using System; using System.Collections.Generic; using System.Linq; using Content.Shared.Sound; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.Maths; using Robust.Shared.Players; using Robust.Shared.Serialization; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.ViewVariables; namespace Content.Shared.Slippery { [RegisterComponent] [NetworkedComponent()] public sealed class SlipperyComponent : Component { public override string Name => "Slippery"; private float _paralyzeTime = 3f; private float _intersectPercentage = 0.3f; private float _requiredSlipSpeed = 0.1f; private float _launchForwardsMultiplier = 1f; private bool _slippery = true; private SoundSpecifier _slipSound = new SoundPathSpecifier("/Audio/Effects/slip.ogg"); /// /// List of entities that are currently colliding with the entity. /// public readonly HashSet Colliding = new(); /// /// The list of entities that have been slipped by this component, which shouldn't be slipped again. /// public readonly HashSet Slipped = new(); /// /// 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.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(); } } public override ComponentState GetComponentState(ICommonSession player) { return new SlipperyComponentState(ParalyzeTime, IntersectPercentage, RequiredSlipSpeed, LaunchForwardsMultiplier, Slippery, SlipSound.GetSound(), Slipped.ToArray()); } 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); } } } [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 string SlipSound { get; } public readonly EntityUid[] Slipped; public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery, string slipSound, EntityUid[] slipped) { ParalyzeTime = paralyzeTime; IntersectPercentage = intersectPercentage; RequiredSlipSpeed = requiredSlipSpeed; LaunchForwardsMultiplier = launchForwardsMultiplier; Slippery = slippery; SlipSound = slipSound; Slipped = slipped; } } }