* 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
307 lines
12 KiB
C#
307 lines
12 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using System.Numerics;
|
|
using Content.Shared.Administration.Logs;
|
|
using Content.Shared.Alert;
|
|
using Content.Shared.Audio;
|
|
using Content.Shared.Damage.Components;
|
|
using Content.Shared.Database;
|
|
using Content.Shared.Gravity;
|
|
using Content.Shared.Hands;
|
|
using Content.Shared.Inventory;
|
|
using Content.Shared.Inventory.Events;
|
|
using Content.Shared.Item.ItemToggle.Components;
|
|
using Content.Shared.Popups;
|
|
using Content.Shared.Projectiles;
|
|
using Content.Shared.Standing;
|
|
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 Robust.Shared.Timing;
|
|
|
|
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 IGameTiming _gameTiming = 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!;
|
|
[Dependency] private readonly InventorySystem _inventorySystem = default!;
|
|
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
|
[Dependency] private readonly StandingStateSystem _standing = default!;
|
|
[Dependency] private readonly AlertsSystem _alerts = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
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, ItemToggledEvent>(OnToggleReflect);
|
|
|
|
SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide);
|
|
SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan);
|
|
}
|
|
|
|
private void OnReflectUserHitscan(EntityUid uid, ReflectUserComponent component, ref HitScanReflectAttemptEvent args)
|
|
{
|
|
if (args.Reflected)
|
|
return;
|
|
|
|
foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.WITHOUT_POCKET))
|
|
{
|
|
if (!TryReflectHitscan(uid, ent, args.Shooter, args.SourceItem, args.Direction, out var dir))
|
|
continue;
|
|
|
|
args.Direction = dir.Value;
|
|
args.Reflected = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
|
|
{
|
|
foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.WITHOUT_POCKET))
|
|
{
|
|
if (!TryReflectProjectile(uid, ent, args.ProjUid))
|
|
continue;
|
|
|
|
args.Cancelled = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
|
|
{
|
|
if (args.Cancelled)
|
|
return;
|
|
|
|
if (TryReflectProjectile(uid, uid, args.ProjUid, reflect: component))
|
|
args.Cancelled = true;
|
|
}
|
|
|
|
private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
|
|
{
|
|
// Do we have the components needed to try a reflect at all?
|
|
if (
|
|
!Resolve(reflector, ref reflect, false) ||
|
|
!reflect.Enabled ||
|
|
!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
|
|
(reflect.Reflects & reflective.Reflective) == 0x0 ||
|
|
!TryComp<PhysicsComponent>(projectile, out var physics) ||
|
|
TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
|
|
_standing.IsDown(reflector)
|
|
)
|
|
return false;
|
|
|
|
if (!_random.Prob(CalcReflectChance(reflector, reflect)))
|
|
return false;
|
|
|
|
var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.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());
|
|
|
|
if (_netManager.IsServer)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
|
|
_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
|
|
}
|
|
|
|
if (Resolve(projectile, ref projectileComp, false))
|
|
{
|
|
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectileComp.Weapon)} shot by {projectileComp.Shooter}");
|
|
|
|
projectileComp.Shooter = user;
|
|
projectileComp.Weapon = user;
|
|
Dirty(projectile, projectileComp);
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private float CalcReflectChance(EntityUid reflector, ReflectComponent reflect)
|
|
{
|
|
/*
|
|
* The rules of deflection are as follows:
|
|
* If you innately reflect things via magic, biology etc., you always have a full chance.
|
|
* If you are standing up and standing still, you're prepared to deflect and have full chance.
|
|
* If you have velocity, your deflection chance depends on your velocity, clamped.
|
|
* If you are floating, your chance is the minimum value possible.
|
|
* You cannot deflect if you are knocked down or stunned.
|
|
*/
|
|
|
|
if (reflect.Innate)
|
|
return reflect.ReflectProb;
|
|
|
|
if (_gravity.IsWeightless(reflector))
|
|
return reflect.MinReflectProb;
|
|
|
|
if (!TryComp<PhysicsComponent>(reflector, out var reflectorPhysics))
|
|
return reflect.ReflectProb;
|
|
|
|
return MathHelper.Lerp(
|
|
reflect.MinReflectProb,
|
|
reflect.ReflectProb,
|
|
// Inverse progression between velocities fed in as progression between probabilities. We go high -> low so the output here needs to be _inverted_.
