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
This commit is contained in:
Hannah Giovanna Dawson
2024-05-07 19:14:58 +01:00
committed by GitHub
parent cd8e90c58e
commit b90373356e
13 changed files with 163 additions and 22 deletions

View File

@@ -1,17 +1,20 @@
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.Audio;
using Content.Shared.Damage.Components;
using Content.Shared.Database;
using Content.Shared.Gravity;
using Content.Shared.Hands;
using Content.Shared.Inventory;
using Content.Shared.Inventory.Events;
using Content.Shared.Item.ItemToggle.Components;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Standing;
using Content.Shared.Weapons.Ranged.Components;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Physics.Components;
@@ -35,6 +38,9 @@ public sealed class ReflectSystem : EntitySystem
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
public override void Initialize()
{
@@ -91,15 +97,20 @@ public sealed class ReflectSystem : EntitySystem
private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
{
if (!Resolve(reflector, ref reflect, false) ||
// Do we have the components needed to try a reflect at all?
if (
!Resolve(reflector, ref reflect, false) ||
!reflect.Enabled ||
!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
(reflect.Reflects & reflective.Reflective) == 0x0 ||
!_random.Prob(reflect.ReflectProb) ||
!TryComp<PhysicsComponent>(projectile, out var physics))
{
!TryComp<PhysicsComponent>(projectile, out var physics) ||
TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
_standing.IsDown(reflector)
)
return false;
if (!_random.Prob(CalcReflectChance(reflector, reflect)))
return false;
}
var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
@@ -137,6 +148,34 @@ public sealed class ReflectSystem : EntitySystem
return true;
}
private float CalcReflectChance(EntityUid reflector, ReflectComponent reflect)
{
/*
* The rules of deflection are as follows:
* If you innately reflect things via magic, biology etc., you always have a full chance.
* If you are standing up and standing still, you're prepared to deflect and have full chance.
* If you have velocity, your deflection chance depends on your velocity, clamped.
* If you are floating, your chance is the minimum value possible.
* You cannot deflect if you are knocked down or stunned.
*/
if (reflect.Innate)
return reflect.ReflectProb;
if (_gravity.IsWeightless(reflector))
return reflect.MinReflectProb;
if (!TryComp<PhysicsComponent>(reflector, out var reflectorPhysics))
return reflect.ReflectProb;
return MathHelper.Lerp(
reflect.MinReflectProb,
reflect.ReflectProb,
// Inverse progression between velocities fed in as progression between probabilities. We go high -> low so the output here needs to be _inverted_.
1 - Math.Clamp((reflectorPhysics.LinearVelocity.Length() - reflect.VelocityBeforeNotMaxProb) / (reflect.VelocityBeforeMinProb - reflect.VelocityBeforeNotMaxProb), 0, 1)
);
}
private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
{
if (args.Reflected ||
@@ -162,7 +201,14 @@ public sealed class ReflectSystem : EntitySystem
{
if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
!reflect.Enabled ||
!_random.Prob(reflect.ReflectProb))
TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
_standing.IsDown(reflector))
{
newDirection = null;
return false;
}
if (!_random.Prob(CalcReflectChance(reflector, reflect)))
{
newDirection = null;
return false;
@@ -191,6 +237,9 @@ public sealed class ReflectSystem : EntitySystem
return;
EnsureComp<ReflectUserComponent>(args.Equipee);
if (component.Enabled)
EnableAlert(args.Equipee);
}
private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
@@ -204,6 +253,9 @@ public sealed class ReflectSystem : EntitySystem
return;
EnsureComp<ReflectUserComponent>(args.User);
if (component.Enabled)
EnableAlert(args.User);
}
private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
@@ -215,6 +267,11 @@ public sealed class ReflectSystem : EntitySystem
{
comp.Enabled = args.Activated;
Dirty(uid, comp);
if (comp.Enabled)
EnableAlert(uid);
else
DisableAlert(uid);
}
/// <summary>
@@ -228,9 +285,22 @@ public sealed class ReflectSystem : EntitySystem
continue;
EnsureComp<ReflectUserComponent>(user);
EnableAlert(user);
return;
}
RemCompDeferred<ReflectUserComponent>(user);
DisableAlert(user);
}
private void EnableAlert(EntityUid alertee)
{
_alerts.ShowAlert(alertee, AlertType.Deflecting);
}
private void DisableAlert(EntityUid alertee)
{
_alerts.ClearAlert(alertee, AlertType.Deflecting);
}
}