Puddle Code Slipping Cleanup (#35845)

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Actually dirty the slipComp for real

* Added Friction field to Reagent Prototype per design discussion

* Sliding system is kill
This commit is contained in:
Princess Cheeseballs
2025-04-20 14:27:12 -07:00
committed by GitHub
parent c2857c5247
commit 251cfbd8be
27 changed files with 177 additions and 222 deletions

View File

@@ -71,8 +71,6 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
private static string[] _standoutReagents = [Blood, Slime, CopperBlood];
public static readonly float PuddleVolume = 1000;
// Using local deletion queue instead of the standard queue so that we can easily "undelete" if a puddle
// loses & then gains reagents in a single tick.
private HashSet<EntityUid> _deletionQueue = [];
@@ -94,7 +92,6 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
// Shouldn't need re-anchoring.
SubscribeLocalEvent<PuddleComponent, AnchorStateChangedEvent>(OnAnchorChanged);
SubscribeLocalEvent<PuddleComponent, SolutionContainerChangedEvent>(OnSolutionUpdate);
SubscribeLocalEvent<PuddleComponent, ComponentInit>(OnPuddleInit);
SubscribeLocalEvent<PuddleComponent, SpreadNeighborsEvent>(OnPuddleSpread);
SubscribeLocalEvent<PuddleComponent, SlipEvent>(OnPuddleSlip);
@@ -327,11 +324,6 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
TickEvaporation();
}
private void OnPuddleInit(Entity<PuddleComponent> entity, ref ComponentInit args)
{
_solutionContainerSystem.EnsureSolution(entity.Owner, entity.Comp.SolutionName, out _, FixedPoint2.New(PuddleVolume));
}
private void OnSolutionUpdate(Entity<PuddleComponent> entity, ref SolutionContainerChangedEvent args)
{
if (args.SolutionId != entity.Comp.SolutionName)
@@ -344,7 +336,7 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
}
_deletionQueue.Remove(entity);
UpdateSlip(entity, entity.Comp, args.Solution);
UpdateSlip((entity, entity.Comp), args.Solution);
UpdateSlow(entity, args.Solution);
UpdateEvaporation(entity, args.Solution);
UpdateAppearance(entity, entity.Comp);
@@ -389,62 +381,89 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
_appearance.SetData(uid, PuddleVisuals.SolutionColor, color, appearance);
}
private void UpdateSlip(EntityUid entityUid, PuddleComponent component, Solution solution)
private void UpdateSlip(Entity<PuddleComponent> entity, Solution solution)
{
var isSlippery = false;
var isSuperSlippery = false;
// 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.
var amountRequired = FixedPoint2.New(component.OverflowVolume.Float() * LowThreshold);
var slipperyAmount = FixedPoint2.Zero;
if (!TryComp<StepTriggerComponent>(entity, out var comp))
return;
// Utilize the defaults from their relevant systems... this sucks, and is a bandaid
var launchForwardsMultiplier = SlipperyComponent.DefaultLaunchForwardsMultiplier;
var paralyzeTime = SlipperyComponent.DefaultParalyzeTime;
var requiredSlipSpeed = StepTriggerComponent.DefaultRequiredTriggeredSpeed;
// This is the base amount of reagent needed before a puddle can be considered slippery. Is defined based on
// the sprite threshold for a puddle larger than 5 pixels.
var smallPuddleThreshold = FixedPoint2.New(entity.Comp.OverflowVolume.Float() * LowThreshold);
// Stores how many units of slippery reagents a puddle has
var slipperyUnits = FixedPoint2.Zero;
// Stores how many units of super slippery reagents a puddle has
var superSlipperyUnits = FixedPoint2.Zero;
// These three values will be averaged later and all start at zero so the calculations work
// A cumulative weighted amount of minimum speed to slip values
var puddleFriction = FixedPoint2.Zero;
// A cumulative weighted amount of minimum speed to slip values
var slipStepTrigger = FixedPoint2.Zero;
// A cumulative weighted amount of launch multipliers from slippery reagents
var launchMult = FixedPoint2.Zero;
// A cumulative weighted amount of stun times from slippery reagents
var stunTimer = TimeSpan.Zero;
