using System; using System.Collections.Generic; using System.Linq; using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.EntitySystems; using Content.Shared.Physics; using Robust.Shared.Containers; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Components; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Serialization; using Robust.Shared.ViewVariables; namespace Content.Shared.GameObjects.Components.Movement { public abstract class SharedSlipperyComponent : Component, ICollideBehavior { [Dependency] private readonly IEntityManager _entityManager = default!; public sealed override string Name => "Slippery"; /// /// 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 List(); /// /// How many seconds the mob will be paralyzed for. /// [ViewVariables(VVAccess.ReadWrite)] public virtual float ParalyzeTime { get; set; } = 2f; /// /// Percentage of shape intersection for a slip to occur. /// [ViewVariables(VVAccess.ReadWrite)] public virtual float IntersectPercentage { get; set; } = 0.3f; /// /// Entities will only be slipped if their speed exceeds this limit. /// [ViewVariables(VVAccess.ReadWrite)] public virtual float RequiredSlipSpeed { get; set; } = 0f; /// /// The entity's speed will be multiplied by this to slip it forwards. /// [ViewVariables(VVAccess.ReadWrite)] public virtual float LaunchForwardsMultiplier { get; set; } = 1f; /// /// Whether or not this component will try to slip entities. /// [ViewVariables(VVAccess.ReadWrite)] public virtual bool Slippery { get; set; } private bool TrySlip(IEntity entity) { if (!Slippery || ContainerHelpers.IsInContainer(Owner) || _slipped.Contains(entity.Uid) || !entity.TryGetComponent(out SharedStunnableComponent stun) || !entity.TryGetComponent(out IPhysicsComponent otherBody) || !Owner.TryGetComponent(out IPhysicsComponent body)) { return false; } if (otherBody.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown) { return false; } var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB); if (percentage < IntersectPercentage) { return false; } if (!EffectBlockerSystem.CanSlip(entity)) { return false; } if (entity.TryGetComponent(out IPhysicsComponent physics)) { var controller = physics.EnsureController(); controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier; } stun.Paralyze(5); _slipped.Add(entity.Uid); OnSlip(); return true; } protected virtual void OnSlip() { } public void CollideWith(IEntity collidedWith) { TrySlip(collidedWith); } public void Update() { foreach (var uid in _slipped.ToArray()) { if (!uid.IsValid() || !_entityManager.EntityExists(uid)) { _slipped.Remove(uid); continue; } var entity = _entityManager.GetEntity(uid); var physics = Owner.GetComponent(); var otherPhysics = entity.GetComponent(); if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB)) { _slipped.Remove(uid); } } } public override void Initialize() { base.Initialize(); var physics = Owner.EnsureComponent(); physics.Hard = false; var shape = physics.PhysicsShapes.FirstOrDefault(); if (shape != null) { shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable; shape.CollisionMask = (int) CollisionGroup.None; } } public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(this, x => x.ParalyzeTime, "paralyzeTime", 3f); serializer.DataField(this, x => x.IntersectPercentage, "intersectPercentage", 0.3f); serializer.DataField(this, x => x.RequiredSlipSpeed, "requiredSlipSpeed", 0f); serializer.DataField(this, x => x.LaunchForwardsMultiplier, "launchForwardsMultiplier", 1f); serializer.DataField(this, x => x.Slippery, "slippery", true); } } [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; } } }