Files
wwdpublic/Content.Server/Psionics/PsionicsSystem.cs
VMSolidus 2dc280c0d1 Give Traits A Haircut (#2292)
# Description

Done on stream with @OldDanceJacket and with a livestream of >30 people.
This PR massively trims down the most problematic aspects of Psionics
related to traits, blatantly by just outright removing the option for
buying roundstart powers. Station's were basically space hogwarts, which
caused problems. Also at ODJ's insistence, we dialed back a LOT of the
"Negative trait proliferation", in order to reduce the crew power
scaling issues.

Also some small psionic related bugfixing.

# TODO

<details><summary><h1>Media</h1></summary>
<p>

These are all 6 of the remaining "Psionics" traits.

![image](https://github.com/user-attachments/assets/b044ac7d-cab3-4855-aab2-cc48882aa0a3)

</p>
</details>

# Changelog

🆑
- tweak: Significantly reduced the amount of points given by most
negative traits.
- fix: Fixed the Psionic Mantis not being able to roll powers.
- remove: Removed all trait menu options for buying roundstart psionic
powers. I'm sorry about this, but it broke a LOT of things, and wasn't a
good idea at all in the first place. There's no longer the Elementalist
psicaster type, since there's also no power shop.

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>

(cherry picked from commit e50ef59b4a2bb2b38a36b22736b4b42c2735975b)
2025-05-03 01:11:57 +03:00

