using Content.Shared.Sound; using Content.Shared.StepTrigger; using Robust.Shared.GameStates; using Robust.Shared.Serialization; namespace Content.Shared.Slippery { /// /// Causes somebody to slip when they walk over this entity. /// /// /// Requires , see that component for some additional properties. /// [RegisterComponent] [NetworkedComponent] public sealed class SlipperyComponent : Component { private float _paralyzeTime = 3f; private float _launchForwardsMultiplier = 1f; private SoundSpecifier _slipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg"); /// /// Path to the sound to be played when a mob slips. /// [ViewVariables] [DataField("slipSound")] public SoundSpecifier SlipSound { get => _slipSound; set { if (value == _slipSound) return; _slipSound = value; Dirty(); } } /// /// How many seconds the mob will be paralyzed for. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("paralyzeTime")] public float ParalyzeTime { get => _paralyzeTime; set { if (MathHelper.CloseToPercent(_paralyzeTime, value)) return; _paralyzeTime = value; Dirty(); } } /// /// The entity's speed will be multiplied by this to slip it forwards. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("launchForwardsMultiplier")] public float LaunchForwardsMultiplier { get => _launchForwardsMultiplier; set { if (MathHelper.CloseToPercent(_launchForwardsMultiplier, value)) return; _launchForwardsMultiplier = value; Dirty(); } } public override ComponentState GetComponentState() { return new SlipperyComponentState(ParalyzeTime, LaunchForwardsMultiplier, SlipSound.GetSound()); } public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { if (curState is not SlipperyComponentState state) return; _paralyzeTime = state.ParalyzeTime; _launchForwardsMultiplier = state.LaunchForwardsMultiplier; _slipSound = new SoundPathSpecifier(state.SlipSound); } } [Serializable, NetSerializable] public sealed class SlipperyComponentState : ComponentState { public float ParalyzeTime { get; } public float LaunchForwardsMultiplier { get; } public string SlipSound { get; } public SlipperyComponentState(float paralyzeTime, float launchForwardsMultiplier, string slipSound) { ParalyzeTime = paralyzeTime; LaunchForwardsMultiplier = launchForwardsMultiplier; SlipSound = slipSound; } } }