Files
tbd-station-14/Content.Shared/Slippery/SlipperySystem.cs
Princess Cheeseballs 55335cce0f Crawling Fixes 1: Dragons and Borgs can't do the worm. (#39084)
* Init Commit

* Remove unused code, fix stun visuals bug

* Update Content.Shared/Stunnable/SharedStunSystem.cs

* Some initial changes

* first batch of changes

* Commit

* One line cleanup

* KnockdownStatusEffect ain't worth it.

* Fix 2 bugs

* Fixes

* Remove that actually,

* Commit

* Better solution

* Alright final commit I think

* Add better remarks

* How the fuck did this not get pushed???

* Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!!

* Review

* Don't log that

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
2025-08-10 10:49:29 -07:00

189 lines
7.5 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.StatusEffectNew;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics.Events;
namespace Content.Shared.Slippery;
[UsedImplicitly]
public sealed class SlipperySystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly StatusEffectsSystem _status = default!;
[Dependency] private readonly SharedStaminaSystem _stamina = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SpeedModifierContactsSystem _speedModifier = default!;
private EntityQuery<KnockedDownComponent> _knockedDownQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<SlidingComponent> _slidingQuery;
public override void Initialize()
{
base.Initialize();
_knockedDownQuery = GetEntityQuery<KnockedDownComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_slidingQuery = GetEntityQuery<SlidingComponent>();
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
SubscribeLocalEvent<SlipperyComponent, StepTriggeredOffEvent>(HandleStepTrigger);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
SubscribeLocalEvent<SlowedOverSlipperyComponent, SlipAttemptEvent>(OnSlowedOverSlipAttempt);
SubscribeLocalEvent<ThrownItemComponent, SlipCausingAttemptEvent>(OnThrownSlipAttempt);
SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnSlowedOverSlipAttempt(e, c, ev.Args));
SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent>>(OnGetSlowedOverSlipperyModifier);
SubscribeLocalEvent<SlipperyComponent, EndCollideEvent>(OnEntityExit);
}
private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredOffEvent args)
{
TrySlip(uid, component, args.Tripper);
}
private void HandleAttemptCollide(
EntityUid uid,
SlipperyComponent component,
ref StepTriggerAttemptEvent args)
{
args.Continue |= CanSlip(uid, args.Tripper);
}
private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
{
args.NoSlip = true;
}
private void OnSlowedOverSlipAttempt(EntityUid uid, SlowedOverSlipperyComponent component, SlipAttemptEvent args)
{
args.SlowOverSlippery = true;
}
private void OnThrownSlipAttempt(EntityUid uid, ThrownItemComponent comp, ref SlipCausingAttemptEvent args)
{
args.Cancelled = true;
}
private void OnGetSlowedOverSlipperyModifier(EntityUid uid, SlowedOverSlipperyComponent comp, ref InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent> args)
{
args.Args.SlowdownModifier *= comp.SlowdownModifier;
}
private void OnEntityExit(EntityUid uid, SlipperyComponent component, ref EndCollideEvent args)
{
if (HasComp<SpeedModifiedByContactComponent>(args.OtherEntity))
_speedModifier.AddModifiedEntity(args.OtherEntity);
}
private bool CanSlip(EntityUid uid, EntityUid toSlip)
{
return !_container.IsEntityInContainer(uid)
&& _status.CanAddStatusEffect(toSlip, SharedStunSystem.StunId); //Should be KnockedDown instead?
}
public void TrySlip(EntityUid uid, SlipperyComponent component, EntityUid other, bool requiresContact = true)
{
var knockedDown = _knockedDownQuery.HasComp(other);
if (knockedDown && !component.SlipData.SuperSlippery)
return;
var attemptEv = new SlipAttemptEvent(uid);
RaiseLocalEvent(other, attemptEv);
if (attemptEv.SlowOverSlippery)
_speedModifier.AddModifiedEntity(other);
if (attemptEv.NoSlip)
return;
var attemptCausingEv = new SlipCausingAttemptEvent();
RaiseLocalEvent(uid, ref attemptCausingEv);
if (attemptCausingEv.Cancelled)
return;
var ev = new SlipEvent(other);
RaiseLocalEvent(uid, ref ev);
if (_physicsQuery.TryComp(other, out var physics) && !_slidingQuery.HasComp(other))
{
_physics.SetLinearVelocity(other, physics.LinearVelocity * component.SlipData.LaunchForwardsMultiplier, body: physics);
if (component.AffectsSliding && requiresContact)
EnsureComp<SlidingComponent>(other);
}
// Preventing from playing the slip sound and stunning when you are already knocked down.
if (!knockedDown)
{
// Status effects should handle a TimeSpan of 0 properly...
_stun.TryUpdateStunDuration(other, component.SlipData.StunTime);
// Don't make a new status effect entity if the entity wouldn't do anything
if (!MathHelper.CloseTo(component.SlipData.SlipFriction, 1f))
{
_movementMod.TryUpdateFrictionModDuration(
other,
component.FrictionStatusTime,
component.SlipData.SlipFriction
);
}
_stamina.TakeStaminaDamage(other, component.StaminaDamage); // Note that this can StamCrit
_audio.PlayPredicted(component.SlipSound, other, other);
}
// Slippery is so tied to knockdown that we really just need to force it here.
_stun.TryKnockdown(other, component.SlipData.KnockdownTime, force: true);
_adminLogger.Add(LogType.Slip, LogImpact.Low, $"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
}
}
/// <summary>
/// Raised on an entity to determine if it can slip or not.
/// </summary>
public sealed class SlipAttemptEvent : EntityEventArgs, IInventoryRelayEvent
{
public bool NoSlip;
public bool SlowOverSlippery;
public EntityUid? SlipCausingEntity;
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
public SlipAttemptEvent(EntityUid? slipCausingEntity)
{
SlipCausingEntity = slipCausingEntity;
}
}
/// <summary>
/// Raised on an entity that is causing the slip event (e.g, the banana peel), to determine if the slip attempt should be cancelled.
/// </summary>
/// <param name="Cancelled">If the slip should be cancelled</param>
[ByRefEvent]
public record struct SlipCausingAttemptEvent (bool Cancelled);
/// Raised on an entity that CAUSED some other entity to slip (e.g., the banana peel).
/// <param name="Slipped">The entity being slipped</param>
[ByRefEvent]
public readonly record struct SlipEvent(EntityUid Slipped);