360 lines
15 KiB
C#

using Content.Shared.Abilities.Psionics;
using Content.Shared.StatusEffect;
using Content.Shared.Psionics;
using Content.Shared.Psionics.Glimmer;
using Content.Shared.Random;
using Content.Shared.Weapons.Melee.Events;
using Content.Shared.Damage.Events;
using Content.Shared.CCVar;
using Content.Server.Abilities.Psionics;
using Content.Server.Electrocution;
using Content.Server.NPC.Components;
using Content.Server.NPC.Systems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Random;
using Content.Shared.Popups;
using Content.Shared.Chat;
using Robust.Server.Player;
using Content.Server.Chat.Managers;
using Robust.Shared.Prototypes;
using Content.Shared.Mobs;
using Content.Shared.Damage;
using Content.Shared.Interaction.Events;
using Timer = Robust.Shared.Timing.Timer;
using Content.Shared.Alert;
using Content.Shared.NPC.Components;
using Content.Shared.NPC.Systems;
using Content.Shared.Rounding;
namespace Content.Server.Psionics;
public sealed class PsionicsSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly PsionicAbilitiesSystem _psionicAbilitiesSystem = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly ElectrocutionSystem _electrocutionSystem = default!;
[Dependency] private readonly MindSwapPowerSystem _mindSwapPowerSystem = default!;
[Dependency] private readonly GlimmerSystem _glimmerSystem = default!;
[Dependency] private readonly NpcFactionSystem _npcFactonSystem = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedPopupSystem _popups = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPrototypeManager _protoMan = default!;
[Dependency] private readonly PsionicFamiliarSystem _psionicFamiliar = default!;
[Dependency] private readonly NPCRetaliationSystem _retaliationSystem = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
private const string BaselineAmplification = "Baseline Amplification";
private const string BaselineDampening = "Baseline Dampening";
// Yes these are a mirror of what's normally default datafields on the PsionicPowerPrototype.
// We haven't generated a prototype yet, and I'm not going to duplicate them on the PsionicComponent.
private const string PsionicRollFailedMessage = "psionic-roll-failed";
private const string PsionicRollFailedColor = "#8A00C2";
private const int PsionicRollFailedFontSize = 12;
private const ChatChannel PsionicRollFailedChatChannel = ChatChannel.Emotes;
/// <summary>
/// Unfortunately, since spawning as a normal role and anything else is so different,
/// this is the only way to unify them, for now at least.
/// </summary>
Queue<(PsionicComponent component, EntityUid uid)> _rollers = new();
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_cfg.GetCVar(CCVars.PsionicRollsEnabled))
return;
foreach (var roller in _rollers)
RollPsionics(roller.uid, roller.component, true);
_rollers.Clear();
}
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PsionicComponent, MapInitEvent>(OnStartup);
SubscribeLocalEvent<AntiPsionicWeaponComponent, MeleeHitEvent>(OnMeleeHit);
SubscribeLocalEvent<AntiPsionicWeaponComponent, TakeStaminaDamageEvent>(OnStamHit);
SubscribeLocalEvent<PsionicComponent, MobStateChangedEvent>(OnMobstateChanged);
SubscribeLocalEvent<PsionicComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<PsionicComponent, AttackAttemptEvent>(OnAttackAttempt);
SubscribeLocalEvent<PsionicComponent, ComponentStartup>(OnInit);
SubscribeLocalEvent<PsionicComponent, ComponentRemove>(OnRemove);
}
private void OnStartup(EntityUid uid, PsionicComponent component, MapInitEvent args)
{
if (!component.CanReroll)
return;
Timer.Spawn(TimeSpan.FromSeconds(30), () => DeferRollers(uid));
}
/// <summary>
/// We wait a short time before starting up the rolled powers, so that other systems have a chance to modify the list first.
/// This is primarily for the sake of TraitSystem and AddJobSpecial.
/// </summary>
private void DeferRollers(EntityUid uid)
{
if (!Exists(uid)
|| !TryComp(uid, out PsionicComponent? component))
return;
CheckPowerCost(uid, component);
GenerateAvailablePowers(component);
_rollers.Enqueue((component, uid));
}
/// <summary>
/// On MapInit, PsionicComponent isn't going to contain any powers.
/// So before we send a Latent Psychic into the roundstart roll queue, we need to calculate their power cost in advance.
/// </summary>
private void CheckPowerCost(EntityUid uid, PsionicComponent component)
{
if (!TryComp<InnatePsionicPowersComponent>(uid, out var innate))
return;
var powerCount = 0;
foreach (var powerId in innate.PowersToAdd)
if (_protoMan.TryIndex(powerId, out var power))
powerCount += power.PowerSlotCost;
component.NextPowerCost = 100 * MathF.Pow(2, powerCount);
}
/// <summary>
/// The power pool is itself a DataField, and things like Traits/Antags are allowed to modify or replace the pool.
/// </summary>
private void GenerateAvailablePowers(PsionicComponent component)
{
if (!_protoMan.TryIndex<WeightedRandomPrototype>(component.PowerPool.Id, out var pool))
return;
foreach (var id in pool.Weights)
{
if (!_protoMan.TryIndex<PsionicPowerPrototype>(id.Key, out var power)
|| component.ActivePowers.Contains(power))
continue;
component.AvailablePowers.TryAdd(id.Key, id.Value);
}
}
private void OnMeleeHit(EntityUid uid, AntiPsionicWeaponComponent component, MeleeHitEvent args)
{
foreach (var entity in args.HitEntities)
CheckAntiPsionic(entity, component, args);
}
private void CheckAntiPsionic(EntityUid entity, AntiPsionicWeaponComponent component, MeleeHitEvent args)
{
if (HasComp<PsionicComponent>(entity))
{
_audio.PlayPvs("/Audio/Effects/lightburn.ogg", entity);
args.ModifiersList.Add(component.Modifiers);
if (!_random.Prob(component.DisableChance))
return;
_statusEffects.TryAddStatusEffect(entity, component.DisableStatus, TimeSpan.FromSeconds(component.DisableDuration), true, component.DisableStatus);
}
if (TryComp<MindSwappedComponent>(entity, out var swapped))
_mindSwapPowerSystem.Swap(entity, swapped.OriginalEntity, true);
if (!component.Punish
|| HasComp<PsionicComponent>(entity)
|| !_random.Prob(component.PunishChances))
return;
_electrocutionSystem.TryDoElectrocution(args.User, null, component.PunishSelfDamage, TimeSpan.FromSeconds(component.PunishStunDuration), false);
}
private void OnInit(EntityUid uid, PsionicComponent component, ComponentStartup args)
{
