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;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Network;
using Robust.Shared.Physics.Components;
[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!;
-
- [ValidatePrototypeId<AlertPrototype>]
- private const string DeflectingAlert = "Deflecting";
public override void Initialize()
{
base.Initialize();
- SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnObjectReflectProjectileAttempt);
- SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnObjectReflectHitscanAttempt);
+ 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>(OnUserProjectileReflectAttempt);
- SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnUserHitscanReflectAttempt);
+ SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnReflectUserCollide);
+ SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnReflectUserHitscan);
}
- private void OnUserHitscanReflectAttempt(Entity<ReflectUserComponent> user, ref HitScanReflectAttemptEvent args)
+ private void OnReflectUserHitscan(EntityUid uid, ReflectUserComponent component, ref HitScanReflectAttemptEvent args)
{
if (args.Reflected)
return;
- if (!UserCanReflect(user, out var bestReflectorUid))
- return;
-
- if (!TryReflectHitscan(user.Owner, bestReflectorUid.Value, args.Shooter, args.SourceItem, args.Direction, out var dir))
- return;
-
- args.Direction = dir.Value;
- args.Reflected = true;
- }
-
- private void OnUserProjectileReflectAttempt(Entity<ReflectUserComponent> user, ref ProjectileReflectAttemptEvent args)
- {
- if (args.Cancelled)
- return;
-
- if (!TryComp<ReflectiveComponent>(args.ProjUid, out var reflectiveComponent))
- return;
-
- if (!UserCanReflect(user, out var bestReflectorUid, (args.ProjUid, reflectiveComponent)))
- return;
-
- if (!TryReflectProjectile(user, bestReflectorUid.Value, (args.ProjUid, args.Component)))
- return;
+ foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
+ {
+ if (!TryReflectHitscan(uid, ent, args.Shooter, args.SourceItem, args.Direction, out var dir))
+ continue;
- args.Cancelled = true;
+ args.Direction = dir.Value;
+ args.Reflected = true;
+ break;
+ }
}
- private void OnObjectReflectHitscanAttempt(Entity<ReflectComponent> obj, ref HitScanReflectAttemptEvent args)
+ private void OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
{
- if (args.Reflected || (obj.Comp.Reflects & args.Reflective) == 0x0)
- return;
-
- if (!TryReflectHitscan(obj, obj, args.Shooter, args.SourceItem, args.Direction, out var dir))
- return;
+ foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.All & ~SlotFlags.POCKET))
+ {
+ if (!TryReflectProjectile(uid, ent, args.ProjUid))
+ continue;
- args.Direction = dir.Value;
- args.Reflected = true;
+ args.Cancelled = true;
+ break;
+ }
}
- private void OnObjectReflectProjectileAttempt(Entity<ReflectComponent> obj, ref ProjectileReflectAttemptEvent args)
+ private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
{
if (args.Cancelled)
return;
- if (!TryReflectProjectile(obj, obj, (args.ProjUid, args.Component)))
- return;
-
- args.Cancelled = true;
+ if (TryReflectProjectile(uid, uid, args.ProjUid, reflect: component))
+ args.Cancelled = true;
}
- /// <summary>
- /// Can a user reflect something that's hit them? Returns true if so, and the best reflector available in the user's equipment.
- /// </summary>
- private bool UserCanReflect(Entity<ReflectUserComponent> user, [NotNullWhen(true)] out Entity<ReflectComponent>? bestReflector, Entity<ReflectiveComponent>? projectile = null)
+ private bool TryReflectProjectile(EntityUid user, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
{
- bestReflector = null;
-
- foreach (var entityUid in _inventorySystem.GetHandOrInventoryEntities(user.Owner, SlotFlags.WITHOUT_POCKET))
- {
- if (!TryComp<ReflectComponent>(entityUid, out var comp))
- continue;
-
- if (!comp.Enabled)
- continue;
-
- if (bestReflector != null && bestReflector.Value.Comp.ReflectProb >= comp.ReflectProb)
- continue;
-
- if (projectile != null && (comp.Reflects & projectile.Value.Comp.Reflective) == 0x0)
- continue;
-
- bestReflector = (entityUid, comp);
- }
-
- return bestReflector != null;
- }
-
- private bool TryReflectProjectile(EntityUid user, Entity<ReflectComponent> reflector, Entity<ProjectileComponent> projectile)
- {
- if (
- // Is it on?
- !reflector.Comp.Enabled ||
- // Is the projectile deflectable?
+ if (!Resolve(reflector, ref reflect, false) ||
+ !reflect.Enabled ||
!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
- // Does the deflector deflect the type of projecitle?
- (reflector.Comp.Reflects & reflective.Reflective) == 0x0 ||
- // Is the projectile correctly set up with physics?
