Files
tbd-station-14/Content.Shared/GameObjects/Components/Movement/SharedSlipperyComponent.cs

208 lines
6.3 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
using Content.Shared.Physics;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
public abstract class SharedSlipperyComponent : Component, IStartCollide
{
public sealed override string Name => "Slippery";
protected float _paralyzeTime = 3f;
protected float _intersectPercentage = 0.3f;
protected float _requiredSlipSpeed = 0.1f;
protected float _launchForwardsMultiplier = 1f;
protected bool _slippery = true;
/// <summary>
/// The list of entities that have been slipped by this component,
/// and which have not stopped colliding with its owner yet.
/// </summary>
protected readonly List<EntityUid> _slipped = new();
/// <summary>
/// How many seconds the mob will be paralyzed for.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("paralyzeTime")]
public float ParalyzeTime
{
get => _paralyzeTime;
set
{
if (MathHelper.CloseTo(_paralyzeTime, value)) return;
_paralyzeTime = value;
Dirty();
}
}
/// <summary>
/// Percentage of shape intersection for a slip to occur.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("intersectPercentage")]
public float IntersectPercentage
{
get => _intersectPercentage;
set
{
if (MathHelper.CloseTo(_intersectPercentage, value)) return;
_intersectPercentage = value;
Dirty();
}
}
/// <summary>
/// Entities will only be slipped if their speed exceeds this limit.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("requiredSlipSpeed")]
public float RequiredSlipSpeed
{
get => _requiredSlipSpeed;
set
{
if (MathHelper.CloseTo(_requiredSlipSpeed, value)) return;
_requiredSlipSpeed = value;
Dirty();
}
}
/// <summary>
/// The entity's speed will be multiplied by this to slip it forwards.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("launchForwardsMultiplier")]
public float LaunchForwardsMultiplier
{
get => _launchForwardsMultiplier;
set
{
if (MathHelper.CloseTo(_launchForwardsMultiplier, value)) return;
_launchForwardsMultiplier = value;
Dirty();
}
}
/// <summary>
/// Whether or not this component will try to slip entities.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("slippery")]
public bool Slippery
{
get => _slippery;
set
{
if (_slippery == value) return;
_slippery = value;
Dirty();
}
}
private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
{
if (!Slippery
|| Owner.IsInContainer()
|| _slipped.Contains(otherBody.Entity.Uid)
|| !otherBody.Entity.TryGetComponent(out SharedStunnableComponent? stun))
{
return false;
}
if (otherBody.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown)
{
return false;
}
var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
if (percentage < IntersectPercentage)
{
return false;
}
if (!EffectBlockerSystem.CanSlip(otherBody.Entity))
{
return false;
}
otherBody.LinearVelocity *= LaunchForwardsMultiplier;
stun.Paralyze(5);
_slipped.Add(otherBody.Entity.Uid);
OnSlip();
return true;
}
protected virtual void OnSlip() { }
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
{
TrySlip(ourBody, otherBody);
}
public void Update()
{
if (!Slippery)
return;
foreach (var uid in _slipped.ToArray())
{
if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
{
_slipped.Remove(uid);
continue;
}
var entity = Owner.EntityManager.GetEntity(uid);
var physics = Owner.GetComponent<IPhysBody>();
var otherPhysics = entity.GetComponent<IPhysBody>();
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{
_slipped.Remove(uid);
}
}
}
}
[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;
}
}
}