component.AmplificationSources.Add(BaselineAmplification, _random.NextFloat(component.BaselineAmplification.Item1, component.BaselineAmplification.Item2));
component.DampeningSources.Add(BaselineDampening, _random.NextFloat(component.BaselineDampening.Item1, component.BaselineDampening.Item2));
if (!component.Removable
|| !TryComp<NpcFactionMemberComponent>(uid, out var factions)
|| _npcFactonSystem.ContainsFaction(uid, "GlimmerMonster", factions))
return;
_npcFactonSystem.AddFaction(uid, "PsionicInterloper");
}
private void OnRemove(EntityUid uid, PsionicComponent component, ComponentRemove args)
{
if (!HasComp<NpcFactionMemberComponent>(uid))
return;
_npcFactonSystem.RemoveFaction(uid, "PsionicInterloper");
}
private void OnStamHit(EntityUid uid, AntiPsionicWeaponComponent component, TakeStaminaDamageEvent args)
{
if (!HasComp<PsionicComponent>(args.Target))
return;
args.FlatModifier += component.PsychicStaminaDamage;
}
/// <summary>
/// Now we handle Potentia calculations, the more powers you have, the harder it is to obtain psionics, but the content of your roll carries over to the next roll.
/// Your first power costs 100(2^0 is always 1), your second power costs 200, your 3rd power costs 400, and so on. This also considers people with roundstart powers.
/// Such that a Mystagogue(who has 3 powers at roundstart) needs 800 Potentia to gain his 4th power.
/// </summary>
/// <remarks>
/// This exponential cost is mainly done to prevent stations from becoming "Space Hogwarts",
/// which was a common complaint with Psionic Refactor opening up the opportunity for people to have multiple powers.
/// </remarks>
private bool HandlePotentiaCalculations(EntityUid uid, PsionicComponent component, float psionicChance)
{
component.Potentia += _random.NextFloat(0 + psionicChance, 100 + psionicChance);
if (component.Potentia < component.NextPowerCost)
return false;
while (component.Potentia >= component.NextPowerCost)
{
component.Potentia -= component.NextPowerCost;
_psionicAbilitiesSystem.AddPsionics(uid);
component.NextPowerCost = Math.Abs(component.BaselinePowerCost * MathF.Pow(2, component.PowerSlotsTaken));
}
return true;
}
/// <summary>
/// Provide the player with feedback about their roll failure, so they don't just think nothing happened.
/// TODO: Add an audio cue to this and other areas of psionic player feedback.
/// </summary>
private void HandleRollFeedback(EntityUid uid)
{
if (!_playerManager.TryGetSessionByEntity(uid, out var session)
|| !Loc.TryGetString(PsionicRollFailedMessage, out var rollFailedMessage))
return;
_popups.PopupEntity(rollFailedMessage, uid, uid, PopupType.MediumCaution);
// Popups only last a few seconds, and are easily ignored.
// So we also put a message in chat to make it harder to miss.
var feedbackMessage = $"[font size={PsionicRollFailedFontSize}][color={PsionicRollFailedColor}]{rollFailedMessage}[/color][/font]";
_chatManager.ChatMessageToOne(
PsionicRollFailedChatChannel,
feedbackMessage,
feedbackMessage,
EntityUid.Invalid,
false,
session.Channel);
}
/// <summary>
/// This function attempts to generate a psionic power by incrementing a Psion's Potentia stat by a random amount, then checking if it beats a certain threshold.
/// Please consider going through RerollPsionics or PsionicAbilitiesSystem.InitializePsionicPower instead of this function, particularly if you don't have a good reason to call this directly.
/// </summary>
public void RollPsionics(EntityUid uid, PsionicComponent component, bool applyGlimmer = true, float rollEventMultiplier = 1f)
{
if (!_cfg.GetCVar(CCVars.PsionicRollsEnabled)
|| !component.Roller)
return;
// Calculate the initial odds based on the innate potential
var baselineChance = component.Chance
* component.PowerRollMultiplier
+ component.PowerRollFlatBonus
+ _random.NextFloat(0, 100);
// Increase the initial odds based on Glimmer.
baselineChance += (float) (applyGlimmer
? _glimmerSystem.GetGlimmerEquilibriumRatio() * 25
: 0);
// Certain sources of power rolls provide their own multiplier.
baselineChance *= rollEventMultiplier;
// Ask if the Roller has any other effects to contribute, such as Traits.
var ev = new OnRollPsionicsEvent(uid, baselineChance);
RaiseLocalEvent(uid, ref ev);
if (!HandlePotentiaCalculations(uid, component, ev.BaselineChance))
return;
HandleRollFeedback(uid);
}
/// <summary>
/// Each person has a single free reroll for their Psionics, which certain conditions can restore.
/// This function attempts to "Spend" a reroll, if one is available.
/// </summary>
public void RerollPsionics(EntityUid uid, PsionicComponent? psionic = null, float bonusMuliplier = 1f)
{
if (!Resolve(uid, ref psionic, false)
|| !psionic.CanReroll)
return;
psionic.CanReroll = false;
RollPsionics(uid, psionic, true, bonusMuliplier);
}
private void OnMobstateChanged(EntityUid uid, PsionicComponent component, MobStateChangedEvent args)
{
if (component.Familiars.Count <= 0
|| args.NewMobState != MobState.Dead)
return;
foreach (var familiar in component.Familiars)
{
if (!TryComp<PsionicFamiliarComponent>(familiar, out var familiarComponent)
|| !familiarComponent.DespawnOnMasterDeath)
continue;
_psionicFamiliar.DespawnFamiliar(familiar, familiarComponent);
}
}
/// <summary>
/// When a caster with active summons is attacked, aggro their familiars to the attacker.
/// </summary>
private void OnDamageChanged(EntityUid uid, PsionicComponent component, DamageChangedEvent args)
{
if (component.Familiars.Count <= 0
|| !args.DamageIncreased
|| args.Origin is not { } origin
|| origin == uid)
return;
SetFamiliarTarget(origin, component);
}
/// <summary>
/// When a caster with active summons attempts to attack something, aggro their familiars to the target.
/// </summary>
private void OnAttackAttempt(EntityUid uid, PsionicComponent component, AttackAttemptEvent args)
{
if (component.Familiars.Count <= 0
|| args.Target == uid
|| args.Target is not { } target
|| component.Familiars.Contains(target))
return;
SetFamiliarTarget(target, component);
}
private void SetFamiliarTarget(EntityUid target, PsionicComponent component)
{
foreach (var familiar in component.Familiars)
{
if (!TryComp<NPCRetaliationComponent>(familiar, out var retaliationComponent))
continue;
_retaliationSystem.TryRetaliate((familiar, retaliationComponent), target);
}
}
}