Add reflection support for mobs, reflective vest, shuttle walls (#18186)
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@@ -9,6 +9,7 @@ public sealed class ReflectSystem : SharedReflectSystem
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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<ReflectComponent, EnergySwordActivatedEvent>(EnableReflect);
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SubscribeLocalEvent<ReflectComponent, EnergySwordActivatedEvent>(EnableReflect);
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SubscribeLocalEvent<ReflectComponent, EnergySwordDeactivatedEvent>(DisableReflect);
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SubscribeLocalEvent<ReflectComponent, EnergySwordDeactivatedEvent>(DisableReflect);
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SubscribeLocalEvent<ReflectComponent, ItemToggleActivatedEvent>(ShieldEnableReflect);
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SubscribeLocalEvent<ReflectComponent, ItemToggleActivatedEvent>(ShieldEnableReflect);
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@@ -5,6 +5,8 @@ using Content.Shared.Audio;
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using Content.Shared.Database;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.Components;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Weapons.Ranged.Events;
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using Content.Shared.Inventory;
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using Content.Shared.Inventory.Events;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Components;
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using Content.Shared.Popups;
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using Content.Shared.Popups;
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using Content.Shared.Projectiles;
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using Content.Shared.Projectiles;
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@@ -27,15 +29,20 @@ public abstract class SharedReflectSystem : EntitySystem
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[Dependency] private readonly SharedPhysicsSystem _physics = 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 SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = 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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public override void Initialize()
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public override void Initialize()
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{
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{
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base.Initialize();
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base.Initialize();
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SubscribeLocalEvent<HandsComponent, ProjectileReflectAttemptEvent>(OnHandReflectProjectile);
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SubscribeLocalEvent<HandsComponent, ProjectileReflectAttemptEvent>(OnHandReflectProjectile);
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SubscribeLocalEvent<HandsComponent, HitScanReflectAttemptEvent>(OnHandsReflectHitscan);
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SubscribeLocalEvent<HandsComponent, HitScanReflectAttemptEvent>(OnHandsReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, ProjectileCollideEvent>(OnReflectCollide);
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SubscribeLocalEvent<ReflectComponent, ProjectileCollideEvent>(OnReflectCollide);
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SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
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SubscribeLocalEvent<ReflectComponent, GotEquippedEvent>(OnReflectEquipped);
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SubscribeLocalEvent<ReflectComponent, GotUnequippedEvent>(OnReflectUnequipped);
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}
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}
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private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileCollideEvent args)
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private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileCollideEvent args)
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@@ -160,4 +167,49 @@ public abstract class SharedReflectSystem : EntitySystem
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return true;
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return true;
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}
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}
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private void OnReflectEquipped(EntityUid uid, ReflectComponent comp, GotEquippedEvent args)
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{
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if (!TryComp(args.Equipee, out ReflectComponent? reflection))
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return;
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reflection.Enabled = true;
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// reflection probability should be: (1 - old probability) * newly-equipped item probability + old probability
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// example: if entity has .25 reflection and newly-equipped item has .7, entity should have (1 - .25) * .7 + .25 = .775
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reflection.ReflectProb += (1 - reflection.ReflectProb) * comp.ReflectProb;
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}
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private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
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{
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if (!TryComp(args.Equipee, out ReflectComponent? reflection))
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return;
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if (!_inventorySystem.TryGetSlots(args.Equipee, out var slotDef))
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return;
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// you could recalculate reflectprob with new = (old - component) / (1 - component), but component=1 introduces loss
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// still need to either maintain a counter or loop through all slots to determine reflection.enabled anyway?
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float newProb = 1;
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var reflecting = false;
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foreach (var slot in slotDef)
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{
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if (!_inventorySystem.TryGetSlotEntity(args.Equipee, slot.Name, out var slotEnt))
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continue;
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if (!TryComp(slotEnt, out ReflectComponent? refcomp))
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continue;
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reflecting = true;
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var prob = refcomp.ReflectProb;
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newProb -= newProb * prob;
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}
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reflection.ReflectProb = 1 - newProb;
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reflection.Enabled = reflecting;
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}
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}
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}
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@@ -94,6 +94,8 @@
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Slash: 0.9
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Slash: 0.9
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Piercing: 0.9
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Piercing: 0.9
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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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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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- type: entity
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- type: entity
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parent: ClothingOuterBaseLarge
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parent: ClothingOuterBaseLarge
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@@ -149,6 +149,9 @@
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visible: false
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visible: false
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- type: Physics
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- type: Physics
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bodyType: KinematicController
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bodyType: KinematicController
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- type: Reflect
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enabled: false
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reflectProb: 0
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- type: Fixtures
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- type: Fixtures
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fixtures: # TODO: This needs a second fixture just for mob collisions.
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fixtures: # TODO: This needs a second fixture just for mob collisions.
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fix1:
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fix1:
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@@ -672,6 +672,8 @@
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damageModifierSet: Metallic
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damageModifierSet: Metallic
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- type: Physics
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- type: Physics
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bodyType: Static
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bodyType: Static
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- type: Reflect
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reflectProb: 1
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- type: Pullable
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- type: Pullable
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- type: Airtight
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- type: Airtight
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noAirWhenFullyAirBlocked: false
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noAirWhenFullyAirBlocked: false
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@@ -743,6 +745,8 @@
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acts: ["Destruction"]
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acts: ["Destruction"]
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destroySound:
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destroySound:
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path: /Audio/Effects/metalbreak.ogg
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path: /Audio/Effects/metalbreak.ogg
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- type: Reflect
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reflectProb: 1
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- type: IconSmooth
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- type: IconSmooth
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key: walls
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key: walls
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base: state
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base: state
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