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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@@ -52,7 +52,8 @@ namespace Content.Shared.Alert
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SuitPower,
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BorgHealth,
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BorgCrit,
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BorgDead
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BorgDead,
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Deflecting
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}
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}
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@@ -21,17 +21,42 @@ public sealed partial class ReflectComponent : Component
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[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
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public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
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/// <summary>
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/// Probability for a projectile to be reflected.
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/// </summary>
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float ReflectProb = 0.25f;
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[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public Angle Spread = Angle.FromDegrees(45);
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[DataField("soundOnReflect")]
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public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
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/// <summary>
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/// Is the deflection an innate power or something actively maintained? If true, this component grants a flat
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/// deflection chance rather than a chance that degrades when moving/weightless/stunned/etc.
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/// </summary>
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[DataField]
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public bool Innate = false;
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/// <summary>
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/// Maximum probability for a projectile to be reflected.
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/// </summary>
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[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float ReflectProb = 0.25f;
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/// <summary>
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/// The maximum velocity a wielder can move at before losing effectiveness.
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/// </summary>
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[DataField]
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public float VelocityBeforeNotMaxProb = 2.5f; // Walking speed for a human. Suitable for a weightless deflector like an e-sword.
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/// <summary>
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/// The velocity a wielder has to be moving at to use the minimum effectiveness value.
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/// </summary>
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[DataField]
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public float VelocityBeforeMinProb = 4.5f; // Sprinting speed for a human. Suitable for a weightless deflector like an e-sword.
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/// <summary>
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/// Minimum probability for a projectile to be reflected.
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/// </summary>
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[DataField]
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public float MinReflectProb = 0.1f;
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}
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[Flags]
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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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@@ -107,3 +107,6 @@ alerts-revenant-essence-desc = The power of souls. It sustains you and is used f
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alerts-revenant-corporeal-name = Corporeal
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alerts-revenant-corporeal-desc = You have manifested physically. People around you can see and hurt you.
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alerts-deflecting-name = Deflecting
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alerts-deflecting-desc = You have a chance to deflect incoming projectiles. Standing still or moving slowly will increase this chance.
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@@ -24,6 +24,7 @@
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- category: Thirst
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- alertType: Magboots
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- alertType: Pacified
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- alertType: Deflecting
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- type: entity
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id: AlertSpriteView
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@@ -474,3 +475,11 @@
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state: critical
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name: Debug6
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description: Debug
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- type: alert
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id: Deflecting
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icons:
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- sprite: /Textures/Interface/Alerts/deflecting.rsi
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state: deflecting0
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name: alerts-deflecting-name
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description: alerts-deflecting-desc
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@@ -84,6 +84,7 @@
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description: anomaly-behavior-reflect
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components:
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- type: Reflect
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innate: true
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reflectProb: 0.5
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reflects:
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- Energy
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@@ -96,6 +96,7 @@
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Heat: 0.4 # this technically means it protects against fires pretty well? -heat is just for lasers and stuff, not atmos temperature
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- type: Reflect
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reflectProb: 1
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innate: true # armor grants a passive shield that does not require concentration to maintain
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reflects:
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- Energy
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@@ -55,6 +55,7 @@
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- type: Perishable
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- type: Reflect
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reflectProb: 0.7
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innate: true
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reflects:
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- Energy
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- type: Fixtures
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@@ -313,7 +313,7 @@
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name: mirror shield
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parent: BaseShield
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id: MirrorShield
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description: Eerily glows red... you hear the geometer whispering
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description: Glows an eerie red. You hear the Geometer whispering...
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components:
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- type: Sprite
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state: mirror-icon
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@@ -321,6 +321,7 @@
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heldPrefix: mirror
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- type: Reflect
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reflectProb: 0.95
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innate: true
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reflects:
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- Energy
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- type: Blocking #Mirror shield reflects heat/laser, but is relatively weak to everything else.
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@@ -408,6 +409,7 @@
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- type: Reflect
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enabled: false
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reflectProb: 0.95
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innate: true
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reflects:
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- Energy
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- type: Blocking
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@@ -78,6 +78,8 @@
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malus: 0
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- type: Reflect
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enabled: false
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reflectProb: 0.5
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minReflectProb: 0.25
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- type: IgnitionSource
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temperature: 700
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@@ -218,7 +220,7 @@
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name: double-bladed energy sword
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parent: EnergySword
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id: EnergySwordDouble
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description: Syndicate Command Interns thought that having one blade on the energy sword was not enough. This can be stored in pockets.
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description: Syndicate Command's intern thought that having only one blade on energy swords was not cool enough. This can be stored in pockets.
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components:
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- type: EnergySword
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- type: ItemToggle
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@@ -269,7 +271,8 @@
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size: Small
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sprite: Objects/Weapons/Melee/e_sword_double-inhands.rsi
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- type: Reflect
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reflectProb: .75
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reflectProb: .80
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minReflectProb: .65
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spread: 75
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- type: UseDelay
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delay: 1
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@@ -13,12 +13,17 @@
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attackRate: 1.5
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damage:
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types:
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Slash: 17 #cmon, it has to be at least BETTER than the rest.
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Slash: 15
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soundHit:
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path: /Audio/Weapons/bladeslice.ogg
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- type: Reflect
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enabled: true
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reflectProb: .1
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# Design intent: a robust captain or tot can sacrifice movement to make the most of this weapon, but they have to
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# really restrict themselves to walking speed or less.
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reflectProb: 0.5
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velocityBeforeNotMaxProb: 1.0
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velocityBeforeMinProb: 3.0
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minReflectProb: 0.1
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spread: 90
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- type: Item
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size: Normal
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@@ -83,6 +88,9 @@
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- Back
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- Belt
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- type: Reflect
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reflectProb: 0.3
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velocityBeforeNotMaxProb: 6.0 # don't punish ninjas for being ninjas
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velocityBeforeMinProb: 10.0
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- type: entity
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name: machete
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@@ -152,7 +160,7 @@
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wideAnimationRotation: -135
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damage:
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types:
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Slash: 16
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Slash: 15
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soundHit:
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path: /Audio/Weapons/bladeslice.ogg
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- type: Item
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@@ -164,7 +172,7 @@
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name: The Throngler
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parent: BaseItem
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id: Throngler
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description: Why would you make this?
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description: Why would someone make this?
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components:
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- type: Sharp
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- type: Sprite
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@@ -185,7 +193,10 @@
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path: /Audio/Effects/explosion_small1.ogg
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- type: Reflect
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enabled: true
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reflectProb: .25
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reflectProb: 0.5 # In robust hands, deflects as well as an e-sword
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velocityBeforeNotMaxProb: 1.0
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velocityBeforeMinProb: 3.0
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minReflectProb: 0.1
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spread: 90
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- type: Item
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size: Ginormous
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Binary file not shown.
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After Width: | Height: | Size: 1.7 KiB |
14
Resources/Textures/Interface/Alerts/deflecting.rsi/meta.json
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14
Resources/Textures/Interface/Alerts/deflecting.rsi/meta.json
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@@ -0,0 +1,14 @@
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{
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"version": 1,
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"license": "CC-BY-SA-3.0",
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"copyright": "Deflecting icon by Ubaser",
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"size": {
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"x": 32,
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"y": 32
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},
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"states": [
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{
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"name": "deflecting0"
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}
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]
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}
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Block a user