- !TryComp<PhysicsComponent>(projectile, out var physics) ||
- // If the user of the reflector is a mob with stamina, is it capable of deflecting?
- TryComp<StaminaComponent>(user, out var staminaComponent) && staminaComponent.Critical ||
- _standing.IsDown(reflector)
- )
- return false;
-
- // If this dice roll fails, the shot isn't deflected
- if (!_random.Prob(GetReflectChance(reflector)))
+ (reflect.Reflects & reflective.Reflective) == 0x0 ||
+ !_random.Prob(reflect.ReflectProb) ||
+ !TryComp<PhysicsComponent>(projectile, out var physics))
+ {
return false;
+ }
- // Below handles what happens after being deflected.
- var rotation = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2).Opposite();
+ 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);
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
- _audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
+ _audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
}
- _adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
+ 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}");
- projectile.Comp.Shooter = user;
- projectile.Comp.Weapon = user;
- Dirty(projectile);
+ projectileComp.Shooter = user;
+ projectileComp.Weapon = user;
+ Dirty(projectile, projectileComp);
+ }
+ else
+ {
+ _adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
+ }
return true;
}
+ 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,
- Entity<ReflectComponent> reflector,
+ EntityUid reflector,
EntityUid? shooter,
EntityUid shotSource,
Vector2 direction,
[NotNullWhen(true)] out Vector2? newDirection)
{
- if (
- // Is the reflector enabled?
- !reflector.Comp.Enabled ||
- // If the user is a mob with stamina, is it capable of deflecting?
- TryComp<StaminaComponent>(user, out var staminaComponent) && staminaComponent.Critical ||
- _standing.IsDown(user))
+ if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
+ !reflect.Enabled ||
+ !_random.Prob(reflect.ReflectProb))
{
newDirection = null;
return false;
}
- // If this dice roll fails, the shot is not deflected.
- if (!_random.Prob(GetReflectChance(reflector)))
- {
- newDirection = null;
- return false;
- }
-
- // Below handles what happens after being deflected.
if (_netManager.IsServer)
{
_popup.PopupEntity(Loc.GetString("reflect-shot"), user);
- _audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
+ _audio.PlayPvs(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
}
- var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2);
+ var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
newDirection = -spread.RotateVec(direction);
if (shooter != null)
return true;
}
- private float GetReflectChance(Entity<ReflectComponent> reflector)
- {
- /*
- * 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.
- */
-
- if (reflector.Comp.Innate)
- return reflector.Comp.ReflectProb;
-
- if (_gravity.IsWeightless(reflector))
- return reflector.Comp.MinReflectProb;
-
- if (!TryComp<PhysicsComponent>(reflector, out var reflectorPhysics))
- return reflector.Comp.ReflectProb;
-
- return MathHelper.Lerp(
- reflector.Comp.MinReflectProb,
- reflector.Comp.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() - reflector.Comp.VelocityBeforeNotMaxProb) / (reflector.Comp.VelocityBeforeMinProb - reflector.Comp.VelocityBeforeNotMaxProb), 0, 1)
- );
- }
-
- private void OnReflectEquipped(Entity<ReflectComponent> reflector, ref GotEquippedEvent args)
+ private void OnReflectEquipped(EntityUid uid, ReflectComponent component, GotEquippedEvent args)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp<ReflectUserComponent>(args.Equipee);
-
- if (reflector.Comp.Enabled)
- EnableAlert(args.Equipee);
}
- private void OnReflectUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedEvent args)
+ private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
{
RefreshReflectUser(args.Equipee);
}
- private void OnReflectHandEquipped(Entity<ReflectComponent> reflector, ref GotEquippedHandEvent args)
+ private void OnReflectHandEquipped(EntityUid uid, ReflectComponent component, GotEquippedHandEvent args)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp<ReflectUserComponent>(args.User);
-
- if (reflector.Comp.Enabled)
- EnableAlert(args.User);
}
- private void OnReflectHandUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedHandEvent args)
+ private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
{
RefreshReflectUser(args.User);
}
- private void OnToggleReflect(Entity<ReflectComponent> reflector, ref ItemToggledEvent args)
+ private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
{
- reflector.Comp.Enabled = args.Activated;
- Dirty(reflector);
-
- if (args.User == null)
- return;
-
- if (reflector.Comp.Enabled)
- EnableAlert(args.User.Value);
- else
- DisableAlert(args.User.Value);
+ comp.Enabled = args.Activated;
+ Dirty(uid, comp);
}
/// <summary>
- /// Refreshes whether someone has reflection potential, so we can raise directed events on them.
+ /// 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))
+ foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(user, SlotFlags.All & ~SlotFlags.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, DeflectingAlert);
- }
-
- private void DisableAlert(EntityUid alertee)
- {
- _alerts.ClearAlert(alertee, DeflectingAlert);
}
}