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

View File

@@ -6,33 +6,33 @@ namespace Content.Server.Anomaly.Components;
[RegisterComponent]
public sealed class ProjectileAnomalyComponent : Component
{
/// <sumarry>
/// <summary>
/// The prototype of the projectile that will be shot when the anomaly pulses
/// </summary>
[DataField("projectilePrototype", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
[DataField("projectilePrototype", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>)), ViewVariables(VVAccess.ReadWrite)]
public string ProjectilePrototype = default!;
/// <summary>
/// The MAXIMUM speed <see cref="ProjectilePrototype"/> can travel
/// The speed <see cref="ProjectilePrototype"/> can travel
/// </summary>
[DataField("maxProjectileSpeed")]
public float MaxProjectileSpeed = 30f;
[DataField("projectileSpeed"), ViewVariables(VVAccess.ReadWrite)]
public float ProjectileSpeed = 30f;
/// <summary>
/// The minimum number of projectiles shot per pulse
/// </summary>
[DataField("minProjectiles"), ViewVariables(VVAccess.ReadWrite)]
public int MinProjectiles = 2;
/// <summary>
/// The MAXIMUM number of projectiles shot per pulse
/// </summary>
[DataField("maxProjectiles")]
public int MaxProjectiles = 5;
[DataField("maxProjectiles"), ViewVariables(VVAccess.ReadWrite)]
public int MaxProjectiles = 9;
/// <summary>
/// The MAXIMUM range for targeting entities
/// </summary>
[DataField("projectileRange")]
[DataField("projectileRange"), ViewVariables(VVAccess.ReadWrite)]
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.Mind.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Anomaly.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Projectiles;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Random;
namespace Content.Server.Anomaly.Effects;
@@ -38,29 +40,36 @@ public sealed class ProjectileAnomalySystem : EntitySystem
private void ShootProjectilesAtEntities(EntityUid uid, ProjectileAnomalyComponent component, float severity)
{
var xform = Transform(uid);
var projectilesShot = 0;
var range = component.ProjectileRange * severity;
var mobQuery = GetEntityQuery<MindComponent>();
var projectileCount = (int) MathF.Round(MathHelper.Lerp(component.MinProjectiles, component.MaxProjectiles, severity));
var xformQuery = GetEntityQuery<TransformComponent>();
var mobQuery = GetEntityQuery<MobStateComponent>();
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)
return;
if (mobQuery.HasComponent(entity))
priority.Add(entity);
}
// Sentient entities are more likely to be shot at than non sentient
if (!mobQuery.HasComponent(entity) && !_random.Prob(component.TargetNonSentientChance))
continue;
Logger.Debug($"shots: {projectileCount}");
while (projectileCount > 0)
{
Logger.Debug($"{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(
uid, component,
xform.Coordinates,
targetCoords,
severity
);
projectilesShot++;
severity);
projectileCount--;
}
}
@@ -69,8 +78,7 @@ public sealed class ProjectileAnomalySystem : EntitySystem
ProjectileAnomalyComponent component,
EntityCoordinates coords,
EntityCoordinates targetCoords,
float severity
)
float severity)
{
var mapPos = coords.ToMap(EntityManager, _xform);
@@ -86,6 +94,6 @@ public sealed class ProjectileAnomalySystem : EntitySystem
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:
Piercing: 20
Cold: 20
Structural: 40
Structural: 50
- type: entity
parent: ProjectilePolyboltBase

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