Files
tbd-station-14/Content.Shared/Slippery/SharedSlipperySystem.cs
Pieter-Jan Briers a0af197259 Set outside prediction flags on system/inputs to work without prediction.
This needs to be gone through more thoroughly but it works somewhat.
2021-12-30 03:12:04 +01:00

165 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
namespace Content.Shared.Slippery
{
[UsedImplicitly]
public abstract class SharedSlipperySystem : EntitySystem
{
[Dependency] private readonly SharedAdminLogSystem _adminLog = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
private readonly List<SlipperyComponent> _slipped = new();
public override void Initialize()
{
base.Initialize();
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<SlipperyComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
}
private void HandleCollide(EntityUid uid, SlipperyComponent component, StartCollideEvent args)
{
var otherUid = args.OtherFixture.Body.Owner;
if (!CanSlip(component, otherUid)) return;
if (!_slipped.Contains(component))
_slipped.Add(component);
component.Colliding.Add(otherUid);
}
private void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
{
args.Cancel();
}
/// <inheritdoc />
public override void Update(float frameTime)
{
for (var i = _slipped.Count - 1; i >= 0; i--)
{
var slipperyComp = _slipped[i];
if (!Update(slipperyComp)) continue;
_slipped.RemoveAt(i);
}
}
public bool CanSlip(SlipperyComponent component, EntityUid uid)
{
if (!component.Slippery
|| component.Owner.IsInContainer()
|| component.Slipped.Contains(uid)
|| !_statusEffectsSystem.CanApplyEffect(uid, "Stun")) //Should be KnockedDown instead?
{
return false;
}
return true;
}
private bool TrySlip(SlipperyComponent component, IPhysBody ourBody, IPhysBody otherBody)
{
if (!CanSlip(component, otherBody.Owner)) return false;
if (otherBody.LinearVelocity.Length < component.RequiredSlipSpeed)
{
return false;
}
var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
if (percentage < component.IntersectPercentage)
{
return false;
}
var ev = new SlipAttemptEvent();
RaiseLocalEvent(otherBody.Owner, ev, false);
if (ev.Cancelled)
return false;
otherBody.LinearVelocity *= component.LaunchForwardsMultiplier;
bool playSound = !_statusEffectsSystem.HasStatusEffect(otherBody.Owner, "KnockedDown");
_stunSystem.TryParalyze(otherBody.Owner, TimeSpan.FromSeconds(component.ParalyzeTime), true);
component.Slipped.Add(otherBody.Owner);
component.Dirty();
//Preventing from playing the slip sound when you are already knocked down.
if(playSound)
{
PlaySound(component);
}
_adminLog.Add(LogType.Slip, LogImpact.Low, $"{ToPrettyString(otherBody.Owner):mob} slipped on collision with {ToPrettyString(component.Owner):entity}");
return true;
}
// Until we get predicted slip sounds TM?
protected abstract void PlaySound(SlipperyComponent component);
private bool Update(SlipperyComponent component)
{
if (component.Deleted || !component.Slippery || component.Colliding.Count == 0)
return true;
if (!EntityManager.TryGetComponent(component.Owner, out PhysicsComponent? body))
{
component.Colliding.Clear();
return true;
}
foreach (var uid in component.Colliding.ToArray())
{
if (!uid.IsValid())
{
component.Colliding.Remove(uid);
component.Slipped.Remove(uid);
component.Dirty();
continue;
}
if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? otherPhysics) ||
!body.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
{
component.Colliding.Remove(uid);
component.Slipped.Remove(uid);
component.Dirty();
continue;
}
if (!component.Slipped.Contains(uid))
TrySlip(component, body, otherPhysics);
}
return false;
}
}
/// <summary>
/// Raised on an entity to determine if it can slip or not.
/// </summary>
public class SlipAttemptEvent : CancellableEntityEventArgs
{
}
}