Add explosive banana peel 2 (#14491)

This commit is contained in:
Slava0135
2023-03-23 18:54:14 +03:00
committed by GitHub
parent 9c3b963e8e
commit 620c40e087
8 changed files with 162 additions and 99 deletions

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@@ -0,0 +1,6 @@
namespace Content.Server.Explosion.Components;
[RegisterComponent]
public sealed class TriggerOnSlipComponent : Component
{
}

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@@ -9,6 +9,7 @@ using Content.Shared.Database;
using Content.Shared.Implants.Components;
using Content.Shared.Interaction;
using Content.Shared.Payload.Components;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Trigger;
using JetBrains.Annotations;
@@ -61,6 +62,7 @@ namespace Content.Server.Explosion.EntitySystems
SubscribeLocalEvent<TriggerOnActivateComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<TriggerImplantActionComponent, ActivateImplantEvent>(OnImplantTrigger);
SubscribeLocalEvent<TriggerOnStepTriggerComponent, StepTriggeredEvent>(OnStepTriggered);
SubscribeLocalEvent<TriggerOnSlipComponent, SlipEvent>(OnSlipTriggered);
SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
SubscribeLocalEvent<ExplodeOnTriggerComponent, TriggerEvent>(HandleExplodeTrigger);
@@ -122,6 +124,11 @@ namespace Content.Server.Explosion.EntitySystems
Trigger(uid, args.Tripper);
}
private void OnSlipTriggered(EntityUid uid, TriggerOnSlipComponent component, ref SlipEvent args)
{
Trigger(uid, args.Slipped);
}
public bool Trigger(EntityUid trigger, EntityUid? user = null)
{
var triggerEvent = new TriggerEvent(trigger, user);

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@@ -11,110 +11,115 @@ using Robust.Shared.GameStates;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Slippery
namespace Content.Shared.Slippery;
[UsedImplicitly]
public sealed class SlipperySystem : EntitySystem
{
[UsedImplicitly]
public sealed class SlipperySystem : EntitySystem
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
base.Initialize();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
SubscribeLocalEvent<SlipperyComponent, StepTriggeredEvent>(HandleStepTrigger);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
// as long as slip-resistant mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
SubscribeLocalEvent<SlipperyComponent, ComponentGetState>(OnSlipperyGetState);
SubscribeLocalEvent<SlipperyComponent, ComponentHandleState>(OnSlipperyHandleState);
}
private void OnSlipperyHandleState(EntityUid uid, SlipperyComponent component, ref ComponentHandleState args)
{
if (args.Current is not SlipperyComponentState state) return;
component.ParalyzeTime = state.ParalyzeTime;
component.LaunchForwardsMultiplier = state.LaunchForwardsMultiplier;
component.SlipSound = new SoundPathSpecifier(state.SlipSound);
}
private void OnSlipperyGetState(EntityUid uid, SlipperyComponent component, ref ComponentGetState args)
{
args.State = new SlipperyComponentState(component.ParalyzeTime, component.LaunchForwardsMultiplier, _audio.GetSound(component.SlipSound));
}
private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredEvent args)
{
TrySlip(component, args.Tripper);
}
private void HandleAttemptCollide(
EntityUid uid,
SlipperyComponent component,
ref StepTriggerAttemptEvent args)
{
args.Continue |= CanSlip(uid, args.Tripper);
}
private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
{
args.Cancel();
}
private bool CanSlip(EntityUid uid, EntityUid toSlip)
{
return !_container.IsEntityInContainer(uid)
&& _statusEffectsSystem.CanApplyEffect(toSlip, "Stun"); //Should be KnockedDown instead?
}
private void TrySlip(SlipperyComponent component, EntityUid other)
{
if (HasComp<KnockedDownComponent>(other))
return;
var ev = new SlipAttemptEvent();
RaiseLocalEvent(other, ev, false);
if (ev.Cancelled)
return;
if (TryComp(other, out PhysicsComponent? physics))
_physics.SetLinearVelocity(other, physics.LinearVelocity * component.LaunchForwardsMultiplier, body: physics);
var playSound = !_statusEffectsSystem.HasStatusEffect(other, "KnockedDown");
_stunSystem.TryParalyze(other, TimeSpan.FromSeconds(component.ParalyzeTime), true);
// Preventing from playing the slip sound when you are already knocked down.
if (playSound)
{
_audio.PlayPredicted(component.SlipSound, other, other);
}
_adminLogger.Add(LogType.Slip, LogImpact.Low,
$"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(component.Owner):entity}");
}
public void CopyConstruct(EntityUid destUid, SlipperyComponent srcSlip)
{
var destEvaporation = EntityManager.EnsureComponent<SlipperyComponent>(destUid);
destEvaporation.SlipSound = srcSlip.SlipSound;
destEvaporation.ParalyzeTime = srcSlip.ParalyzeTime;
destEvaporation.LaunchForwardsMultiplier = srcSlip.LaunchForwardsMultiplier;
}
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
SubscribeLocalEvent<SlipperyComponent, StepTriggeredEvent>(HandleStepTrigger);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
// as long as slip-resistant mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
SubscribeLocalEvent<SlipperyComponent, ComponentGetState>(OnSlipperyGetState);
SubscribeLocalEvent<SlipperyComponent, ComponentHandleState>(OnSlipperyHandleState);
}
/// <summary>
/// Raised on an entity to determine if it can slip or not.
/// </summary>
public sealed class SlipAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
private void OnSlipperyHandleState(EntityUid uid, SlipperyComponent component, ref ComponentHandleState args)
{
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
if (args.Current is not SlipperyComponentState state) return;
component.ParalyzeTime = state.ParalyzeTime;
component.LaunchForwardsMultiplier = state.LaunchForwardsMultiplier;
component.SlipSound = new SoundPathSpecifier(state.SlipSound);
}
private void OnSlipperyGetState(EntityUid uid, SlipperyComponent component, ref ComponentGetState args)
{
args.State = new SlipperyComponentState(component.ParalyzeTime, component.LaunchForwardsMultiplier, _audio.GetSound(component.SlipSound));
}
private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredEvent args)
{
TrySlip(uid, component, args.Tripper);
}
private void HandleAttemptCollide(
EntityUid uid,
SlipperyComponent component,
ref StepTriggerAttemptEvent args)
{
args.Continue |= CanSlip(uid, args.Tripper);
}
private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
{
args.Cancel();
}
private bool CanSlip(EntityUid uid, EntityUid toSlip)
{
return !_container.IsEntityInContainer(uid)
&& _statusEffects.CanApplyEffect(toSlip, "Stun"); //Should be KnockedDown instead?
}
private void TrySlip(EntityUid uid, SlipperyComponent component, EntityUid other)
{
if (HasComp<KnockedDownComponent>(other))
return;
var attemptEv = new SlipAttemptEvent();
RaiseLocalEvent(other, attemptEv);
if (attemptEv.Cancelled)
return;
var ev = new SlipEvent(other);
RaiseLocalEvent(uid, ref ev);
if (TryComp(other, out PhysicsComponent? physics))
_physics.SetLinearVelocity(other, physics.LinearVelocity * component.LaunchForwardsMultiplier, body: physics);
var playSound = !_statusEffects.HasStatusEffect(other, "KnockedDown");
_stun.TryParalyze(other, TimeSpan.FromSeconds(component.ParalyzeTime), true);
// Preventing from playing the slip sound when you are already knocked down.
if (playSound)
{
_audio.PlayPredicted(component.SlipSound, other, other);
}
_adminLogger.Add(LogType.Slip, LogImpact.Low,
$"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
}
public void CopyConstruct(EntityUid destUid, SlipperyComponent srcSlip)
{
var destEvaporation = EntityManager.EnsureComponent<SlipperyComponent>(destUid);
destEvaporation.SlipSound = srcSlip.SlipSound;
destEvaporation.ParalyzeTime = srcSlip.ParalyzeTime;
destEvaporation.LaunchForwardsMultiplier = srcSlip.LaunchForwardsMultiplier;
}
}
/// <summary>
/// Raised on an entity to determine if it can slip or not.
/// </summary>
public sealed class SlipAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
}
[ByRefEvent]
public readonly record struct SlipEvent(EntityUid Slipped);

