Add Galoshes slowdown over slippery surfaces (#30967)

* first draft

* Fixed it all, just need to rename stuff

* Rename and add comments

* Clean-up

* Access added
This commit is contained in:
SlamBamActionman
2024-08-23 11:59:51 +02:00
committed by GitHub
parent 14567a1d3b
commit 9ee43eed2c
11 changed files with 177 additions and 18 deletions

View File

@@ -2,6 +2,8 @@ using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Inventory;
using Robust.Shared.Network;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Popups;
using Content.Shared.StatusEffect;
using Content.Shared.StepTrigger.Systems;
@@ -12,11 +14,12 @@ using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics.Events;
using Robust.Shared.Utility;
namespace Content.Shared.Slippery;
[UsedImplicitly]
[UsedImplicitly]
public sealed class SlipperySystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
@@ -25,6 +28,7 @@ public sealed class SlipperySystem : EntitySystem
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SpeedModifierContactsSystem _speedModifier = default!;
public override void Initialize()
{
@@ -33,9 +37,13 @@ public sealed class SlipperySystem : EntitySystem
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
SubscribeLocalEvent<SlipperyComponent, StepTriggeredOffEvent>(HandleStepTrigger);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
SubscribeLocalEvent<SlowedOverSlipperyComponent, SlipAttemptEvent>(OnSlowedOverSlipAttempt);
SubscribeLocalEvent<ThrownItemComponent, SlipCausingAttemptEvent>(OnThrownSlipAttempt);
// 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<SlowedOverSlipperyComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnSlowedOverSlipAttempt(e, c, ev.Args));
SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent>>(OnGetSlowedOverSlipperyModifier);
SubscribeLocalEvent<SlipperyComponent, EndCollideEvent>(OnEntityExit);
}
private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredOffEvent args)
@@ -53,7 +61,12 @@ public sealed class SlipperySystem : EntitySystem
private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
{
args.Cancel();
args.NoSlip = true;
}
private void OnSlowedOverSlipAttempt(EntityUid uid, SlowedOverSlipperyComponent component, SlipAttemptEvent args)
{
args.SlowOverSlippery = true;
}
private void OnThrownSlipAttempt(EntityUid uid, ThrownItemComponent comp, ref SlipCausingAttemptEvent args)
@@ -61,6 +74,17 @@ public sealed class SlipperySystem : EntitySystem
args.Cancelled = true;
}
private void OnGetSlowedOverSlipperyModifier(EntityUid uid, SlowedOverSlipperyComponent comp, ref InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent> args)
{
args.Args.SlowdownModifier *= comp.SlowdownModifier;
}
private void OnEntityExit(EntityUid uid, SlipperyComponent component, ref EndCollideEvent args)
{
if (HasComp<SpeedModifiedByContactComponent>(args.OtherEntity))
_speedModifier.AddModifiedEntity(args.OtherEntity);
}
private bool CanSlip(EntityUid uid, EntityUid toSlip)
{
return !_container.IsEntityInContainer(uid)
@@ -74,7 +98,10 @@ public sealed class SlipperySystem : EntitySystem
var attemptEv = new SlipAttemptEvent();
RaiseLocalEvent(other, attemptEv);
if (attemptEv.Cancelled)
if (attemptEv.SlowOverSlippery)
_speedModifier.AddModifiedEntity(other);
if (attemptEv.NoSlip)
return;
var attemptCausingEv = new SlipCausingAttemptEvent();
@@ -115,8 +142,12 @@ public sealed class SlipperySystem : EntitySystem
/// <summary>
/// Raised on an entity to determine if it can slip or not.
/// </summary>
public sealed class SlipAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
public sealed class SlipAttemptEvent : EntityEventArgs, IInventoryRelayEvent
{
public bool NoSlip;
public bool SlowOverSlippery;
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
}