* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * 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 * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
165 lines
6.4 KiB
C#
165 lines
6.4 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Inventory;
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using Robust.Shared.Network;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Popups;
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using Content.Shared.StatusEffect;
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using Content.Shared.StepTrigger.Systems;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Utility;
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namespace Content.Shared.Slippery;
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[UsedImplicitly]
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public sealed class SlipperySystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SpeedModifierContactsSystem _speedModifier = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
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SubscribeLocalEvent<SlipperyComponent, StepTriggeredOffEvent>(HandleStepTrigger);
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SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
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SubscribeLocalEvent<SlowedOverSlipperyComponent, SlipAttemptEvent>(OnSlowedOverSlipAttempt);
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SubscribeLocalEvent<ThrownItemComponent, SlipCausingAttemptEvent>(OnThrownSlipAttempt);
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SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
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SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnSlowedOverSlipAttempt(e, c, ev.Args));
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SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent>>(OnGetSlowedOverSlipperyModifier);
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SubscribeLocalEvent<SlipperyComponent, EndCollideEvent>(OnEntityExit);
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}
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private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredOffEvent args)
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{
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TrySlip(uid, component, args.Tripper);
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}
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private void HandleAttemptCollide(
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EntityUid uid,
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SlipperyComponent component,
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ref StepTriggerAttemptEvent args)
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{
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args.Continue |= CanSlip(uid, args.Tripper);
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}
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private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
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{
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args.NoSlip = true;
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}
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private void OnSlowedOverSlipAttempt(EntityUid uid, SlowedOverSlipperyComponent component, SlipAttemptEvent args)
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{
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args.SlowOverSlippery = true;
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}
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private void OnThrownSlipAttempt(EntityUid uid, ThrownItemComponent comp, ref SlipCausingAttemptEvent args)
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{
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args.Cancelled = true;
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}
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private void OnGetSlowedOverSlipperyModifier(EntityUid uid, SlowedOverSlipperyComponent comp, ref InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent> args)
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{
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args.Args.SlowdownModifier *= comp.SlowdownModifier;
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}
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private void OnEntityExit(EntityUid uid, SlipperyComponent component, ref EndCollideEvent args)
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{
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if (HasComp<SpeedModifiedByContactComponent>(args.OtherEntity))
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_speedModifier.AddModifiedEntity(args.OtherEntity);
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}
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private bool CanSlip(EntityUid uid, EntityUid toSlip)
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{
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return !_container.IsEntityInContainer(uid)
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&& _statusEffects.CanApplyEffect(toSlip, "Stun"); //Should be KnockedDown instead?
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}
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public void TrySlip(EntityUid uid, SlipperyComponent component, EntityUid other, bool requiresContact = true)
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{
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if (HasComp<KnockedDownComponent>(other) && !component.SlipData.SuperSlippery)
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return;
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var attemptEv = new SlipAttemptEvent();
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RaiseLocalEvent(other, attemptEv);
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if (attemptEv.SlowOverSlippery)
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_speedModifier.AddModifiedEntity(other);
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if (attemptEv.NoSlip)
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return;
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var attemptCausingEv = new SlipCausingAttemptEvent();
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RaiseLocalEvent(uid, ref attemptCausingEv);
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if (attemptCausingEv.Cancelled)
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return;
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var ev = new SlipEvent(other);
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RaiseLocalEvent(uid, ref ev);
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if (TryComp(other, out PhysicsComponent? physics) && !HasComp<SlidingComponent>(other))
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{
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_physics.SetLinearVelocity(other, physics.LinearVelocity * component.SlipData.LaunchForwardsMultiplier, body: physics);
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if (component.SlipData.SuperSlippery && requiresContact)
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{
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var sliding = EnsureComp<SlidingComponent>(other);
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sliding.CollidingEntities.Add(uid);
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// Why the fuck does this assertion stack overflow every once in a while
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DebugTools.Assert(_physics.GetContactingEntities(other, physics).Contains(uid));
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}
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}
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var playSound = !_statusEffects.HasStatusEffect(other, "KnockedDown");
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_stun.TryParalyze(other, component.SlipData.ParalyzeTime, true);
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// Preventing from playing the slip sound when you are already knocked down.
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if (playSound)
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{
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_audio.PlayPredicted(component.SlipSound, other, other);
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}
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_adminLogger.Add(LogType.Slip, LogImpact.Low,
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$"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
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}
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}
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/// <summary>
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/// Raised on an entity to determine if it can slip or not.
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/// </summary>
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public sealed class SlipAttemptEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public bool NoSlip;
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public bool SlowOverSlippery;
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public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
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}
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/// <summary>
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/// Raised on an entity that is causing the slip event (e.g, the banana peel), to determine if the slip attempt should be cancelled.
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/// </summary>
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/// <param name="Cancelled">If the slip should be cancelled</param>
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[ByRefEvent]
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public record struct SlipCausingAttemptEvent (bool Cancelled);
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/// Raised on an entity that CAUSED some other entity to slip (e.g., the banana peel).
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/// <param name="Slipped">The entity being slipped</param>
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[ByRefEvent]
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public readonly record struct SlipEvent(EntityUid Slipped);
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