Files
tbd-station-14/Content.Shared/Slippery/SlidingSystem.cs
Princess Cheeseballs 251cfbd8be Puddle Code Slipping Cleanup (#35845)
* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Actually dirty the slipComp for real

* Added Friction field to Reagent Prototype per design discussion

* Sliding system is kill
2025-04-20 17:27:12 -04:00

53 lines
1.6 KiB
C#

using Content.Shared.Movement.Events;
using Content.Shared.Standing;
using Content.Shared.Stunnable;
using Robust.Shared.Physics.Events;
namespace Content.Shared.Slippery;
public sealed class SlidingSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SlidingComponent, StoodEvent>(OnStand);
SubscribeLocalEvent<SlidingComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<SlidingComponent, EndCollideEvent>(OnEndCollide);
}
/// <summary>
/// Remove the component when the entity stands up again.
/// </summary>
private void OnStand(EntityUid uid, SlidingComponent component, ref StoodEvent args)
{
RemComp<SlidingComponent>(uid);
}
/// <summary>
/// Sets friction to 0 if colliding with a SuperSlippery Entity.
/// </summary>
private void OnStartCollide(EntityUid uid, SlidingComponent component, ref StartCollideEvent args)
{
if (!TryComp<SlipperyComponent>(args.OtherEntity, out var slippery) || !slippery.SlipData.SuperSlippery)
return;
component.CollidingEntities.Add(args.OtherEntity);
Dirty(uid, component);
}
/// <summary>
/// Set friction to normal when ending collision with a SuperSlippery entity.
/// </summary>
private void OnEndCollide(EntityUid uid, SlidingComponent component, ref EndCollideEvent args)
{
if (!component.CollidingEntities.Remove(args.OtherEntity))
return;
if (component.CollidingEntities.Count == 0)
RemComp<SlidingComponent>(uid);
Dirty(uid, component);
}
}