{
base.Initialize();
- SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnReflectCollide);
- SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnReflectHitscan);
+ SubscribeLocalEvent<ReflectComponent, ProjectileReflectAttemptEvent>(OnObjectReflectProjectileAttempt);
+ SubscribeLocalEvent<ReflectComponent, HitScanReflectAttemptEvent>(OnObjectReflectHitscanAttempt);
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);
+ SubscribeLocalEvent<ReflectUserComponent, ProjectileReflectAttemptEvent>(OnUserProjectileReflectAttempt);
+ SubscribeLocalEvent<ReflectUserComponent, HitScanReflectAttemptEvent>(OnUserHitscanReflectAttempt);
}
- private void OnReflectUserHitscan(EntityUid uid, ReflectUserComponent component, ref HitScanReflectAttemptEvent args)
+ private void OnUserHitscanReflectAttempt(Entity<ReflectUserComponent> user, 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;
+ if (!UserCanReflect(user, out var bestReflectorUid))
+ return;
- args.Direction = dir.Value;
- args.Reflected = true;
- break;
- }
+ 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 OnReflectUserCollide(EntityUid uid, ReflectUserComponent component, ref ProjectileReflectAttemptEvent args)
+ private void OnUserProjectileReflectAttempt(Entity<ReflectUserComponent> user, ref ProjectileReflectAttemptEvent args)
{
- foreach (var ent in _inventorySystem.GetHandOrInventoryEntities(uid, SlotFlags.WITHOUT_POCKET))
- {
- if (!TryReflectProjectile(uid, ent, args.ProjUid))
- continue;
+ if (args.Cancelled)
+ return;
- args.Cancelled = true;
- break;
- }
+ 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;
+
+ args.Cancelled = true;
+ }
+
+ private void OnObjectReflectHitscanAttempt(Entity<ReflectComponent> obj, ref HitScanReflectAttemptEvent 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;
+
+ args.Direction = dir.Value;
+ args.Reflected = true;
}
- private void OnReflectCollide(EntityUid uid, ReflectComponent component, ref ProjectileReflectAttemptEvent args)
+ private void OnObjectReflectProjectileAttempt(Entity<ReflectComponent> obj, ref ProjectileReflectAttemptEvent args)
{
if (args.Cancelled)
return;
- if (TryReflectProjectile(uid, uid, args.ProjUid, reflect: component))
- args.Cancelled = true;
+ if (!TryReflectProjectile(obj, obj, (args.ProjUid, args.Component)))
+ return;
+
+ 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)
+ {
+ 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, EntityUid reflector, EntityUid projectile, ProjectileComponent? projectileComp = null, ReflectComponent? reflect = null)
+ private bool TryReflectProjectile(EntityUid user, Entity<ReflectComponent> reflector, Entity<ProjectileComponent> projectile)
{
- // Do we have the components needed to try a reflect at all?
if (
- !Resolve(reflector, ref reflect, false) ||
- !reflect.Enabled ||
+ // Is it on?
+ !reflector.Comp.Enabled ||
+ // Is the projectile deflectable?
!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
- (reflect.Reflects & reflective.Reflective) == 0x0 ||
+ // 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) ||
- TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
+ // 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 (!_random.Prob(CalcReflectChance(reflector, reflect)))
+ // If this dice roll fails, the shot isn't deflected
+ if (!_random.Prob(GetReflectChance(reflector)))
return false;
- var rotation = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2).Opposite();
+ // Below handles what happens after being deflected.
+ var rotation = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.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(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
+ _audio.PlayPvs(reflector.Comp.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}");
+ _adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)} from {ToPrettyString(projectile.Comp.Weapon)} shot by {projectile.Comp.Shooter}");
- projectileComp.Shooter = user;
- projectileComp.Weapon = user;
- Dirty(projectile, projectileComp);
- }
- else
- {
- _adminLogger.Add(LogType.BulletHit, LogImpact.Medium, $"{ToPrettyString(user)} reflected {ToPrettyString(projectile)}");
- }
+ projectile.Comp.Shooter = user;
+ projectile.Comp.Weapon = user;
+ Dirty(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,
+ Entity<ReflectComponent> 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))
+ 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))
{
newDirection = null;
return false;
}
- if (!_random.Prob(CalcReflectChance(reflector, reflect)))
+ // 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(reflect.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
+ _audio.PlayPvs(reflector.Comp.SoundOnReflect, user, AudioHelpers.WithVariation(0.05f, _random));
}
- var spread = _random.NextAngle(-reflect.Spread / 2, reflect.Spread / 2);
+ var spread = _random.NextAngle(-reflector.Comp.Spread / 2, reflector.Comp.Spread / 2);
newDirection = -spread.RotateVec(direction);
if (shooter != null)
return true;
}
- private void OnReflectEquipped(EntityUid uid, ReflectComponent component, GotEquippedEvent args)
+ 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)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp<ReflectUserComponent>(args.Equipee);
- if (component.Enabled)
+ if (reflector.Comp.Enabled)
EnableAlert(args.Equipee);
}
- private void OnReflectUnequipped(EntityUid uid, ReflectComponent comp, GotUnequippedEvent args)
+ private void OnReflectUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedEvent args)
{
RefreshReflectUser(args.Equipee);
}
- private void OnReflectHandEquipped(EntityUid uid, ReflectComponent component, GotEquippedHandEvent args)
+ private void OnReflectHandEquipped(Entity<ReflectComponent> reflector, ref GotEquippedHandEvent args)
{
if (_gameTiming.ApplyingState)
return;
EnsureComp<ReflectUserComponent>(args.User);
- if (component.Enabled)
+ if (reflector.Comp.Enabled)
EnableAlert(args.User);
}
- private void OnReflectHandUnequipped(EntityUid uid, ReflectComponent component, GotUnequippedHandEvent args)
+ private void OnReflectHandUnequipped(Entity<ReflectComponent> reflector, ref GotUnequippedHandEvent args)
{
RefreshReflectUser(args.User);
}
- private void OnToggleReflect(EntityUid uid, ReflectComponent comp, ref ItemToggledEvent args)
+ private void OnToggleReflect(Entity<ReflectComponent> reflector, ref ItemToggledEvent args)
{
- comp.Enabled = args.Activated;
- Dirty(uid, comp);
+ reflector.Comp.Enabled = args.Activated;
+ Dirty(reflector);
+
+ if (args.User == null)
+ return;
- if (comp.Enabled)
- EnableAlert(uid);
+ if (reflector.Comp.Enabled)
+ EnableAlert(args.User.Value);
else
- DisableAlert(uid);
+ DisableAlert(args.User.Value);
}
/// <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)
{