* ReflectComponentLogicFix Added bool InRightPlace and updated relevant system * Using SlotFlags * edits * refactor * add missing relay --------- Co-authored-by: BIGZi0348 <svalker0348@gmail.com>
204 lines
7.7 KiB
C#
204 lines
7.7 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.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.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.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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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 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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public override void Initialize()
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{
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base.Initialize();
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Subs.SubscribeWithRelay<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide, baseEvent: false);
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Subs.SubscribeWithRelay<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan, baseEvent: false);
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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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}
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private void OnReflectUserCollide(Entity<ReflectComponent> ent, ref ProjectileReflectAttemptEvent args)
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{
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if (args.Cancelled)
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return;
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if (!ent.Comp.InRightPlace)
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return; // only reflect when equipped correctly
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if (TryReflectProjectile(ent, ent.Owner, args.ProjUid))
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args.Cancelled = true;
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}
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private void OnReflectUserHitscan(Entity<ReflectComponent> ent, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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return;
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if (!ent.Comp.InRightPlace)
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return; // only reflect when equipped correctly
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if (TryReflectHitscan(ent, ent.Owner, args.Shooter, args.SourceItem, args.Direction, args.Reflective, 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 void OnReflectCollide(Entity<ReflectComponent> ent, 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(ent, ent.Owner, args.ProjUid))
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args.Cancelled = true;
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}
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private void OnReflectHitscan(Entity<ReflectComponent> ent, ref HitScanReflectAttemptEvent args)
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{
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if (args.Reflected)
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return;
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if (TryReflectHitscan(ent, ent.Owner, args.Shooter, args.SourceItem, args.Direction, args.Reflective, 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 TryReflectProjectile(Entity<ReflectComponent> reflector, EntityUid user, Entity<ProjectileComponent?> projectile)
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{
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if (!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
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(reflector.Comp.Reflects & reflective.Reflective) == 0x0 ||
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!_toggle.IsActivated(reflector.Owner) ||
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!_random.Prob(reflector.Comp.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(-reflector.Comp.Spread / 2, reflector.Comp.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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PlayAudioAndPopup(reflector.Comp, user);
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if (Resolve(projectile, ref projectile.Comp, false))
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{
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_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
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projectile.Comp.Shooter = user;
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projectile.Comp.Weapon = user;
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Dirty(projectile, projectile.Comp);
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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 bool TryReflectHitscan(
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Entity<ReflectComponent> reflector,
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EntityUid user,
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EntityUid? shooter,
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EntityUid shotSource,
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Vector2 direction,
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ReflectType hitscanReflectType,
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[NotNullWhen(true)] out Vector2? newDirection)
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{
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if ((reflector.Comp.Reflects & hitscanReflectType) == 0x0 ||
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!_toggle.IsActivated(reflector.Owner) ||
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!_random.Prob(reflector.Comp.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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PlayAudioAndPopup(reflector.Comp, user);
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var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.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 PlayAudioAndPopup(ReflectComponent reflect, EntityUid user)
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{
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// Can probably be changed for prediction
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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);
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}
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}
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private void OnReflectEquipped(Entity<ReflectComponent> ent, ref GotEquippedEvent args)
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{
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ent.Comp.InRightPlace = (ent.Comp.SlotFlags & args.SlotFlags) == args.SlotFlags;
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Dirty(ent);
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}
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private void OnReflectUnequipped(Entity<ReflectComponent> ent, ref GotUnequippedEvent args)
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{
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ent.Comp.InRightPlace = false;
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Dirty(ent);
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}
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private void OnReflectHandEquipped(Entity<ReflectComponent> ent, ref GotEquippedHandEvent args)
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{
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ent.Comp.InRightPlace = ent.Comp.ReflectingInHands;
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Dirty(ent);
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}
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private void OnReflectHandUnequipped(Entity<ReflectComponent> ent, ref GotUnequippedHandEvent args)
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{
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ent.Comp.InRightPlace = false;
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Dirty(ent);
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}
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}
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