* item toggle refactoring and some new systems * add ToggleClothing component/system * unhardcode magboots gravity logic * make magboots and speedboots use ItemToggle and stuff * remove now useless clothing components * update client/server magboots systems * add note to use ItemToggledEvent in ToggleActionEvent doc * refactor PowerCellDraw to use ItemToggle for ui open/close control * add TryUseCharges, refactor charges system * update magboot trigger code * make borg use ItemToggle, network SelectedModule instead of now removed Activated * add AccessToggle for borg * the giga ninja refactor * update ninja yml * update ItemToggle usage for some stuff * fix activatableui requires power * random fixing * yaml fixing * nuke ItemToggleDisarmMalus * make defib use ItemToggle * make things that use power not turn on if missing use charge * pro * fix sound prediction * bruh * proximity detector use ItemToggle * oop * big idiot syndrome * fix ninja spawn rule and make it generic * fix ninja spawn rule yml * move loading profiles into AntagLoadProfileRule * more ninja refactor * ninja yml fixes * the dreaded copy paste ops * remove useless NinjaRuleComponent and ue AntagSelection for greeting * fix invisibility * move IsCompleted to SharedObjectivesSystem * ability fixes * oop fix powercell instantly draining itself * sentient speedboots gaming * make reflect use ItemToggle * fix other test * loadprofilerule moved into its own pr * remove conflict with dragon refactor * remove all GenericAntag code from ninja * ) * probably * remove old enabled * great language bravo vince * GREAT LANGUAGE * who made this language * because it stinks * reparent blood-red magboots to magboots probbbly works * most of the review stuff * hasGrav doesnt mean what i thought it did * make health analyzer use itemtoggle, not fail test * fix mag/speed boots being wacky * UNTROLL * add ItemToggle to the random health analyzers * a * remove unused obsolete borg func * untrolling * :trollface: * fix test * fix * g * untroll --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
240 lines
9.1 KiB
C#
240 lines
9.1 KiB
C#
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.Database;
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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;
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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.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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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Weapons.Reflect;
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/// <summary>
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/// This handles reflecting projectiles and hitscan shots.
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/// </summary>
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public sealed class ReflectSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ItemToggleSystem _toggle = default!;
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[Dependency] private readonly SharedPopupSystem _popup = 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 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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{
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base.Initialize();
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SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
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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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SubscribeLocalEvent<ReflectComponent, GotEquippedHandEvent>(OnReflectHandEquipped);
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SubscribeLocalEvent<ReflectComponent, GotUnequippedHandEvent>(OnReflectHandUnequipped);
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SubscribeLocalEvent<ReflectComponent, ItemToggledEvent>(OnToggleReflect);
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SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide);
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SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan);
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}
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private void OnReflectUserHitscan(EntityUid uid, ReflectUserComponent component, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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return;
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
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{
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if (!TryReflectHitscan(uid, ent, args.Shooter, args.SourceItem, args.Direction, out var dir))
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continue;
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args.Direction = dir.Value;
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args.Reflected = true;
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break;
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}
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}
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private void OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
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{
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
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{
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if (!TryReflectProjectile(uid, ent, args.ProjUid))
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continue;
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args.Cancelled = true;
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break;
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}
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}
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private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (TryReflectProjectile(uid, uid, args.ProjUid, reflect: component))
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args.Cancelled = true;
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}
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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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!_toggle.IsActivated(reflector) ||
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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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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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var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
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var newVelocity = rotation.RotateVec(relativeVelocity);
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// Have the velocity in world terms above so need to convert it back to local.
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var difference = newVelocity - existingVelocity;
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_physics.SetLinearVelocity(projectile, physics.LinearVelocity + difference, body: physics);
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var locRot = Transform(projectile).LocalRotation;
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var newRot = rotation.RotateVec(locRot.ToVec());
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_transform.SetLocalRotation(projectile, newRot.ToAngle());
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if (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
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_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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}
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if (Resolve(projectile, ref projectileComp, false))
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{
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectileComp.Weapon)} shot by {projectileComp.Shooter}");
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projectileComp.Shooter = user;
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projectileComp.Weapon = user;
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Dirty(projectile, projectileComp);
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}
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else
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{
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
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}
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return true;
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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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(component.Reflects & args.Reflective) == 0x0)
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{
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return;
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}
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if (TryReflectHitscan(uid, uid, args.Shooter, args.SourceItem, args.Direction, out var dir))
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{
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args.Direction = dir.Value;
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args.Reflected = true;
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}
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}
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private bool TryReflectHitscan(
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EntityUid user,
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EntityUid reflector,
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EntityUid? shooter,
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EntityUid shotSource,
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Vector2 direction,
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[NotNullWhen(true)] out Vector2? newDirection)
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{
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if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
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!_toggle.IsActivated(reflector) ||
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!_random.Prob(reflect.ReflectProb))
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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 (_netManager.IsServer)
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{
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_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
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_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
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}
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var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
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newDirection = -spread.RotateVec(direction);
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if (shooter != null)
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_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)} shot by {ToPrettyString(shooter.Value)}");
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else
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_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)}");
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return true;
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}
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private void OnReflectEquipped(EntityUid uid, ReflectComponent component, GotEquippedEvent args)
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{
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if (_gameTiming.ApplyingState)
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return;
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EnsureComp<ReflectUserComponent>(args.Equipee);
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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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RefreshReflectUser(args.Equipee);
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}
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private void OnReflectHandEquipped(EntityUid uid, ReflectComponent component, GotEquippedHandEvent args)
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{
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if (_gameTiming.ApplyingState)
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return;
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EnsureComp<ReflectUserComponent>(args.User);
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}
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private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
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{
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RefreshReflectUser(args.User);
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}
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private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
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{
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if (args.User is {} user)
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RefreshReflectUser(user);
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}
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/// <summary>
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/// Refreshes whether someone has reflection potential so we can raise directed events on them.
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/// </summary>
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private void RefreshReflectUser(EntityUid user)
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{
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foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.All & ~SlotFlags.POCKET))
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{
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if (!HasComp<ReflectComponent>(ent) || !_toggle.IsActivated(ent))
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continue;
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EnsureComp<ReflectUserComponent>(user);
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return;
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}
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RemCompDeferred<ReflectUserComponent>(user);
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}
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}
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