139 lines
4.6 KiB
C#
139 lines
4.6 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Content.Shared.GameObjects.Components.Mobs;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Content.Shared.Physics;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Components;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Movement
|
|
{
|
|
public abstract class SharedSlipperyComponent : Component, ICollideBehavior
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly IEntityManager _entityManager;
|
|
#pragma warning restore 649
|
|
|
|
public sealed override string Name => "Slippery";
|
|
|
|
/// <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 List<EntityUid>();
|
|
|
|
/// <summary>
|
|
/// How many seconds the mob will be paralyzed for.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
private float ParalyzeTime { get; set; } = 3f;
|
|
|
|
/// <summary>
|
|
/// Percentage of shape intersection for a slip to occur.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
private float IntersectPercentage { get; set; } = 0.3f;
|
|
|
|
/// <summary>
|
|
/// Entities will only be slipped if their speed exceeds this limit.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
private float RequiredSlipSpeed { get; set; } = 0f;
|
|
|
|
private bool TrySlip(IEntity entity)
|
|
{
|
|
if (ContainerHelpers.IsInContainer(Owner)
|
|
|| _slipped.Contains(entity.Uid)
|
|
|| !entity.TryGetComponent(out SharedStunnableComponent stun)
|
|
|| !entity.TryGetComponent(out ICollidableComponent otherBody)
|
|
|| !entity.TryGetComponent(out IPhysicsComponent otherPhysics)
|
|
|| !Owner.TryGetComponent(out ICollidableComponent body))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (otherPhysics.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
|
|
|
|
if (percentage < IntersectPercentage)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!EffectBlockerSystem.CanSlip(entity))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (entity.TryGetComponent(out ICollidableComponent collidable))
|
|
{
|
|
var controller = collidable.EnsureController<SlipController>();
|
|
controller.LinearVelocity = collidable.LinearVelocity;
|
|
}
|
|
|
|
stun.Paralyze(5);
|
|
_slipped.Add(entity.Uid);
|
|
|
|
OnSlip();
|
|
|
|
return true;
|
|
}
|
|
|
|
protected virtual void OnSlip() { }
|
|
|
|
public void CollideWith(IEntity collidedWith)
|
|
{
|
|
TrySlip(collidedWith);
|
|
}
|
|
|
|
public void Update()
|
|
{
|
|
foreach (var uid in _slipped.ToArray())
|
|
{
|
|
if (!uid.IsValid() || !_entityManager.EntityExists(uid))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
var entity = _entityManager.GetEntity(uid);
|
|
var collidable = Owner.GetComponent<ICollidableComponent>();
|
|
var otherCollidable = entity.GetComponent<ICollidableComponent>();
|
|
|
|
if (!collidable.WorldAABB.Intersects(otherCollidable.WorldAABB))
|
|
{
|
|
_slipped.Remove(uid);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
var collidable = Owner.GetComponent<ICollidableComponent>();
|
|
|
|
collidable.Hard = false;
|
|
var shape = collidable.PhysicsShapes[0];
|
|
shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
|
|
shape.CollisionMask = (int)CollisionGroup.None;
|
|
}
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(this, x => ParalyzeTime, "paralyzeTime", 3f);
|
|
serializer.DataField(this, x => IntersectPercentage, "intersectPercentage", 0.3f);
|
|
serializer.DataField(this, x => RequiredSlipSpeed, "requiredSlipSpeed", 0f);
|
|
}
|
|
}
|
|
}
|