* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
169 lines
5.5 KiB
C#
169 lines
5.5 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using Content.Shared.Physics;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public abstract class SharedSlipperyComponent : Component, ICollideBehavior
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{
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public sealed override string Name => "Slippery";
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/// <summary>
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/// The list of entities that have been slipped by this component,
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/// and which have not stopped colliding with its owner yet.
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/// </summary>
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protected readonly List<EntityUid> _slipped = new();
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/// <summary>
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/// How many seconds the mob will be paralyzed for.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeTime")]
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public virtual float ParalyzeTime { get; set; } = 3f;
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/// <summary>
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/// Percentage of shape intersection for a slip to occur.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intersectPercentage")]
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public virtual float IntersectPercentage { get; set; } = 0.3f;
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/// <summary>
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/// Entities will only be slipped if their speed exceeds this limit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requiredSlipSpeed")]
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public virtual float RequiredSlipSpeed { get; set; } = 0.1f;
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/// <summary>
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/// The entity's speed will be multiplied by this to slip it forwards.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("launchForwardsMultiplier")]
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public virtual float LaunchForwardsMultiplier { get; set; } = 1f;
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/// <summary>
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/// Whether or not this component will try to slip entities.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slippery")]
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public virtual bool Slippery { get; set; } = true;
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private bool TrySlip(IEntity entity)
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{
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if (!Slippery
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|| Owner.IsInContainer()
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|| _slipped.Contains(entity.Uid)
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|| !entity.TryGetComponent(out SharedStunnableComponent? stun)
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|| !entity.TryGetComponent(out IPhysicsComponent? otherBody)
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|| !Owner.TryGetComponent(out IPhysicsComponent? body))
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{
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return false;
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}
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if (otherBody.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown)
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{
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return false;
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}
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var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
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if (percentage < IntersectPercentage)
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{
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return false;
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}
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if (!EffectBlockerSystem.CanSlip(entity))
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{
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return false;
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}
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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{
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var controller = physics.EnsureController<SlipController>();
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controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier;
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}
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stun.Paralyze(5);
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_slipped.Add(entity.Uid);
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OnSlip();
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return true;
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}
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protected virtual void OnSlip() { }
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public void CollideWith(IEntity collidedWith)
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{
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TrySlip(collidedWith);
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}
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public void Update()
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{
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foreach (var uid in _slipped.ToArray())
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{
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if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
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{
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_slipped.Remove(uid);
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continue;
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}
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var entity = Owner.EntityManager.GetEntity(uid);
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var physics = Owner.GetComponent<IPhysicsComponent>();
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var otherPhysics = entity.GetComponent<IPhysicsComponent>();
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if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
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{
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_slipped.Remove(uid);
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}
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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var physics = Owner.EnsureComponent<PhysicsComponent>();
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physics.Hard = false;
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var shape = physics.PhysicsShapes.FirstOrDefault();
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if (shape != null)
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{
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shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
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shape.CollisionMask = (int) CollisionGroup.None;
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}
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}
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}
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[Serializable, NetSerializable]
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public class SlipperyComponentState : ComponentState
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{
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public float ParalyzeTime { get; }
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public float IntersectPercentage { get; }
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public float RequiredSlipSpeed { get; }
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public float LaunchForwardsMultiplier { get; }
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public bool Slippery { get; }
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public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery) : base(ContentNetIDs.SLIP)
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{
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ParalyzeTime = paralyzeTime;
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IntersectPercentage = intersectPercentage;
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RequiredSlipSpeed = requiredSlipSpeed;
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LaunchForwardsMultiplier = launchForwardsMultiplier;
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Slippery = slippery;
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}
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}
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}
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