Make energy sword reflect projectiles and hitscan shots (#14029)

This commit is contained in:
Slava0135
2023-04-02 16:48:32 +03:00
committed by GitHub
parent b8014bc8af
commit 6412289334
16 changed files with 517 additions and 272 deletions

View File

@@ -0,0 +1,49 @@
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Weapons.Reflect;
/// <summary>
/// Entities with this component have a chance to reflect projectiles and hitscan shots
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class ReflectComponent : Component
{
/// <summary>
/// Can only reflect when enabled
/// </summary>
[DataField("enabled"), ViewVariables(VVAccess.ReadWrite)]
public bool Enabled = true;
/// <summary>
/// Reflect chance for hitscan weapons (lasers) and projectiles with heat damage (disabler)
/// </summary>
[DataField("energeticChance"), ViewVariables(VVAccess.ReadWrite)]
public float EnergeticChance;
[DataField("kineticChance"), ViewVariables(VVAccess.ReadWrite)]
public float KineticChance;
[DataField("spread"), ViewVariables(VVAccess.ReadWrite)]
public Angle Spread = Angle.FromDegrees(5);
[DataField("onReflect")]
public SoundSpecifier? OnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
}
[Serializable, NetSerializable]
public sealed class ReflectComponentState : ComponentState
{
public bool Enabled;
public float EnergeticChance;
public float KineticChance;
public Angle Spread;
public ReflectComponentState(bool enabled, float energeticChance, float kineticChance, Angle spread)
{
Enabled = enabled;
EnergeticChance = energeticChance;
KineticChance = kineticChance;
Spread = spread;
}
}