279 lines
8.7 KiB
C#
279 lines
8.7 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
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using Content.Shared.Interfaces;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class SlipperyComponent : Component, IStartCollide
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{
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[Dependency] private IModuleManager _moduleManager = default!;
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public sealed override string Name => "Slippery";
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public override uint? NetID => ContentNetIDs.SLIP;
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private float _paralyzeTime = 3f;
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private float _intersectPercentage = 0.3f;
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private float _requiredSlipSpeed = 0.1f;
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private float _launchForwardsMultiplier = 1f;
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private bool _slippery = true;
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private string _slipSound = "/Audio/Effects/slip.ogg";
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/// <summary>
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/// List of entities that are currently colliding with the entity.
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/// </summary>
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private readonly HashSet<EntityUid> _colliding = new();
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/// <summary>
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/// The list of entities that have been slipped by this component, which shouldn't be slipped again.
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/// </summary>
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private readonly HashSet<EntityUid> _slipped = new();
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/// <summary>
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/// Path to the sound to be played when a mob slips.
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/// </summary>
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[ViewVariables]
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[DataField("slipSound")]
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public string SlipSound
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{
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get => _slipSound;
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set
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{
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if (value == _slipSound)
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return;
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_slipSound = value;
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Dirty();
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}
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}
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/// <summary>
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/// How many seconds the mob will be paralyzed for.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("paralyzeTime")]
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public float ParalyzeTime
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{
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get => _paralyzeTime;
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set
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{
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if (MathHelper.CloseTo(_paralyzeTime, value)) return;
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_paralyzeTime = value;
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Dirty();
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}
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}
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/// <summary>
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/// Percentage of shape intersection for a slip to occur.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("intersectPercentage")]
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public float IntersectPercentage
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{
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get => _intersectPercentage;
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set
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{
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if (MathHelper.CloseTo(_intersectPercentage, value)) return;
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_intersectPercentage = value;
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Dirty();
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}
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}
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/// <summary>
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/// Entities will only be slipped if their speed exceeds this limit.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requiredSlipSpeed")]
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public float RequiredSlipSpeed
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{
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get => _requiredSlipSpeed;
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set
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{
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if (MathHelper.CloseTo(_requiredSlipSpeed, value)) return;
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_requiredSlipSpeed = value;
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Dirty();
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}
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}
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/// <summary>
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/// The entity's speed will be multiplied by this to slip it forwards.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("launchForwardsMultiplier")]
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public float LaunchForwardsMultiplier
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{
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get => _launchForwardsMultiplier;
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set
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{
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if (MathHelper.CloseTo(_launchForwardsMultiplier, value)) return;
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_launchForwardsMultiplier = value;
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Dirty();
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}
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}
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/// <summary>
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/// Whether or not this component will try to slip entities.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("slippery")]
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public bool Slippery
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{
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get => _slippery;
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set
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{
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if (_slippery == value) return;
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_slippery = value;
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Dirty();
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}
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}
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private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
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{
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if (!Slippery
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|| Owner.IsInContainer()
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|| _slipped.Contains(otherBody.Owner.Uid)
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|| !otherBody.Owner.TryGetComponent(out SharedStunnableComponent? stun))
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{
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return false;
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}
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if (otherBody.LinearVelocity.Length < RequiredSlipSpeed || stun.KnockedDown)
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{
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return false;
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}
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var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
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if (percentage < IntersectPercentage)
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{
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return false;
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}
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if (!EffectBlockerSystem.CanSlip(otherBody.Owner))
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{
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return false;
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}
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otherBody.LinearVelocity *= LaunchForwardsMultiplier;
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stun.Paralyze(5);
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_slipped.Add(otherBody.Owner.Uid);
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Dirty();
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if (!string.IsNullOrEmpty(SlipSound) && _moduleManager.IsServerModule)
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{
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SoundSystem.Play(Filter.Broadcast(), SlipSound, Owner, AudioHelpers.WithVariation(0.2f));
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}
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return true;
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}
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void IStartCollide.CollideWith(Fixture _, Fixture otherFixture, in Manifold manifold)
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{
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_colliding.Add(otherFixture.Body.Owner.Uid);
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}
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public void Update()
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{
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if (!Slippery)
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return;
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var physics = Owner.GetComponent<IPhysBody>();
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foreach (var uid in _colliding.ToArray())
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{
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if (!uid.IsValid() || !Owner.EntityManager.EntityExists(uid))
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{
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_colliding.Remove(uid);
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_slipped.Remove(uid);
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Dirty();
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continue;
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}
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var entity = Owner.EntityManager.GetEntity(uid);
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var otherPhysics = entity.GetComponent<IPhysBody>();
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if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
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{
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_colliding.Remove(uid);
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_slipped.Remove(uid);
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Dirty();
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continue;
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}
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if (!_slipped.Contains(uid))
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TrySlip(physics, otherPhysics);
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}
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new SlipperyComponentState(ParalyzeTime, IntersectPercentage, RequiredSlipSpeed, LaunchForwardsMultiplier, Slippery, SlipSound, _slipped.ToArray());
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not SlipperyComponentState state) return;
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_slippery = state.Slippery;
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_intersectPercentage = state.IntersectPercentage;
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_paralyzeTime = state.ParalyzeTime;
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_requiredSlipSpeed = state.RequiredSlipSpeed;
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_launchForwardsMultiplier = state.LaunchForwardsMultiplier;
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_slipSound = state.SlipSound;
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_slipped.Clear();
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foreach (var slipped in state.Slipped)
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{
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_slipped.Add(slipped);
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}
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}
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}
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[Serializable, NetSerializable]
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public class SlipperyComponentState : ComponentState
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{
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public float ParalyzeTime { get; }
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public float IntersectPercentage { get; }
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public float RequiredSlipSpeed { get; }
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public float LaunchForwardsMultiplier { get; }
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public bool Slippery { get; }
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public string SlipSound { get; }
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public readonly EntityUid[] Slipped;
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public SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery, string slipSound, EntityUid[] slipped) : base(ContentNetIDs.SLIP)
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{
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ParalyzeTime = paralyzeTime;
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IntersectPercentage = intersectPercentage;
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RequiredSlipSpeed = requiredSlipSpeed;
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LaunchForwardsMultiplier = launchForwardsMultiplier;
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Slippery = slippery;
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SlipSound = slipSound;
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Slipped = slipped;
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}
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}
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}
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