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

@@ -52,7 +52,8 @@ namespace Content.Shared.Alert
SuitPower,
BorgHealth,
BorgCrit,
BorgDead
BorgDead,
Deflecting
}
}

View File

@@ -21,17 +21,42 @@ public sealed partial class ReflectComponent : Component
[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
/// <summary>
/// Probability for a projectile to be reflected.
/// </summary>
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float ReflectProb = 0.25f;
[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public Angle Spread = Angle.FromDegrees(45);
[DataField("soundOnReflect")]
public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
/// <summary>
/// Is the deflection an innate power or something actively maintained? If true, this component grants a flat
/// deflection chance rather than a chance that degrades when moving/weightless/stunned/etc.
/// </summary>
[DataField]
public bool Innate = false;
/// <summary>
/// Maximum probability for a projectile to be reflected.
/// </summary>
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float ReflectProb = 0.25f;
/// <summary>
/// The maximum velocity a wielder can move at before losing effectiveness.
/// </summary>
[DataField]
public float VelocityBeforeNotMaxProb = 2.5f; // Walking speed for a human. Suitable for a weightless deflector like an e-sword.
/// <summary>
/// The velocity a wielder has to be moving at to use the minimum effectiveness value.
/// </summary>
[DataField]
public float VelocityBeforeMinProb = 4.5f; // Sprinting speed for a human. Suitable for a weightless deflector like an e-sword.
/// <summary>
/// Minimum probability for a projectile to be reflected.
/// </summary>
[DataField]
public float MinReflectProb = 0.1f;
}
[Flags]

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@@ -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);
}
}

View File

@@ -107,3 +107,6 @@ alerts-revenant-essence-desc = The power of souls. It sustains you and is used f
alerts-revenant-corporeal-name = Corporeal
alerts-revenant-corporeal-desc = You have manifested physically. People around you can see and hurt you.
alerts-deflecting-name = Deflecting
alerts-deflecting-desc = You have a chance to deflect incoming projectiles. Standing still or moving slowly will increase this chance.

View File

@@ -24,6 +24,7 @@
- category: Thirst
- alertType: Magboots
- alertType: Pacified
- alertType: Deflecting
- type: entity
id: AlertSpriteView
@@ -474,3 +475,11 @@
state: critical
name: Debug6
description: Debug
- type: alert
id: Deflecting
icons:
- sprite: /Textures/Interface/Alerts/deflecting.rsi
state: deflecting0
name: alerts-deflecting-name
description: alerts-deflecting-desc

View File

@@ -84,6 +84,7 @@
description: anomaly-behavior-reflect
components:
- type: Reflect
innate: true
reflectProb: 0.5
reflects:
- Energy

View File

@@ -96,6 +96,7 @@
Heat: 0.4 # this technically means it protects against fires pretty well? -heat is just for lasers and stuff, not atmos temperature
- type: Reflect
reflectProb: 1
innate: true # armor grants a passive shield that does not require concentration to maintain
reflects:
- Energy

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@@ -55,6 +55,7 @@
- type: Perishable
- type: Reflect
reflectProb: 0.7
innate: true
reflects:
- Energy
- type: Fixtures

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@@ -313,7 +313,7 @@
name: mirror shield
parent: BaseShield
id: MirrorShield
description: Eerily glows red... you hear the geometer whispering
description: Glows an eerie red. You hear the Geometer whispering...
components:
- type: Sprite
state: mirror-icon
@@ -321,6 +321,7 @@
heldPrefix: mirror
- type: Reflect
reflectProb: 0.95
innate: true
reflects:
- Energy
- type: Blocking #Mirror shield reflects heat/laser, but is relatively weak to everything else.
@@ -408,6 +409,7 @@
- type: Reflect
enabled: false
reflectProb: 0.95
innate: true
reflects:
- Energy
- type: Blocking

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@@ -78,6 +78,8 @@
malus: 0
- type: Reflect
enabled: false
reflectProb: 0.5
minReflectProb: 0.25
- type: IgnitionSource
temperature: 700
@@ -218,7 +220,7 @@
name: double-bladed energy sword
parent: EnergySword
id: EnergySwordDouble
description: Syndicate Command Interns thought that having one blade on the energy sword was not enough. This can be stored in pockets.
description: Syndicate Command's intern thought that having only one blade on energy swords was not cool enough. This can be stored in pockets.
components:
- type: EnergySword
- type: ItemToggle
@@ -269,7 +271,8 @@
size: Small
sprite: Objects/Weapons/Melee/e_sword_double-inhands.rsi
- type: Reflect
reflectProb: .75
reflectProb: .80
minReflectProb: .65
spread: 75
- type: UseDelay
delay: 1

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@@ -13,12 +13,17 @@
attackRate: 1.5
damage:
types:
Slash: 17 #cmon, it has to be at least BETTER than the rest.
Slash: 15
soundHit:
path: /Audio/Weapons/bladeslice.ogg
- type: Reflect
enabled: true
reflectProb: .1
# Design intent: a robust captain or tot can sacrifice movement to make the most of this weapon, but they have to
# really restrict themselves to walking speed or less.
reflectProb: 0.5
velocityBeforeNotMaxProb: 1.0
velocityBeforeMinProb: 3.0
minReflectProb: 0.1
spread: 90
- type: Item
size: Normal
@@ -83,6 +88,9 @@
- Back
- Belt
- type: Reflect
reflectProb: 0.3
velocityBeforeNotMaxProb: 6.0 # don't punish ninjas for being ninjas
velocityBeforeMinProb: 10.0
- type: entity
name: machete
@@ -152,7 +160,7 @@
wideAnimationRotation: -135
damage:
types:
Slash: 16
Slash: 15
soundHit:
path: /Audio/Weapons/bladeslice.ogg
- type: Item
@@ -164,7 +172,7 @@
name: The Throngler
parent: BaseItem
id: Throngler
description: Why would you make this?
description: Why would someone make this?
components:
- type: Sharp
- type: Sprite
@@ -185,7 +193,10 @@
path: /Audio/Effects/explosion_small1.ogg
- type: Reflect
enabled: true
reflectProb: .25
reflectProb: 0.5 # In robust hands, deflects as well as an e-sword
velocityBeforeNotMaxProb: 1.0
velocityBeforeMinProb: 3.0
minReflectProb: 0.1
spread: 90
- type: Item
size: Ginormous

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@@ -0,0 +1,14 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Deflecting icon by Ubaser",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "deflecting0"
}
]
}