* Weapon Reflection Movement Mechanic Adds a movement mechanic to deflection. Standing still gives you your best chance of deflecting a shot. Moving lowers this to 2/3rds. Sprinting to 1/3rd. This allows for robust players to express better and provides counterplay to someone finding a goober-strong deflection weapon, giving more design space. As part of this PR I've also touched the numbers of a few swords, shields, etc. and modified some descriptions to make them read better. The balance numbers are not remotely final, but as intent: 1. All the sidearm swords (katana, cutlass, captain's sabre) have the same damage. There's no good reason the "ceremonial" blade the captain has doing more damage than a katana. 2. The Captain's Sabre has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. This one is controversial due to the recent nerf, I suspect: This could easily be 15->10->5? 3. The Energy Katana has a flat 30% reflect chance. 4. The meme Throngler has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. 5. The E-Sword has a 30% reflect chance, dropping to 20% when moving and 10% when sprinting. 6. The Double E-Sword has a mighty 75% reflect chance, dropping to 50% and then 25%. 7. Both reflective shields - Mirror and Energy - have a 95% deflect chance, dropping to 63% then 31%. * Resolve PR comments. * Weh? * Reign in double esword a tad * Shield nerfs no longer real * Improve Mirror Cult desc * Simple alert for deflection! No art yet. * Added a new icon for deflecting
69 lines
2.3 KiB
C#
69 lines
2.3 KiB
C#
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameStates;
|
|
|
|
namespace Content.Shared.Weapons.Reflect;
|
|
|
|
/// <summary>
|
|
/// Entities with this component have a chance to reflect projectiles and hitscan shots
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
|
public sealed partial class ReflectComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// Can only reflect when enabled
|
|
/// </summary>
|
|
[DataField("enabled"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
|
public bool Enabled = true;
|
|
|
|
/// <summary>
|
|
/// What we reflect.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite), DataField("reflects")]
|
|
public ReflectType Reflects = ReflectType.Energy | ReflectType.NonEnergy;
|
|
|
|
[DataField("spread"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
|
public Angle Spread = Angle.FromDegrees(45);
|
|
|
|
[DataField("soundOnReflect")]
|
|
public SoundSpecifier? SoundOnReflect = new SoundPathSpecifier("/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
|
|
|
|
/// <summary>
|
|
/// Is the deflection an innate power or something actively maintained? If true, this component grants a flat
|
|
/// deflection chance rather than a chance that degrades when moving/weightless/stunned/etc.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool Innate = false;
|
|
|
|
/// <summary>
|
|
/// Maximum probability for a projectile to be reflected.
|
|
/// </summary>
|
|
[DataField("reflectProb"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
|
public float ReflectProb = 0.25f;
|
|
|
|
/// <summary>
|
|
/// The maximum velocity a wielder can move at before losing effectiveness.
|
|
/// </summary>
|
|
[DataField]
|
|
public float VelocityBeforeNotMaxProb = 2.5f; // Walking speed for a human. Suitable for a weightless deflector like an e-sword.
|
|
|
|
/// <summary>
|
|
/// The velocity a wielder has to be moving at to use the minimum effectiveness value.
|
|
/// </summary>
|
|
[DataField]
|
|
public float VelocityBeforeMinProb = 4.5f; // Sprinting speed for a human. Suitable for a weightless deflector like an e-sword.
|
|
|
|
/// <summary>
|
|
/// Minimum probability for a projectile to be reflected.
|
|
/// </summary>
|
|
[DataField]
|
|
public float MinReflectProb = 0.1f;
|
|
}
|
|
|
|
[Flags]
|
|
public enum ReflectType : byte
|
|
{
|
|
None = 0,
|
|
NonEnergy = 1 << 0,
|
|
Energy = 1 << 1,
|
|
}
|