Crawling Part 1: The Knockdownening (#36881)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
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@@ -338,6 +338,8 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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// Ensure we actually have the component
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EnsureComp<TileFrictionModifierComponent>(entity);
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EnsureComp<SlipperyComponent>(entity, out var slipComp);
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// This is the base amount of reagent needed before a puddle can be considered slippery. Is defined based on
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// the sprite threshold for a puddle larger than 5 pixels.
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var smallPuddleThreshold = FixedPoint2.New(entity.Comp.OverflowVolume.Float() * LowThreshold);
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@@ -356,17 +358,21 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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var launchMult = FixedPoint2.Zero;
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// A cumulative weighted amount of stun times from slippery reagents
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var stunTimer = TimeSpan.Zero;
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// A cumulative weighted amount of knockdown times from slippery reagents
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var knockdownTimer = TimeSpan.Zero;
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// Check if the puddle is big enough to slip in to avoid doing unnecessary logic
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if (solution.Volume <= smallPuddleThreshold)
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{
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_stepTrigger.SetActive(entity, false, comp);
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_tile.SetModifier(entity, 1f);
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slipComp.SlipData.SlipFriction = 1f;
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slipComp.AffectsSliding = false;
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Dirty(entity, slipComp);
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return;
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}
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if (!TryComp<SlipperyComponent>(entity, out var slipComp))
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return;
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slipComp.AffectsSliding = true;
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foreach (var (reagent, quantity) in solution.Contents)
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{
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@@ -386,7 +392,8 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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// Aggregate launch speed based on quantity
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launchMult += reagentProto.SlipData.LaunchForwardsMultiplier * quantity;
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// Aggregate stun times based on quantity
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stunTimer += reagentProto.SlipData.ParalyzeTime * (float)quantity;
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stunTimer += reagentProto.SlipData.StunTime * (float)quantity;
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knockdownTimer += reagentProto.SlipData.KnockdownTime * (float)quantity;
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if (reagentProto.SlipData.SuperSlippery)
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superSlipperyUnits += quantity;
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@@ -404,8 +411,9 @@ public sealed partial class PuddleSystem : SharedPuddleSystem
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// 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.
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if (slipperyUnits > 0)
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{
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slipComp.SlipData.LaunchForwardsMultiplier = (float)(launchMult / slipperyUnits);
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slipComp.SlipData.ParalyzeTime = stunTimer / (float)slipperyUnits;
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slipComp.SlipData.LaunchForwardsMultiplier = (float)(launchMult/slipperyUnits);
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slipComp.SlipData.StunTime = (stunTimer/(float)slipperyUnits);
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slipComp.SlipData.KnockdownTime = (knockdownTimer/(float)slipperyUnits);
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}
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// Only make it super slippery if there is enough super slippery units for its own puddle
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