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@@ -151,6 +151,9 @@ uplink-necronomicon-desc = An unholy book capable of summoning a demonic familia
uplink-revolver-cap-gun-fake-name = Fake Cap Gun
uplink-revolver-cap-gun-fake-desc = Fool your enemy! It can use both cap and magnum bullets. Comes loaded with magnum bullets.
uplink-banana-peel-explosive-name = Explosive Banana Peel
uplink-banana-peel-explosive-desc = They will burst into laughter when they slip on it!
# Armor
uplink-chameleon-name = Chameleon Kit
uplink-chameleon-desc = A backpack full of items that contain chameleon technology allowing you to disguise as pretty much anything on the station, and more!

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@@ -594,6 +594,20 @@
- Mime
- Clown
- type: listing
id: uplinkBananaPeelExplosive
name: uplink-banana-peel-explosive-name
description: uplink-banana-peel-explosive-desc
productEntity: TrashBananaPeelExplosive
cost:
Telecrystal: 2
categories:
- UplinkJob
conditions:
- !type:BuyerJobCondition
whitelist:
- Clown
# Armor
- type: listing

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@@ -216,6 +216,25 @@
- type: Recyclable
- type: SpaceGarbage
- type: entity
name: banana peel
suffix: Explosive
parent: TrashBananaPeel
id: TrashBananaPeelExplosive
components:
- type: Sprite
sprite: Objects/Specific/Hydroponics/banana.rsi
state: primed
- type: TriggerOnSlip
- type: ExplodeOnTrigger
- type: Explosive
explosionType: Default
maxIntensity: 2
totalIntensity: 10
canCreateVacuum: false
- type: DeleteOnTrigger
- type: AnimationPlayer
- type: entity
name: carrot
parent: FoodProduceBase

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@@ -53,6 +53,15 @@
},
{
"name": "stage-6"
},
{
"name": "primed",
"delays": [
[
4.9,
0.1
]
]
}
]
}

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