|
|
1 - Math.Clamp((reflectorPhysics.LinearVelocity.Length() - reflect.VelocityBeforeNotMaxProb) / (reflect.VelocityBeforeMinProb - reflect.VelocityBeforeNotMaxProb), 0, 1)
|
|
);
|
|
}
|
|
|
|
private void OnReflectHitscan(EntityUid uid, ReflectComponent component, ref HitScanReflectAttemptEvent args)
|
|
{
|
|
if (args.Reflected ||
|
|
(component.Reflects & args.Reflective) == 0x0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (TryReflectHitscan(uid, uid, args.Shooter, args.SourceItem, args.Direction, out var dir))
|
|
{
|
|
args.Direction = dir.Value;
|
|
args.Reflected = true;
|
|
}
|
|
}
|
|
|
|
private bool TryReflectHitscan(
|
|
EntityUid user,
|
|
EntityUid reflector,
|
|
EntityUid? shooter,
|
|
EntityUid shotSource,
|
|
Vector2 direction,
|
|
[NotNullWhen(true)] out Vector2? newDirection)
|
|
{
|
|
if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
|
|
!reflect.Enabled ||
|
|
TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
|
|
_standing.IsDown(reflector))
|
|
{
|
|
newDirection = null;
|
|
return false;
|
|
}
|
|
|
|
if (!_random.Prob(CalcReflectChance(reflector, reflect)))
|
|
{
|
|
newDirection = null;
|
|
return false;
|
|
}
|
|
|
|
if (_netManager.IsServer)
|
|
{
|
|
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
|
|
_audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
|
|
}
|
|
|
|
var spread = _random.NextAngle(-reflect.Spread / 2, reflect.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 OnReflectEquipped(EntityUid uid, ReflectComponent component, GotEquippedEvent args)
|
|
{
|
|
if (_gameTiming.ApplyingState)
|
|
return;
|
|
|
|
EnsureComp<ReflectUserComponent>(args.Equipee);
|
|
|
|
if (component.Enabled)
|
|
EnableAlert(args.Equipee);
|
|
}
|
|
|
|
private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
|
|
{
|
|
RefreshReflectUser(args.Equipee);
|
|
}
|
|
|
|
private void OnReflectHandEquipped(EntityUid uid, ReflectComponent component, GotEquippedHandEvent args)
|
|
{
|
|
if (_gameTiming.ApplyingState)
|
|
return;
|
|
|
|
EnsureComp<ReflectUserComponent>(args.User);
|
|
|
|
if (component.Enabled)
|
|
EnableAlert(args.User);
|
|
}
|
|
|
|
private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
|
|
{
|
|
RefreshReflectUser(args.User);
|
|
}
|
|
|
|
private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
|
|
{
|
|
comp.Enabled = args.Activated;
|
|
Dirty(uid, comp);
|
|
|
|
if (comp.Enabled)
|
|
EnableAlert(uid);
|
|
else
|
|
DisableAlert(uid);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Refreshes whether someone has reflection potential so we can raise directed events on them.
|
|
/// </summary>
|
|
private void RefreshReflectUser(EntityUid user)
|
|
{
|
|
foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.WITHOUT_POCKET))
|
|
{
|
|
if (!HasComp<ReflectComponent>(ent))
|
|
continue;
|
|
|
|
EnsureComp<ReflectUserComponent>(user);
|
|
EnableAlert(user);
|
|
|
|
return;
|
|
}
|
|
|
|
RemCompDeferred<ReflectUserComponent>(user);
|
|
DisableAlert(user);
|
|
}
|
|
|
|
private void EnableAlert(EntityUid alertee)
|
|
{
|
|
_alerts.ShowAlert(alertee, AlertType.Deflecting);
|
|
}
|
|
|
|
private void DisableAlert(EntityUid alertee)
|
|
{
|
|
_alerts.ClearAlert(alertee, AlertType.Deflecting);
|
|
}
|
|
}
|