Files
tbd-station-14/Content.Shared/Slippery/SlipperySystem.cs
metalgearsloth 1782eb6ad7 Fix even more warnings (#11968)
Also more instances of someone using TryComp instead of HasComp

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
2022-10-16 08:49:22 -07:00

111 lines
4.4 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Inventory;
using Content.Shared.StatusEffect;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Stunnable;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Slippery
{
[UsedImplicitly]
public sealed class SlipperySystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
SubscribeLocalEvent<SlipperyComponent, StepTriggeredEvent>(HandleStepTrigger);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
SubscribeLocalEvent<SlipperyComponent, ComponentGetState>(OnSlipperyGetState);
SubscribeLocalEvent<SlipperyComponent, ComponentHandleState>(OnSlipperyHandleState);
}
private void OnSlipperyHandleState(EntityUid uid, SlipperyComponent component, ref ComponentHandleState args)
{
if (args.Current is not SlipperyComponentState state) return;
component.ParalyzeTime = state.ParalyzeTime;
component.LaunchForwardsMultiplier = state.LaunchForwardsMultiplier;
component.SlipSound = new SoundPathSpecifier(state.SlipSound);
}
private void OnSlipperyGetState(EntityUid uid, SlipperyComponent component, ref ComponentGetState args)
{
args.State = new SlipperyComponentState(component.ParalyzeTime, component.LaunchForwardsMultiplier, _audio.GetSound(component.SlipSound));
}
private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredEvent args)
{
TrySlip(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.Cancel();
}
private bool CanSlip(EntityUid uid, EntityUid toSlip)
{
return !_container.IsEntityInContainer(uid)
&& _statusEffectsSystem.CanApplyEffect(toSlip, "Stun"); //Should be KnockedDown instead?
}
private void TrySlip(SlipperyComponent component, EntityUid other)
{
if (HasComp<KnockedDownComponent>(other))
return;
var ev = new SlipAttemptEvent();
RaiseLocalEvent(other, ev, false);
if (ev.Cancelled)
return;
if (TryComp(other, out PhysicsComponent? physics))
_physics.SetLinearVelocity(physics, physics.LinearVelocity * component.LaunchForwardsMultiplier);
var playSound = !_statusEffectsSystem.HasStatusEffect(other, "KnockedDown");
_stunSystem.TryParalyze(other, TimeSpan.FromSeconds(component.ParalyzeTime), true);
// Preventing from playing the slip sound when you are already knocked down.
if (playSound)
{
_audio.PlayPredicted(component.SlipSound, other, other);
}
_adminLogger.Add(LogType.Slip, LogImpact.Low,
$"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(component.Owner):entity}");
}
}
/// <summary>
/// Raised on an entity to determine if it can slip or not.
/// </summary>
public sealed class SlipAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
}
}