#nullable enable using System; using System.Collections.Generic; using System.Linq; using Content.Shared.GameObjects.Components.Mobs; 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; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; namespace Content.Shared.GameObjects.Components.Movement { public abstract class SharedSlipperyComponent : Component, IStartCollide { 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; /// /// The list of entities that have been slipped by this component, /// and which have not stopped colliding with its owner yet. /// protected readonly List _slipped = new(); /// /// How many seconds the mob will be paralyzed for. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("paralyzeTime")] public float ParalyzeTime { get => _paralyzeTime; set { if (MathHelper.CloseTo(_paralyzeTime, value)) return; _paralyzeTime = value; Dirty(); } } /// /// Percentage of shape intersection for a slip to occur. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("intersectPercentage")] public float IntersectPercentage { get => _intersectPercentage; set { if (MathHelper.CloseTo(_intersectPercentage, value)) return; _intersectPercentage = value; Dirty(); } } /// /// Entities will only be slipped if their speed exceeds this limit. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("requiredSlipSpeed")] public float RequiredSlipSpeed { get => _requiredSlipSpeed; set { if (MathHelper.CloseTo(_requiredSlipSpeed, value)) return; _requiredSlipSpeed = 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.CloseTo(_launchForwardsMultiplier, value)) return; _launchForwardsMultiplier = value; Dirty(); } } /// /// Whether or not this component will try to slip entities. /// [ViewVariables(VVAccess.ReadWrite)] [DataField("slippery")] public bool Slippery { get => _slippery; set { if (_slippery == value) return; _slippery = value; Dirty(); } } private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody) { if (!Slippery || Owner.IsInContainer() || _slipped.Contains(otherBody.Entity.Uid) || !otherBody.Entity.TryGetComponent(out SharedStunnableComponent? stun)) { return false; } if (otherBody.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown) { return false; } var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB()); if (percentage < IntersectPercentage) { return false; } if (!EffectBlockerSystem.CanSlip(otherBody.Entity)) { return false; } otherBody.LinearVelocity *= LaunchForwardsMultiplier; stun.Paralyze(5); _slipped.Add(otherBody.Entity.Uid); OnSlip(); return true; } protected virtual void OnSlip() { } void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold) { TrySlip(ourBody, otherBody); } public void Update() { if (!Slippery) return; foreach (var uid in _slipped.ToArray()) { if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid)) { _slipped.Remove(uid); continue; } var entity = Owner.EntityManager.GetEntity(uid); var physics = Owner.GetComponent(); var otherPhysics = entity.GetComponent(); if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB())) { _slipped.Remove(uid); } } } } [Serializable, NetSerializable] public class SlipperyComponentState : ComponentState { public float ParalyzeTime { get; } public float IntersectPercentage { get; } public float RequiredSlipSpeed { get; } public float LaunchForwardsMultiplier { get; } public bool Slippery { get; } public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery) : base(ContentNetIDs.SLIP) { ParalyzeTime = paralyzeTime; IntersectPercentage = intersectPercentage; RequiredSlipSpeed = requiredSlipSpeed; LaunchForwardsMultiplier = launchForwardsMultiplier; Slippery = slippery; } } }