136 lines
6.2 KiB
C#
136 lines
6.2 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Physics.Components;
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namespace Content.Server.Contests
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{
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/// <summary>
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/// Standardized contests.
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/// A contest is figuring out, based on data in components on two entities,
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/// which one has an advantage in a situation. The advantage is expressed by a multiplier.
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/// 1 = No advantage to either party.
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/// >1 = Advantage to roller
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/// <1 = Advantage to target
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/// Roller should be the entity with an advantage from being bigger/healthier/more skilled, etc.
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/// </summary>
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///
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public sealed class ContestsSystem : EntitySystem
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{
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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/// <summary>
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/// Returns the roller's mass divided by the target's.
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/// </summary>
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public float MassContest(EntityUid roller, EntityUid target, PhysicsComponent? rollerPhysics = null, PhysicsComponent? targetPhysics = null)
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{
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if (!Resolve(roller, ref rollerPhysics, false) || !Resolve(target, ref targetPhysics, false))
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return 1f;
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if (targetPhysics.FixturesMass == 0)
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return 1f;
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return rollerPhysics.FixturesMass / targetPhysics.FixturesMass;
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}
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/// <summary>
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/// Tries to compare both entities damage to the damage they will enter crit at.
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/// After that, it runs the % towards crit through a converter that smooths out and makes
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/// the the ratios less severe.
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/// Returns the roller's adjusted damage value divided by the target's. Higher is better for the roller.
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/// </summary>
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public float DamageContest(EntityUid roller, EntityUid target, DamageableComponent? rollerDamage = null, DamageableComponent? targetDamage = null)
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{
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if (!Resolve(roller, ref rollerDamage, false) || !Resolve(target, ref targetDamage, false))
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return 1f;
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// First, we'll see what health they go into crit at.
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//TODO: refactor this entire system.... Why does this exist, this shouldn't be calculated off health
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var rollerThreshold = 100f;
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if (!_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical, out var rollerCritThreshold))
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{
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if (_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical,
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out var rollerdeadThreshold))
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{
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rollerThreshold = rollerdeadThreshold.Value.Float();
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}
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}
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else
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{
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rollerThreshold = rollerCritThreshold.Value.Float();
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}
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var targetThreshold = 100f;
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if (!_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical, out var targetCritThreshold))
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{
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if (_mobThresholdSystem.TryGetThresholdForState(roller, MobState.Critical,
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out var targetdeadThreshold))
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{
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targetThreshold = targetdeadThreshold.Value.Float();
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}
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}
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else
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{
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targetThreshold = targetCritThreshold.Value.Float();
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}
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// Next, we'll see how their damage compares
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var rollerDamageScore = (float) rollerDamage.TotalDamage / rollerThreshold;
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var targetDamageScore = (float) targetDamage.TotalDamage / targetThreshold;
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return DamageThresholdConverter(rollerDamageScore) / DamageThresholdConverter(targetDamageScore);
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}
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/// <summary>
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/// Finds the % of each entity's stamina damage towards its stam crit threshold.
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/// It then runs the % towards the converter to smooth/soften it.
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/// Returns the roller's decimal % divided by the target's. Higher value is better for the roller.
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/// </summary>
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public float StaminaContest(EntityUid roller, EntityUid target, StaminaComponent? rollerStamina = null, StaminaComponent? targetStamina = null)
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{
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if (!Resolve(roller, ref rollerStamina, false) || !Resolve(target, ref targetStamina, false))
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return 1f;
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var rollerDamageScore= rollerStamina.StaminaDamage / rollerStamina.CritThreshold;
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var targetDamageScore = targetStamina.StaminaDamage / targetStamina.CritThreshold;
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return DamageThresholdConverter(rollerDamageScore) / DamageThresholdConverter(targetDamageScore);
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}
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/// <summary>
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/// This will compare the roller and target's damage, mass, and stamina. See the functions for what each one does.
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/// You can change the 'weighting' to make the tests weigh more or less than the other tests.
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/// Returns a weighted average of all 3 tests.
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/// </summary>
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public float OverallStrengthContest(EntityUid roller, EntityUid target, float damageWeight = 1f, float massWeight = 1f, float stamWeight = 1f)
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{
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var weightTotal = damageWeight + massWeight + stamWeight;
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var damageMultiplier = damageWeight / weightTotal;
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var massMultiplier = massWeight / weightTotal;
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var stamMultiplier = stamWeight / weightTotal;
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return DamageContest(roller, target) * damageMultiplier +
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MassContest(roller, target) * massMultiplier +
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StaminaContest(roller, target) * stamMultiplier;
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}
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/// <summary>
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/// This softens out the huge advantages that damage contests would lead to otherwise.
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/// Once you are crit or near crit, we just let the massive advantages roll with what could be a 20x.
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/// </summary>
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public float DamageThresholdConverter(float score)
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{
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return score switch
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{
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// TODO: Should just be a curve
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<= 0 => 1f,
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<= 0.25f => 0.9f,
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<= 0.5f => 0.75f,
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<= 0.75f => 0.6f,
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<= 0.95f => 0.45f,
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_ => 0.05f
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};
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}
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}
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}
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