* goaaaaaaaal * hmmmmmmmmmm... sorry aeshus, but thats sucks * adwaswa * reviev * awdasdws * redo * should work * mistake * change Co-authored-by: Tayrtahn Tayrtahn@users.noreply.github.com * Update Resources/Locale/en-US/reflect/reflect-component.ftl --------- Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
233 lines
8.8 KiB
C#
233 lines
8.8 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using System.Numerics;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Inventory.Events;
|
|
using Content.Shared.Item.ItemToggle;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Projectiles;
|
|
using Content.Shared.Weapons.Ranged.Components;
|
|
using Content.Shared.Weapons.Ranged.Events;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Network;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Random;
|
|
using Content.Shared.Examine;
|
|
using Content.Shared.Localizations;
|
|
|
|
namespace Content.Shared.Weapons.Reflect;
|
|
|
|
/// <summary>
|
|
/// This handles reflecting projectiles and hitscan shots.
|
|
/// </summary>
|
|
public sealed class ReflectSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly INetManager _netManager = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
|
|
[Dependency] private readonly ItemToggleSystem _toggle = default!;
|
|
[Dependency] private readonly SharedPopupSystem _popup = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
Subs.SubscribeWithRelay<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide, baseEvent: false);
|
|
Subs.SubscribeWithRelay<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan, baseEvent: false);
|
|
SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
|
|
SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
|
|
|
|
SubscribeLocalEvent<ReflectComponent, GotEquippedEvent>(OnReflectEquipped);
|
|
SubscribeLocalEvent<ReflectComponent, GotUnequippedEvent>(OnReflectUnequipped);
|
|
SubscribeLocalEvent<ReflectComponent, GotEquippedHandEvent>(OnReflectHandEquipped);
|
|
SubscribeLocalEvent<ReflectComponent, GotUnequippedHandEvent>(OnReflectHandUnequipped);
|
|
SubscribeLocalEvent<ReflectComponent, ExaminedEvent>(OnExamine);
|
|
}
|
|
|
|
private void OnReflectUserCollide(Entity<ReflectComponent> ent, ref ProjectileReflectAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (!ent.Comp.InRightPlace)
|
|
return; // only reflect when equipped correctly
|
|
|
|
if (TryReflectProjectile(ent, ent.Owner, args.ProjUid))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnReflectUserHitscan(Entity<ReflectComponent> ent, ref HitScanReflectAttemptEvent args)
|
|
{
|
|
if (args.Reflected)
|
|
return;
|
|
|
|
if (!ent.Comp.InRightPlace)
|
|
return; // only reflect when equipped correctly
|
|
|
|
if (TryReflectHitscan(ent, ent.Owner, args.Shooter, args.SourceItem, args.Direction, args.Reflective, out var dir))
|
|
{
|
|
args.Direction = dir.Value;
|
|
args.Reflected = true;
|
|
}
|
|
}
|
|
|
|
private void OnReflectCollide(Entity<ReflectComponent> ent, ref ProjectileReflectAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (TryReflectProjectile(ent, ent.Owner, args.ProjUid))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private void OnReflectHitscan(Entity<ReflectComponent> ent, ref HitScanReflectAttemptEvent args)
|
|
{
|
|
if (args.Reflected)
|
|
return;
|
|
|
|
if (TryReflectHitscan(ent, ent.Owner, args.Shooter, args.SourceItem, args.Direction, args.Reflective, out var dir))
|
|
{
|
|
args.Direction = dir.Value;
|
|
args.Reflected = true;
|
|
}
|
|
}
|
|
|
|
private bool TryReflectProjectile(Entity<ReflectComponent> reflector, EntityUid user, Entity<ProjectileComponent?> projectile)
|
|
{
|
|
if (!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
|
|
(reflector.Comp.Reflects & reflective.Reflective) == 0x0 ||
|
|
!_toggle.IsActivated(reflector.Owner) ||
|
|
!_random.Prob(reflector.Comp.ReflectProb) ||
|
|
!TryComp<PhysicsComponent>(projectile, out var physics))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var rotation = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2).Opposite();
|
|
var existingVelocity = _physics.GetMapLinearVelocity(projectile, component: physics);
|
|
var relativeVelocity = existingVelocity - _physics.GetMapLinearVelocity(user);
|
|
var newVelocity = rotation.RotateVec(relativeVelocity);
|
|
|
|
// Have the velocity in world terms above so need to convert it back to local.
