Fix SuperSlippery And StepTriggers persisting when UpdateSlip is called (#34525)
* Fix superSlippery and stepTrigger values persist - made values in SpillTileReaction's public so we can query the prototype - made the default values for slippery component and StepTriggerComponent based on default constants for easier resetting - added a calculation and check in UpdateSlips to check if a super slip is present as well as Update relevant steptrigger and slip values based on the contents of the solution * The worlds biggest change --------- Co-authored-by: Myra <vascreeper@yahoo.com>
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@@ -17,14 +17,14 @@ namespace Content.Server.Chemistry.TileReactions
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[DataDefinition]
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public sealed partial class SpillTileReaction : ITileReaction
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{
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[DataField("launchForwardsMultiplier")] private float _launchForwardsMultiplier = 1;
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[DataField("requiredSlipSpeed")] private float _requiredSlipSpeed = 6;
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[DataField("paralyzeTime")] private float _paralyzeTime = 1;
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[DataField("launchForwardsMultiplier")] public float LaunchForwardsMultiplier = 1;
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[DataField("requiredSlipSpeed")] public float RequiredSlipSpeed = 6;
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[DataField("paralyzeTime")] public float ParalyzeTime = 1;
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/// <summary>
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/// <see cref="SlipperyComponent.SuperSlippery"/>
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/// </summary>
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[DataField("superSlippery")] private bool _superSlippery;
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[DataField("superSlippery")] public bool SuperSlippery;
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public FixedPoint2 TileReact(TileRef tile,
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ReagentPrototype reagent,
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@@ -39,13 +39,13 @@ namespace Content.Server.Chemistry.TileReactions
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.TrySpillAt(tile, new Solution(reagent.ID, reactVolume, data), out var puddleUid, false, false))
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{
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var slippery = entityManager.EnsureComponent<SlipperyComponent>(puddleUid);
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slippery.LaunchForwardsMultiplier = _launchForwardsMultiplier;
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slippery.ParalyzeTime = _paralyzeTime;
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slippery.SuperSlippery = _superSlippery;
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slippery.LaunchForwardsMultiplier = LaunchForwardsMultiplier;
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slippery.ParalyzeTime = ParalyzeTime;
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slippery.SuperSlippery = SuperSlippery;
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entityManager.Dirty(puddleUid, slippery);
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var step = entityManager.EnsureComponent<StepTriggerComponent>(puddleUid);
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entityManager.EntitySysManager.GetEntitySystem<StepTriggerSystem>().SetRequiredTriggerSpeed(puddleUid, _requiredSlipSpeed, step);
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entityManager.EntitySysManager.GetEntitySystem<StepTriggerSystem>().SetRequiredTriggerSpeed(puddleUid, RequiredSlipSpeed, step);
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var slow = entityManager.EnsureComponent<SpeedModifierContactsComponent>(puddleUid);
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var speedModifier = 1 - reagent.Viscosity;
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@@ -1,4 +1,6 @@
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Chemistry.TileReactions;
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using Content.Server.DoAfter;
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using Content.Server.Fluids.Components;
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using Content.Server.Spreader;
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@@ -387,23 +389,36 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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private void UpdateSlip(EntityUid entityUid, PuddleComponent component, Solution solution)
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{
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var isSlippery = false;
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var isSuperSlippery = false;
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// The base sprite is currently at 0.3 so we require at least 2nd tier to be slippery or else it's too hard to see.
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var amountRequired = FixedPoint2.New(component.OverflowVolume.Float() * LowThreshold);
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var slipperyAmount = FixedPoint2.Zero;
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// Utilize the defaults from their relevant systems... this sucks, and is a bandaid
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var launchForwardsMultiplier = SlipperyComponent.DefaultLaunchForwardsMultiplier;
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var paralyzeTime = SlipperyComponent.DefaultParalyzeTime;
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var requiredSlipSpeed = StepTriggerComponent.DefaultRequiredTriggeredSpeed;
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foreach (var (reagent, quantity) in solution.Contents)
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{
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var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
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if (reagentProto.Slippery)
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{
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if (!reagentProto.Slippery)
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continue;
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slipperyAmount += quantity;
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if (slipperyAmount > amountRequired)
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{
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if (slipperyAmount <= amountRequired)
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continue;
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isSlippery = true;
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break;
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}
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foreach (var tileReaction in reagentProto.TileReactions)
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{
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if (tileReaction is not SpillTileReaction spillTileReaction)
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continue;
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isSuperSlippery = spillTileReaction.SuperSlippery;
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launchForwardsMultiplier = launchForwardsMultiplier < spillTileReaction.LaunchForwardsMultiplier ? spillTileReaction.LaunchForwardsMultiplier : launchForwardsMultiplier;
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requiredSlipSpeed = requiredSlipSpeed > spillTileReaction.RequiredSlipSpeed ? spillTileReaction.RequiredSlipSpeed : requiredSlipSpeed;
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paralyzeTime = paralyzeTime < spillTileReaction.ParalyzeTime ? spillTileReaction.ParalyzeTime : paralyzeTime;
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}
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}
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@@ -413,6 +428,14 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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_stepTrigger.SetActive(entityUid, true, comp);
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var friction = EnsureComp<TileFrictionModifierComponent>(entityUid);
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_tile.SetModifier(entityUid, TileFrictionController.DefaultFriction * 0.5f, friction);
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if (!TryComp<SlipperyComponent>(entityUid, out var slipperyComponent))
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return;
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slipperyComponent.SuperSlippery = isSuperSlippery;
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_stepTrigger.SetRequiredTriggerSpeed(entityUid, requiredSlipSpeed);
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slipperyComponent.LaunchForwardsMultiplier = launchForwardsMultiplier;
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slipperyComponent.ParalyzeTime = paralyzeTime;
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}
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else if (TryComp<StepTriggerComponent>(entityUid, out var comp))
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{
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@@ -13,6 +13,8 @@ namespace Content.Shared.Slippery
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class SlipperyComponent : Component
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{
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public const float DefaultParalyzeTime = 1.5f;
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public const float DefaultLaunchForwardsMultiplier = 1.5f;
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/// <summary>
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/// Path to the sound to be played when a mob slips.
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/// </summary>
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@@ -25,14 +27,14 @@ namespace Content.Shared.Slippery
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(Other = AccessPermissions.ReadWrite)]
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public float ParalyzeTime = 1.5f;
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public float ParalyzeTime = DefaultParalyzeTime;
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/// <summary>
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/// The entity's speed will be multiplied by this to slip it forwards.
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/// </summary>
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[DataField, AutoNetworkedField]
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[Access(Other = AccessPermissions.ReadWrite)]
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public float LaunchForwardsMultiplier = 1.5f;
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public float LaunchForwardsMultiplier = DefaultLaunchForwardsMultiplier;
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/// <summary>
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/// If this is true, any slipping entity loses its friction until
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@@ -8,6 +8,7 @@ namespace Content.Shared.StepTrigger.Components;
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[Access(typeof(StepTriggerSystem))]
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public sealed partial class StepTriggerComponent : Component
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{
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public const float DefaultRequiredTriggeredSpeed = 3.5f;
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/// <summary>
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/// List of entities that are currently colliding with the entity.
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/// </summary>
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@@ -37,7 +38,7 @@ public sealed partial class StepTriggerComponent : Component
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/// Entities will only be triggered if their speed exceeds this limit.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float RequiredTriggeredSpeed = 3.5f;
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public float RequiredTriggeredSpeed = DefaultRequiredTriggeredSpeed;
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/// <summary>
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/// If any entities occupy the blacklist on the same tile then steptrigger won't work.
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