Фикс логики системы отражения (#682)
* Fixed ReflectSystem + Added logic for reflective items positioning * Total oppsie fix * Born to shitcode
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@@ -216,7 +216,7 @@ public abstract class SharedItemToggleSystem : EntitySystem
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private void TurnOnonWielded(EntityUid uid, ItemToggleComponent itemToggle, ref ItemWieldedEvent args)
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{
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if (!itemToggle.Activated)
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TryActivate(uid, itemToggle: itemToggle);
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TryActivate(uid, args.User, itemToggle: itemToggle); // WD added "args.User" parameter
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}
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public bool IsActivated(EntityUid uid, ItemToggleComponent? comp = null)
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@@ -39,6 +39,22 @@ public sealed partial class ReflectComponent : Component
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[DataField]
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public bool Innate = false;
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// WD START
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/// <summary>
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/// If the item for reflection needed in inventory slots only - select Body.
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/// If the item for reflection needed in hands only - select Hands.
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/// Otherwise it will reflect in any inventory position.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public Placement Placement = Placement.Hands | Placement.Body;
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/// <summary>
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/// Can only reflect when placed correctly.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public bool InRightPlace = true;
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// WD END
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/// <summary>
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/// Maximum probability for a projectile to be reflected.
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/// </summary>
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@@ -71,3 +87,11 @@ public enum ReflectType : byte
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NonEnergy = 1 << 0,
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Energy = 1 << 1,
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}
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[Flags]
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public enum Placement : byte
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{
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None = 0,
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Hands = 1 << 0,
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Body = 1 << 1,
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}
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@@ -103,6 +103,7 @@ public sealed class ReflectSystem : EntitySystem
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if (
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!Resolve(reflector, ref reflect, false) ||
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!reflect.Enabled ||
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!reflect.InRightPlace || // WD
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!TryComp<ReflectiveComponent>(projectile, out var reflective) ||
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(reflect.Reflects & reflective.Reflective) == 0x0 ||
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!TryComp<PhysicsComponent>(projectile, out var physics) ||
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@@ -210,6 +211,7 @@ public sealed class ReflectSystem : EntitySystem
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{
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if (!TryComp<ReflectComponent>(reflector, out var reflect) ||
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!reflect.Enabled ||
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!reflect.InRightPlace || // WD
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TryComp<StaminaComponent>(reflector, out var staminaComponent) && staminaComponent.Critical ||
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_standing.IsDown(reflector))
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{
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@@ -246,7 +248,9 @@ public sealed class ReflectSystem : EntitySystem
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EnsureComp<ReflectUserComponent>(args.Equipee);
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if (component.Enabled)
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component.InRightPlace = IsInRightPlace(component, Placement.Body); // WD
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if (component.Enabled && component.InRightPlace) // WD added component.InRightPlace
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EnableAlert(args.Equipee);
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}
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@@ -262,7 +266,9 @@ public sealed class ReflectSystem : EntitySystem
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EnsureComp<ReflectUserComponent>(args.User);
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if (component.Enabled)
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component.InRightPlace = IsInRightPlace(component, Placement.Hands); // WD
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if (component.Enabled && component.InRightPlace) // WD added component.InRightPlace
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EnableAlert(args.User);
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}
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@@ -276,10 +282,18 @@ public sealed class ReflectSystem : EntitySystem
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comp.Enabled = args.Activated;
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Dirty(uid, comp);
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if (comp.Enabled)
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EnableAlert(uid);
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else
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DisableAlert(uid);
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// WD edit start
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// Reason for the edit: previously EnableAlert and DisableAlert were given an "EntityUid uid" which
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// belongs to an item, not to the item user. Now its logic corrected and moved to "RefreshReflectUser()".
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// if (comp.Enabled)
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// EnableAlert(uid);
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// else
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// DisableAlert(uid);
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if (args.User != null)
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{
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RefreshReflectUser((EntityUid) args.User);
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}
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// WD edit end
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}
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/// <summary>
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@@ -293,7 +307,19 @@ public sealed class ReflectSystem : EntitySystem
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continue;
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EnsureComp<ReflectUserComponent>(user);
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EnableAlert(user);
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// WD edit start
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// Reason for the edit: to ensure correct display of alert.
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if (!TryComp<ReflectComponent>(ent, out var component))
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continue;
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if (component.Enabled && component.InRightPlace)
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EnableAlert(user);
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else
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{
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DisableAlert(user);
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continue;
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}
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// WD edit end
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return;
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}
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@@ -311,4 +337,15 @@ public sealed class ReflectSystem : EntitySystem
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{
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_alerts.ClearAlert(alertee, AlertType.Deflecting);
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}
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/// <summary>
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/// Selfdescribing.
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/// </summary>
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private static bool IsInRightPlace(ReflectComponent component, Placement placement) // WD
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{
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if (component.Placement == (Placement.Hands | Placement.Body))
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return true;
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else
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return (component.Placement & placement) != 0x0;
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}
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}
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@@ -3,5 +3,23 @@ namespace Content.Shared.Wieldable;
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/// <summary>
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/// Raised directed on an entity when it is wielded.
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/// </summary>
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[ByRefEvent]
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public readonly record struct ItemWieldedEvent;
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// WD edit start
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// Reason for the edit: previously ItemWieldedEvent didn't contained "EntityUid user" parameter.
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// Now it's done like ItemUnwieldedEvent with "EntityUid user" parameter for correct logic work.
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// [ByRefEvent]
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// public readonly record struct ItemWieldedEvent;
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public sealed class ItemWieldedEvent : EntityEventArgs
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{
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public EntityUid? User;
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/// <summary>
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/// Whether the item is being forced to be wielded, or if the player chose to wield it themselves.
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/// </summary>
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public bool Force;
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public ItemWieldedEvent(EntityUid? user = null, bool force = false)
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{
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User = user;
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Force = force;
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}
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}
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// WD edit end
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@@ -226,8 +226,8 @@ public sealed class WieldableSystem : EntitySystem
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var othersMessage = Loc.GetString("wieldable-component-successful-wield-other", ("user", user), ("item", used));
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_popupSystem.PopupPredicted(selfMessage, othersMessage, user, user);
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var targEv = new ItemWieldedEvent();
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RaiseLocalEvent(used, ref targEv);
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var targEv = new ItemWieldedEvent(user); // WD added user
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RaiseLocalEvent(used, targEv); // WD removed ref from targEv
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Dirty(used, component);
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return true;
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@@ -108,6 +108,8 @@
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- type: Reflect
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reflectProb: 1
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innate: true # armor grants a passive shield that does not require concentration to maintain
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placement: # WD
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- Body
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reflects:
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- Energy
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@@ -101,6 +101,8 @@
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reflectProb: 0.3
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velocityBeforeNotMaxProb: 6.0 # don't punish ninjas for being ninjas
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velocityBeforeMinProb: 10.0
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placement: # WD
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- Hands
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- type: MeleeBlock
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delay: 6.1
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