Files
OldThink/Content.Shared/Weapons/Reflect/ReflectComponent.cs
BIGZi0348 79acb6f9ee Фикс логики системы отражения (#682)
* Fixed ReflectSystem + Added logic for reflective items positioning

* Total oppsie fix

* Born to shitcode
2024-09-03 21:14:42 +03:00

98 lines
3.1 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");
// WD START
[DataField("damageOnReflect"), ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool DamageOnReflect;
// WD END
/// <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;
// WD START
/// <summary>
/// If the item for reflection needed in inventory slots only - select Body.
/// If the item for reflection needed in hands only - select Hands.
/// Otherwise it will reflect in any inventory position.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField]
public Placement Placement = Placement.Hands | Placement.Body;
/// <summary>
/// Can only reflect when placed correctly.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public bool InRightPlace = true;
// WD END
/// <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,
}
[Flags]
public enum Placement : byte
{
None = 0,
Hands = 1 << 0,
Body = 1 << 1,
}