DataField("projectileRange")] [DataField("projectileRange"), ViewVariables(VVAccess.ReadWrite)]
public float ProjectileRange = 50f; public float ProjectileRange = 50f;
/// <summary>
/// Chance that a non sentient entity will be targeted, value must be between 0.0-1.0
/// </summary>
[DataField("targetNonSentientChance")]
public float TargetNonSentientChance = 0.5f;
} }

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@@ -1,10 +1,12 @@
using System.Linq;
using Content.Server.Anomaly.Components; using Content.Server.Anomaly.Components;
using Content.Server.Mind.Components;
using Content.Server.Weapons.Ranged.Systems; using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Anomaly.Components; using Content.Shared.Anomaly.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Projectiles; using Content.Shared.Projectiles;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Random; using Robust.Shared.Random;
namespace Content.Server.Anomaly.Effects; namespace Content.Server.Anomaly.Effects;
@@ -38,29 +40,36 @@ public sealed class ProjectileAnomalySystem : EntitySystem
private void ShootProjectilesAtEntities(EntityUid uid, ProjectileAnomalyComponent component, float severity) private void ShootProjectilesAtEntities(EntityUid uid, ProjectileAnomalyComponent component, float severity)
{ {
var xform = Transform(uid); var projectileCount = (int) MathF.Round(MathHelper.Lerp(component.MinProjectiles, component.MaxProjectiles, severity));
var projectilesShot = 0; var xformQuery = GetEntityQuery<TransformComponent>();
var range = component.ProjectileRange * severity; var mobQuery = GetEntityQuery<MobStateComponent>();
var mobQuery = GetEntityQuery<MindComponent>(); var xform = xformQuery.GetComponent(uid);
foreach (var entity in _lookup.GetEntitiesInRange(uid, range, LookupFlags.Dynamic)) var inRange = _lookup.GetEntitiesInRange(uid, component.ProjectileRange * severity, LookupFlags.Dynamic).ToList();
_random.Shuffle(inRange);
var priority = new List<EntityUid>();
foreach (var entity in inRange)
{ {
if (projectilesShot >= component.MaxProjectiles * severity) if (mobQuery.HasComponent(entity))
return; priority.Add(entity);
}
// Sentient entities are more likely to be shot at than non sentient Logger.Debug($"shots: {projectileCount}");
if (!mobQuery.HasComponent(entity) && !_random.Prob(component.TargetNonSentientChance)) while (projectileCount > 0)
continue; {
Logger.Debug($"{projectileCount}");
var target = priority.Any()
? _random.PickAndTake(priority)
: _random.Pick(inRange);
var targetCoords = Transform(entity).Coordinates.Offset(_random.NextVector2(-1, 1)); var targetCoords = xformQuery.GetComponent(target).Coordinates.Offset(_random.NextVector2(0.5f));
ShootProjectile( ShootProjectile(
uid, component, uid, component,
xform.Coordinates, xform.Coordinates,
targetCoords, targetCoords,
severity severity);
); projectileCount--;
projectilesShot++;
} }
} }
@@ -69,8 +78,7 @@ public sealed class ProjectileAnomalySystem : EntitySystem
ProjectileAnomalyComponent component, ProjectileAnomalyComponent component,
EntityCoordinates coords, EntityCoordinates coords,
EntityCoordinates targetCoords, EntityCoordinates targetCoords,
float severity float severity)
)
{ {
var mapPos = coords.ToMap(EntityManager, _xform); var mapPos = coords.ToMap(EntityManager, _xform);
@@ -86,6 +94,6 @@ public sealed class ProjectileAnomalySystem : EntitySystem
comp.Damage *= severity; comp.Damage *= severity;
_gunSystem.ShootProjectile(ent, direction, Vector2.Zero, uid, uid, component.MaxProjectileSpeed * severity); _gunSystem.ShootProjectile(ent, direction, Vector2.Zero, uid, uid, component.ProjectileSpeed);
} }
} }

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@@ -139,7 +139,7 @@
types: types:
Piercing: 20 Piercing: 20
Cold: 20 Cold: 20
Structural: 40 Structural: 50
- type: entity - type: entity
parent: ProjectilePolyboltBase parent: ProjectilePolyboltBase

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@@ -215,9 +215,9 @@
Cold: 10 Cold: 10
- type: ExplosionAnomaly - type: ExplosionAnomaly
supercriticalExplosion: Cryo supercriticalExplosion: Cryo
explosionTotalIntensity: 1000 explosionTotalIntensity: 300
explosionDropoff: 1 explosionDropoff: 2
explosionMaxTileIntensity: 10 explosionMaxTileIntensity: 20
- type: ProjectileAnomaly - type: ProjectileAnomaly
projectilePrototype: ProjectileIcicle projectilePrototype: ProjectileIcicle
targetNonSentientChance: 0.1 targetNonSentientChance: 0.1