Slipping, now with 20% more ecs (#4310)
* Slipping, now with 20% more ecs * vereview
This commit is contained in:
112
Content.Shared/Slippery/SharedSlipperySystem.cs
Normal file
112
Content.Shared/Slippery/SharedSlipperySystem.cs
Normal file
@@ -0,0 +1,112 @@
|
||||
using System.Linq;
|
||||
using Content.Shared.EffectBlocker;
|
||||
using Content.Shared.Stunnable;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
|
||||
namespace Content.Shared.Slippery
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public abstract class SharedSlipperySystem : EntitySystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<SlipperyComponent, StartCollideEvent>(HandleCollide);
|
||||
}
|
||||
|
||||
private void HandleCollide(EntityUid uid, SlipperyComponent component, StartCollideEvent args)
|
||||
{
|
||||
component.Colliding.Add(args.OtherFixture.Body.Owner.Uid);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var slipperyComp in ComponentManager.EntityQuery<SlipperyComponent>().ToArray())
|
||||
{
|
||||
Update(slipperyComp);
|
||||
}
|
||||
}
|
||||
|
||||
private bool TrySlip(SlipperyComponent component, IPhysBody ourBody, IPhysBody otherBody)
|
||||
{
|
||||
if (!component.Slippery
|
||||
|| component.Owner.IsInContainer()
|
||||
|| component.Slipped.Contains(otherBody.Owner.Uid)
|
||||
|| !otherBody.Owner.TryGetComponent(out SharedStunnableComponent? stun))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed || stun.KnockedDown)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
|
||||
|
||||
if (percentage < component.IntersectPercentage)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EffectBlockerSystem.CanSlip(otherBody.Owner))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
otherBody.LinearVelocity *= component.LaunchForwardsMultiplier;
|
||||
|
||||
stun.Paralyze(5);
|
||||
component.Slipped.Add(otherBody.Owner.Uid);
|
||||
component.Dirty();
|
||||
|
||||
PlaySound(component);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// Until we get predicted slip sounds TM?
|
||||
protected abstract void PlaySound(SlipperyComponent component);
|
||||
|
||||
// TODO: Now that we have StartCollide and EndCollide this should just use that to track bodies intersecting.
|
||||
private void Update(SlipperyComponent component)
|
||||
{
|
||||
if (!component.Slippery)
|
||||
return;
|
||||
|
||||
if (!ComponentManager.TryGetComponent(component.Owner.Uid, out PhysicsComponent? body))
|
||||
{
|
||||
component.Colliding.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var uid in component.Colliding.ToArray())
|
||||
{
|
||||
if (!uid.IsValid() || !EntityManager.TryGetEntity(uid, out var entity))
|
||||
{
|
||||
component.Colliding.Remove(uid);
|
||||
component.Slipped.Remove(uid);
|
||||
component.Dirty();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out PhysicsComponent? otherPhysics) ||
|
||||
!body.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
|
||||
{
|
||||
component.Colliding.Remove(uid);
|
||||
component.Slipped.Remove(uid);
|
||||
component.Dirty();
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!component.Slipped.Contains(uid))
|
||||
TrySlip(component, body, otherPhysics);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user