|
|
var difference = newVelocity - existingVelocity;
|
|
|
|
_physics.SetLinearVelocity(projectile, physics.LinearVelocity + difference, body: physics);
|
|
|
|
var locRot = Transform(projectile).LocalRotation;
|
|
var newRot = rotation.RotateVec(locRot.ToVec());
|
|
_transform.SetLocalRotation(projectile, newRot.ToAngle());
|
|
|
|
PlayAudioAndPopup(reflector.Comp, user);
|
|
|
|
if (Resolve(projectile, ref projectile.Comp, false))
|
|
{
|
|
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
|
|
|
|
projectile.Comp.Shooter = user;
|
|
projectile.Comp.Weapon = user;
|
|
Dirty(projectile, projectile.Comp);
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
private bool TryReflectHitscan(
|
|
Entity<ReflectComponent> reflector,
|
|
EntityUid user,
|
|
EntityUid? shooter,
|
|
EntityUid shotSource,
|
|
Vector2 direction,
|
|
ReflectType hitscanReflectType,
|
|
[NotNullWhen(true)] out Vector2? newDirection)
|
|
{
|
|
if ((reflector.Comp.Reflects & hitscanReflectType) == 0x0 ||
|
|
!_toggle.IsActivated(reflector.Owner) ||
|
|
!_random.Prob(reflector.Comp.ReflectProb))
|
|
{
|
|
newDirection = null;
|
|
return false;
|
|
}
|
|
|
|
PlayAudioAndPopup(reflector.Comp, user);
|
|
|
|
var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2);
|
|
newDirection = -spread.RotateVec(direction);
|
|
|
|
if (shooter != null)
|
|
_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)} shot by {ToPrettyString(shooter.Value)}");
|
|
else
|
|
_adminLogger.Add(LogType.HitScanHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected hitscan from {ToPrettyString(shotSource)}");
|
|
|
|
return true;
|
|
}
|
|
|
|
private void PlayAudioAndPopup(ReflectComponent reflect, EntityUid user)
|
|
{
|
|
// Can probably be changed for prediction
|
|
if (_netManager.IsServer)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
|
|
_audio.PlayPvs(reflect.SoundOnReflect, user);
|
|
}
|
|
}
|
|
|
|
private void OnReflectEquipped(Entity<ReflectComponent> ent, ref GotEquippedEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = (ent.Comp.SlotFlags & args.SlotFlags) == args.SlotFlags;
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnReflectUnequipped(Entity<ReflectComponent> ent, ref GotUnequippedEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = false;
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnReflectHandEquipped(Entity<ReflectComponent> ent, ref GotEquippedHandEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = ent.Comp.ReflectingInHands;
|
|
Dirty(ent);
|
|
}
|
|
|
|
private void OnReflectHandUnequipped(Entity<ReflectComponent> ent, ref GotUnequippedHandEvent args)
|
|
{
|
|
ent.Comp.InRightPlace = false;
|
|
Dirty(ent);
|
|
}
|
|
|
|
#region Examine
|
|
private void OnExamine(Entity<ReflectComponent> ent, ref ExaminedEvent args)
|
|
{
|
|
// This isn't examine verb or something just because it looks too much bad.
|
|
// Trust me, universal verb for the potential weapons, armor and walls looks awful.
|
|
var value = MathF.Round(ent.Comp.ReflectProb * 100, 1);
|
|
|
|
if (!_toggle.IsActivated(ent.Owner) || value == 0 || ent.Comp.Reflects == ReflectType.None)
|
|
return;
|
|
|
|
var compTypes = ent.Comp.Reflects.ToString().Split(", ");
|
|
|
|
List<string> typeList = new(compTypes.Length);
|
|
|
|
for (var i = 0; i < compTypes.Length; i++)
|
|
{
|
|
var type = Loc.GetString(("reflect-component-" + compTypes[i]).ToLower());
|
|
typeList.Add(type);
|
|
}
|
|
|
|
var msg = ContentLocalizationManager.FormatList(typeList);
|
|
|
|
args.PushMarkup(Loc.GetString("reflect-component-examine", ("value", value), ("type", msg)));
|
|
}
|
|
#endregion
|
|
}
|