Kick mines (real) (#8056)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Pieter-Jan Briers
2022-05-18 06:07:35 +02:00
committed by GitHub
parent 2f604ce05c
commit ebfe5e888f
29 changed files with 635 additions and 220 deletions

View File

@@ -1,31 +1,26 @@
using System.Linq;
using Content.Shared.Sound;
using Content.Shared.Sound;
using Content.Shared.StepTrigger;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Slippery
{
/// <summary>
/// Causes somebody to slip when they walk over this entity.
/// </summary>
/// <remarks>
/// Requires <see cref="StepTriggerComponent"/>, see that component for some additional properties.
/// </remarks>
[RegisterComponent]
[NetworkedComponent()]
[NetworkedComponent]
public sealed class SlipperyComponent : Component
{
private float _paralyzeTime = 3f;
private float _intersectPercentage = 0.3f;
private float _requiredSlipSpeed = 3.5f;
private float _launchForwardsMultiplier = 1f;
private bool _slippery = true;
private SoundSpecifier _slipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg");
/// <summary>
/// List of entities that are currently colliding with the entity.
/// </summary>
public readonly HashSet<EntityUid> Colliding = new();
/// <summary>
/// The list of entities that have been slipped by this component, which shouldn't be slipped again.
/// </summary>
public readonly HashSet<EntityUid> Slipped = new();
/// <summary>
/// Path to the sound to be played when a mob slips.
/// </summary>
@@ -61,40 +56,6 @@ namespace Content.Shared.Slippery
}
}
/// <summary>
/// Percentage of shape intersection for a slip to occur.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intersectPercentage")]
public float IntersectPercentage
{
get => _intersectPercentage;
set
{
if (MathHelper.CloseToPercent(_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 float RequiredSlipSpeed
{
get => _requiredSlipSpeed;
set
{
if (MathHelper.CloseToPercent(_requiredSlipSpeed, value)) return;
_requiredSlipSpeed = value;
Dirty();
}
}
/// <summary>
/// The entity's speed will be multiplied by this to slip it forwards.
/// </summary>
@@ -112,44 +73,18 @@ namespace Content.Shared.Slippery
}
}
/// <summary>
/// Whether or not this component will try to slip entities.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("slippery")]
public bool Slippery
{
get => _slippery;
set
{
if (_slippery == value) return;
_slippery = value;
Dirty();
}
}
public override ComponentState GetComponentState()
{
return new SlipperyComponentState(ParalyzeTime, IntersectPercentage, RequiredSlipSpeed, LaunchForwardsMultiplier, Slippery, SlipSound.GetSound(), Slipped.ToArray());
return new SlipperyComponentState(ParalyzeTime, LaunchForwardsMultiplier, SlipSound.GetSound());
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is not SlipperyComponentState state) return;
_slippery = state.Slippery;
_intersectPercentage = state.IntersectPercentage;
_paralyzeTime = state.ParalyzeTime;
_requiredSlipSpeed = state.RequiredSlipSpeed;
_launchForwardsMultiplier = state.LaunchForwardsMultiplier;
_slipSound = new SoundPathSpecifier(state.SlipSound);
Slipped.Clear();
foreach (var slipped in state.Slipped)
{
Slipped.Add(slipped);
}
}
}
@@ -157,22 +92,14 @@ namespace Content.Shared.Slippery
public sealed class SlipperyComponentState : ComponentState
{
public float ParalyzeTime { get; }
public float IntersectPercentage { get; }
public float RequiredSlipSpeed { get; }
public float LaunchForwardsMultiplier { get; }
public bool Slippery { get; }
public string SlipSound { get; }
public readonly EntityUid[] Slipped;
public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery, string slipSound, EntityUid[] slipped)
public SlipperyComponentState(float paralyzeTime, float launchForwardsMultiplier, string slipSound)
{
ParalyzeTime = paralyzeTime;
IntersectPercentage = intersectPercentage;
RequiredSlipSpeed = requiredSlipSpeed;
LaunchForwardsMultiplier = launchForwardsMultiplier;
Slippery = slippery;
SlipSound = slipSound;
Slipped = slipped;
}
}
}