Make energy sword reflect projectiles and hitscan shots (#14029)
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107
Content.Shared/Weapons/Reflect/SharedReflectSystem.cs
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107
Content.Shared/Weapons/Reflect/SharedReflectSystem.cs
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using Content.Shared.Audio;
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using Content.Shared.Popups;
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using Robust.Shared.Random;
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using Robust.Shared.Physics.Systems;
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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 System.Diagnostics.CodeAnalysis;
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using Content.Shared.Projectiles;
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namespace Content.Shared.Weapons.Reflect;
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/// <summary>
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/// This handles reflecting projectiles and hitscan shots.
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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 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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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedHandsComponent, ProjectileReflectAttemptEvent>(OnHandReflectProjectile);
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SubscribeLocalEvent<SharedHandsComponent, HitScanReflectAttemptEvent>(OnHandsReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<ReflectComponent, ComponentGetState>(OnGetState);
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}
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private static void OnHandleState(EntityUid uid, ReflectComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ReflectComponentState state) return;
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component.Enabled = state.Enabled;
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component.EnergeticChance = state.EnergeticChance;
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component.KineticChance = state.KineticChance;
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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.EnergeticChance, component.KineticChance, component.Spread);
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}
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private void OnHandReflectProjectile(EntityUid uid, SharedHandsComponent hands, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (TryReflectProjectile(uid, hands.ActiveHandEntity, args.ProjUid, args.Component))
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args.Cancelled = true;
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}
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private bool TryReflectProjectile(EntityUid user, EntityUid? reflector, EntityUid projectile, ProjectileComponent component)
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{
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var isEnergyProjectile = component.Damage.DamageDict.ContainsKey("Heat");
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var isKineticProjectile = !isEnergyProjectile;
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if (TryComp<ReflectComponent>(reflector, out var reflect) &&
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reflect.Enabled &&
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(isEnergyProjectile && _random.Prob(reflect.EnergeticChance) || isKineticProjectile && _random.Prob(reflect.KineticChance)))
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{
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var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
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var relVel = _physics.GetMapLinearVelocity(projectile) - _physics.GetMapLinearVelocity(user);
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var newVel = rotation.RotateVec(relVel);
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_physics.SetLinearVelocity(projectile, newVel);
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var locRot = Transform(projectile).LocalRotation;
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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, PopupType.Small);
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_audio.PlayPvs(reflect.OnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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return true;
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}
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return false;
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}
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private void OnHandsReflectHitscan(EntityUid uid, SharedHandsComponent hands, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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return;
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if (TryReflectHitscan(uid, hands.ActiveHandEntity, 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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{
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if (TryComp<ReflectComponent>(reflector, out var reflect) &&
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reflect.Enabled &&
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_random.Prob(reflect.EnergeticChance))
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), user, PopupType.Small);
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_audio.PlayPvs(reflect.OnReflect, 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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}
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newDirection = null;
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return false;
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}
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}
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