// Check if the puddle is big enough to slip in to avoid doing unnecessary logic
if (solution.Volume <= smallPuddleThreshold)
{
_stepTrigger.SetActive(entity, false, comp);
_tile.SetModifier(entity, TileFrictionController.DefaultFriction);
return;
}
if (!TryComp<SlipperyComponent>(entity, out var slipComp))
return;
foreach (var (reagent, quantity) in solution.Contents)
{
var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
if (!reagentProto.Slippery)
// Calculate the minimum speed needed to slip in the puddle. Average the overall slip thresholds for all reagents
var deltaSlipTrigger = reagentProto.SlipData?.RequiredSlipSpeed ?? entity.Comp.DefaultSlippery;
slipStepTrigger += quantity * deltaSlipTrigger;
// Aggregate Friction based on quantity
puddleFriction += reagentProto.Friction * quantity;
if (reagentProto.SlipData == null)
continue;
slipperyAmount += quantity;
if (slipperyAmount <= amountRequired)
continue;
isSlippery = true;
slipperyUnits += quantity;
// Aggregate launch speed based on quantity
launchMult += reagentProto.SlipData.LaunchForwardsMultiplier * quantity;
// Aggregate stun times based on quantity
stunTimer += reagentProto.SlipData.ParalyzeTime * (float)quantity;
foreach (var tileReaction in reagentProto.TileReactions)
{
if (tileReaction is not SpillTileReaction spillTileReaction)
continue;
isSuperSlippery = spillTileReaction.SuperSlippery;
launchForwardsMultiplier = launchForwardsMultiplier < spillTileReaction.LaunchForwardsMultiplier ? spillTileReaction.LaunchForwardsMultiplier : launchForwardsMultiplier;
requiredSlipSpeed = requiredSlipSpeed > spillTileReaction.RequiredSlipSpeed ? spillTileReaction.RequiredSlipSpeed : requiredSlipSpeed;
paralyzeTime = paralyzeTime < spillTileReaction.ParalyzeTime ? spillTileReaction.ParalyzeTime : paralyzeTime;
}
if (reagentProto.SlipData.SuperSlippery)
superSlipperyUnits += quantity;
}
if (isSlippery)
// Turn on the step trigger if it's slippery
_stepTrigger.SetActive(entity, slipperyUnits > smallPuddleThreshold, comp);
// This is based of the total volume and not just the slippery volume because there is a default
// slippery for all reagents even if they aren't technically slippery.
slipComp.SlipData.RequiredSlipSpeed = (float)(slipStepTrigger / solution.Volume);
_stepTrigger.SetRequiredTriggerSpeed(entity, slipComp.SlipData.RequiredSlipSpeed);
// Divide these both by only total amount of slippery reagents.
// A puddle with 10 units of lube vs a puddle with 10 of lube and 20 catchup should stun and launch forward the same amount.
if (slipperyUnits > 0)
{
var comp = EnsureComp<StepTriggerComponent>(entityUid);
_stepTrigger.SetActive(entityUid, true, comp);
var friction = EnsureComp<TileFrictionModifierComponent>(entityUid);
_tile.SetModifier(entityUid, TileFrictionController.DefaultFriction * 0.5f, friction);
if (!TryComp<SlipperyComponent>(entityUid, out var slipperyComponent))
return;
slipperyComponent.SuperSlippery = isSuperSlippery;
_stepTrigger.SetRequiredTriggerSpeed(entityUid, requiredSlipSpeed);
slipperyComponent.LaunchForwardsMultiplier = launchForwardsMultiplier;
slipperyComponent.ParalyzeTime = paralyzeTime;
}
else if (TryComp<StepTriggerComponent>(entityUid, out var comp))
{
_stepTrigger.SetActive(entityUid, false, comp);
RemCompDeferred<TileFrictionModifierComponent>(entityUid);
slipComp.SlipData.LaunchForwardsMultiplier = (float)(launchMult/slipperyUnits);
slipComp.SlipData.ParalyzeTime = (stunTimer/(float)slipperyUnits);
}
// Only make it super slippery if there is enough super slippery units for its own puddle
slipComp.SlipData.SuperSlippery = superSlipperyUnits >= smallPuddleThreshold;
// Lower tile friction based on how slippery it is, lets items slide across a puddle of lube
slipComp.SlipData.SlipFriction = (float)(puddleFriction/solution.Volume);
_tile.SetModifier(entity, TileFrictionController.DefaultFriction * slipComp.SlipData.SlipFriction);
Dirty(entity, slipComp);
}
private void UpdateSlow(EntityUid uid, Solution solution)