StunnableComponent cleanup, proper prediction for stuns and slips. (#3552)

This commit is contained in:
Vera Aguilera Puerto
2021-03-08 05:00:50 +01:00
committed by GitHub
parent 0ad70d62ec
commit 6c77801d90
13 changed files with 243 additions and 226 deletions

View File

@@ -7,6 +7,7 @@ using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.Physics;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Serialization;
@@ -19,6 +20,12 @@ namespace Content.Shared.GameObjects.Components.Movement
{
public sealed override string Name => "Slippery";
protected float _paralyzeTime = 3f;
protected float _intersectPercentage = 0.3f;
protected float _requiredSlipSpeed = 0.1f;
protected float _launchForwardsMultiplier = 1f;
protected bool _slippery = true;
/// <summary>
/// The list of entities that have been slipped by this component,
/// and which have not stopped colliding with its owner yet.
@@ -30,35 +37,85 @@ namespace Content.Shared.GameObjects.Components.Movement
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeTime")]
public virtual float ParalyzeTime { get; set; } = 3f;
public float ParalyzeTime
{
get => _paralyzeTime;
set
{
if (MathHelper.CloseTo(_paralyzeTime, value)) return;
_paralyzeTime = value;
Dirty();
}
}
/// <summary>
/// Percentage of shape intersection for a slip to occur.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intersectPercentage")]
public virtual float IntersectPercentage { get; set; } = 0.3f;
public float IntersectPercentage
{
get => _intersectPercentage;
set
{
if (MathHelper.CloseTo(_intersectPercentage, value)) return;
_intersectPercentage = value;
Dirty();
}
}
/// <summary>
/// Entities will only be slipped if their speed exceeds this limit.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("requiredSlipSpeed")]
public virtual float RequiredSlipSpeed { get; set; } = 0.1f;
public float RequiredSlipSpeed
{
get => _requiredSlipSpeed;
set
{
if (MathHelper.CloseTo(_requiredSlipSpeed, value)) return;
_requiredSlipSpeed = value;
Dirty();
}
}
/// <summary>
/// The entity's speed will be multiplied by this to slip it forwards.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("launchForwardsMultiplier")]
public virtual float LaunchForwardsMultiplier { get; set; } = 1f;
public float LaunchForwardsMultiplier
{
get => _launchForwardsMultiplier;
set
{
if (MathHelper.CloseTo(_launchForwardsMultiplier, value)) return;
_launchForwardsMultiplier = value;
Dirty();
}
}
/// <summary>
/// Whether or not this component will try to slip entities.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("slippery")]
public virtual bool Slippery { get; set; } = true;
public bool Slippery
{
get => _slippery;
set
{
if (_slippery == value) return;
_slippery = value;
Dirty();
}
}
private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
{
@@ -106,6 +163,9 @@ namespace Content.Shared.GameObjects.Components.Movement
public void Update()
{
if (!Slippery)
return;
foreach (var uid in _slipped.ToArray())
{
if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
@@ -124,23 +184,6 @@ namespace Content.Shared.GameObjects.Components.Movement
}
}
}
public override void Initialize()
{
base.Initialize();
var physics = Owner.EnsureComponent<PhysicsComponent>();
physics.Hard = false;
var fixtures = physics.Fixtures.FirstOrDefault();
if (fixtures != null)
{
fixtures.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
fixtures.CollisionMask = (int) CollisionGroup.None;
}
}
}
[Serializable, NetSerializable]