Standard contests + disarm math tweak (#10087)

This commit is contained in:
Rane
2022-07-30 23:41:30 -04:00
committed by GitHub
parent 24d05aa5f8
commit de789ad5ea
2 changed files with 128 additions and 20 deletions

View File

@@ -4,6 +4,7 @@ using Content.Server.Administration.Logs;
using Content.Server.CombatMode.Disarm;
using Content.Server.Hands.Components;
using Content.Server.Popups;
using Content.Server.Contests;
using Content.Server.Weapon.Melee;
using Content.Shared.ActionBlocker;
using Content.Shared.Audio;
@@ -29,6 +30,8 @@ namespace Content.Server.CombatMode
[Dependency] private readonly IAdminLogManager _adminLogger= default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ContestsSystem _contests = default!;
public override void Initialize()
{
base.Initialize();
@@ -108,33 +111,15 @@ namespace Content.Server.CombatMode
private float CalculateDisarmChance(EntityUid disarmer, EntityUid disarmed, EntityUid? inTargetHand, SharedCombatModeComponent disarmerComp)
{
float healthMod = 0;
if (HasComp<DisarmProneComponent>(disarmer))
return 1.0f;
if (HasComp<DisarmProneComponent>(disarmed))
return 0.0f;
if (TryComp<DamageableComponent>(disarmer, out var disarmerDamage) && TryComp<DamageableComponent>(disarmed, out var disarmedDamage))
{
// I wanted this to consider their mob state thresholds too but I'm not touching that shitcode after having a go at this.
healthMod = (((float) disarmedDamage.TotalDamage - (float) disarmerDamage.TotalDamage) / 200); // Ex. You have 0 damage, they have 90, you get a 45% chance increase
}
var contestResults = 1 - _contests.OverallStrengthContest(disarmer, disarmed);
float massMod = 0;
if (TryComp<PhysicsComponent>(disarmer, out var disarmerPhysics) && TryComp<PhysicsComponent>(disarmed, out var disarmedPhysics))
{
if (disarmerPhysics.FixturesMass != 0) // yeah this will never happen but let's not kill the server if it does
massMod = (((disarmedPhysics.FixturesMass / disarmerPhysics.FixturesMass - 1 ) / 2)); // Ex, you weigh 120, they weigh 70, you get a 29% bonus
}
float chance = (disarmerComp.BaseDisarmFailChance - healthMod - massMod);
if (HasComp<SlowedDownComponent>(disarmer)) // might need to revisit this part after stamina damage, right now this is basically "pre-stun"
chance += 0.35f;
if (HasComp<SlowedDownComponent>(disarmed))
chance -= 0.35f;
float chance = (disarmerComp.BaseDisarmFailChance + contestResults);
if (inTargetHand != null && TryComp<DisarmMalusComponent>(inTargetHand, out var malus))
{