Files
tbd-station-14/Content.Shared/EntityEffects/Effects/SlipifyEntityEffectSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* LOCKED THE FUCK IN

* Forgot this little fella

* Crying

* All entity effects ported, needs cleanup still

* Commit

* HEHEHEHAW

* Shelve for now

* fixe

* Big

* First big chunk of changes

* Big if true

* Commit

* IT BUILDS!!!

* Fix LINTER fails

* Cleanup

* Scale working, cut down on some evil code

* Delete old Entity Effects

* Accidentally breaking shit by fixing bugs

* Fix a bunch of effects not working

* Fix reagent thresholds

* Update damage

* Wait don't change the gas metabolisms A

* Cleanup

* more fixes

* Eh

* Misc fixes and jank

* Remove two things, add bullshit, change condition to inverted

* Remove unused "Shared" system structure

* Namespace fix

* merge conflicts/cleanup

* More fixes

* Guidebook text begins

* Shelve

* Push

* More shit to push

* Fix

* Fix merg conflicts

* BLOOD FOR THE BLOOD GOD!!!

* Mild cleanup and lists

* Fix localization and comments

* Shuffle localization around a bit.

* All done?

* Nearly everything

* Is this the end?

* Whoops forgot to remove that TODO

* Get rid of some warnings for good measure...

* It's done

* Should make those virtual in case we want to override them tbqh...

* Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs

Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>

* Fix test fails real

* Add to codeowners

* Documentation to everything

* Forgot to push whoops

* Standardize Condition names

* Fix up metabolism a little as a treat

* review

* add IsServer checks

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
2025-10-12 21:23:42 +00:00

45 lines
1.6 KiB
C#

using System.Linq;
using Content.Shared.Physics;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.EntityEffects.Effects;
/// <summary>
/// This effect permanently creates a slippery fixture for this entity and then makes this entity slippery like soap.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class SlipifyEntityEffectSystem : EntityEffectSystem<FixturesComponent, Slipify>
{
[Dependency] private readonly CollisionWakeSystem _collisionWake = default!;
[Dependency] private readonly FixtureSystem _fixture = default!;
protected override void Effect(Entity<FixturesComponent> entity, ref EntityEffectEvent<Slipify> args)
{
EnsureComp<SlipperyComponent>(entity, out var slippery);
slippery.SlipData = args.Effect.Slippery;
Dirty(entity, slippery);
EnsureComp<StepTriggerComponent>(entity);
if (entity.Comp.Fixtures.FirstOrDefault(x => x.Value.Hard).Value.Shape is not { } shape)
return;
_fixture.TryCreateFixture(entity, shape, "slips", 1, false, (int)CollisionGroup.SlipLayer, manager: entity.Comp);
// Need to disable collision wake so that mobs can collide with and slip on it
EnsureComp<CollisionWakeComponent>(entity, out var collisionWake);
_collisionWake.SetEnabled(entity, false, collisionWake);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class Slipify : EntityEffectBase<Slipify>
{
[DataField]
public SlipperyEffectEntry Slippery = new();
}