Weapon Reflection Movement Mechanic (#27219)
* Weapon Reflection Movement Mechanic Adds a movement mechanic to deflection. Standing still gives you your best chance of deflecting a shot. Moving lowers this to 2/3rds. Sprinting to 1/3rd. This allows for robust players to express better and provides counterplay to someone finding a goober-strong deflection weapon, giving more design space. As part of this PR I've also touched the numbers of a few swords, shields, etc. and modified some descriptions to make them read better. The balance numbers are not remotely final, but as intent: 1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana. 2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5? 3. The Energy Katana has a flat 30% reflect chance. 4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. 5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. 6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%. 7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%. * Resolve PR comments. * Weh? * Reign in double esword a tad * Shield nerfs no longer real * Improve Mirror Cult desc * Simple alert for deflection! No art yet. * Added a new icon for deflecting
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@@ -1,17 +1,20 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.Audio;
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using Content.Shared.Damage.Components;
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using Content.Shared.Database;
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using Content.Shared.Gravity;
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using Content.Shared.Hands;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item.ItemToggle.Components;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Standing;
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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 Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Components;
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@@ -35,6 +38,9 @@ public sealed class ReflectSystem : EntitySystem
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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public override void Initialize()
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{
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@@ -91,15 +97,20 @@ public sealed class ReflectSystem : EntitySystem
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private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
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{
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if (!Resolve(reflector, ref reflect, false) ||
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// Do we have the components needed to try a reflect at all?
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if (
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!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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!TryComp<PhysicsComponent>(projectile, out var physics) ||
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TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
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_standing.IsDown(reflector)
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)
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return false;
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if (!_random.Prob(CalcReflectChance(reflector, reflect)))
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return false;
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}
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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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@@ -137,6 +148,34 @@ public sealed class ReflectSystem : EntitySystem
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return true;
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}
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private float CalcReflectChance(EntityUid reflector, ReflectComponent reflect)
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{
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/*
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* The rules of deflection are as follows:
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* If you innately reflect things via magic, biology etc., you always have a full chance.
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* If you are standing up and standing still, you're prepared to deflect and have full chance.
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* If you have velocity, your deflection chance depends on your velocity, clamped.
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* If you are floating, your chance is the minimum value possible.
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* You cannot deflect if you are knocked down or stunned.
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*/
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if (reflect.Innate)
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return reflect.ReflectProb;
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if (_gravity.IsWeightless(reflector))
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return reflect.MinReflectProb;
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if (!TryComp<PhysicsComponent>(reflector, out var reflectorPhysics))
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return reflect.ReflectProb;
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return MathHelper.Lerp(
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reflect.MinReflectProb,
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reflect.ReflectProb,
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// Inverse progression between velocities fed in as progression between probabilities. We go high -> low so the output here needs to be _inverted_.
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1 - Math.Clamp((reflectorPhysics.LinearVelocity.Length() - reflect.VelocityBeforeNotMaxProb) / (reflect.VelocityBeforeMinProb - reflect.VelocityBeforeNotMaxProb), 0, 1)
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);
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}
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private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected ||
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@@ -162,7 +201,14 @@ public sealed class ReflectSystem : EntitySystem
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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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TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
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_standing.IsDown(reflector))
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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 (!_random.Prob(CalcReflectChance(reflector, reflect)))
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{
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newDirection = null;
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return false;
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@@ -191,6 +237,9 @@ public sealed class ReflectSystem : EntitySystem
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return;
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EnsureComp<ReflectUserComponent>(args.Equipee);
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if (component.Enabled)
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EnableAlert(args.Equipee);
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}
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private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
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@@ -204,6 +253,9 @@ public sealed class ReflectSystem : EntitySystem
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return;
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EnsureComp<ReflectUserComponent>(args.User);
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if (component.Enabled)
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EnableAlert(args.User);
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}
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private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
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@@ -215,6 +267,11 @@ public sealed class ReflectSystem : EntitySystem
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{
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comp.Enabled = args.Activated;
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Dirty(uid, comp);
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if (comp.Enabled)
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EnableAlert(uid);
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else
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DisableAlert(uid);
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}
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/// <summary>
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@@ -228,9 +285,22 @@ public sealed class ReflectSystem : EntitySystem
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continue;
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EnsureComp<ReflectUserComponent>(user);
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EnableAlert(user);
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return;
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}
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RemCompDeferred<ReflectUserComponent>(user);
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DisableAlert(user);
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}
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private void EnableAlert(EntityUid alertee)
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{
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_alerts.ShowAlert(alertee, AlertType.Deflecting);
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}
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private void DisableAlert(EntityUid alertee)
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{
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_alerts.ClearAlert(alertee, AlertType.Deflecting);
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}
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}
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