Files
tbd-station-14/Content.Shared/Slippery/SlipperySystem.cs
KISS 54dd273f66 Landmine stepoff (#22962)
* make landmine work on stepping off

* update methods naming

* made both step modes possible

* updated stepoff event raise to not interfere with game physics internals

* added comments

* figuring out how audiosystem works

* added beep sound effect, updated how stepoff trigger works to make it more consistent

* updated source in attributions.yml

* made stepoff working every time

* introduced suggested changes

* updated janitor's WetSignMine to have audio

* made cleaner events and bashing my head at OnEndCollide event raise

* inverted conditional where applicable

* review

---------

Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2024-03-24 16:33:45 +11:00

134 lines
5.0 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Database;
using Content.Shared.Inventory;
using Robust.Shared.Network;
using Content.Shared.Popups;
using Content.Shared.StatusEffect;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Utility;
namespace Content.Shared.Slippery;
[UsedImplicitly]
public sealed class SlipperySystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly StatusEffectsSystem _statusEffects = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
SubscribeLocalEvent<SlipperyComponent, StepTriggeredOffEvent>(HandleStepTrigger);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
SubscribeLocalEvent<ThrownItemComponent, SlipCausingAttemptEvent>(OnThrownSlipAttempt);
// as long as slip-resistant mice are never added, this should be fine (otherwise a mouse-hat will transfer it's power to the wearer).
SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
}
private void HandleStepTrigger(EntityUid uid, SlipperyComponent component, ref StepTriggeredOffEvent args)
{
TrySlip(uid, component, args.Tripper);
}
private void HandleAttemptCollide(
EntityUid uid,
SlipperyComponent component,
ref StepTriggerAttemptEvent args)
{
args.Continue |= CanSlip(uid, args.Tripper);
}
private static void OnNoSlipAttempt(EntityUid uid, NoSlipComponent component, SlipAttemptEvent args)
{
args.Cancel();
}
private void OnThrownSlipAttempt(EntityUid uid, ThrownItemComponent comp, ref SlipCausingAttemptEvent args)
{
args.Cancelled = true;
}
private bool CanSlip(EntityUid uid, EntityUid toSlip)
{
return !_container.IsEntityInContainer(uid)
&& _statusEffects.CanApplyEffect(toSlip, "Stun"); //Should be KnockedDown instead?
}
private void TrySlip(EntityUid uid, SlipperyComponent component, EntityUid other)
{
if (HasComp<KnockedDownComponent>(other) && !component.SuperSlippery)
return;
var attemptEv = new SlipAttemptEvent();
RaiseLocalEvent(other, attemptEv);
if (attemptEv.Cancelled)
return;
var attemptCausingEv = new SlipCausingAttemptEvent();
RaiseLocalEvent(uid, ref attemptCausingEv);
if (attemptCausingEv.Cancelled)
return;
var ev = new SlipEvent(other);
RaiseLocalEvent(uid, ref ev);
if (TryComp(other, out PhysicsComponent? physics) && !HasComp<SlidingComponent>(other))
{
_physics.SetLinearVelocity(other, physics.LinearVelocity * component.LaunchForwardsMultiplier, body: physics);
if (component.SuperSlippery)
{
var sliding = EnsureComp<SlidingComponent>(other);
sliding.CollidingEntities.Add(uid);
DebugTools.Assert(_physics.GetContactingEntities(other, physics).Contains(uid));
}
}
var playSound = !_statusEffects.HasStatusEffect(other, "KnockedDown");
_stun.TryParalyze(other, TimeSpan.FromSeconds(component.ParalyzeTime), true);
// Preventing from playing the slip sound when you are already knocked down.
if (playSound)
{
_audio.PlayPredicted(component.SlipSound, other, other);
}
_adminLogger.Add(LogType.Slip, LogImpact.Low,
$"{ToPrettyString(other):mob} slipped on collision with {ToPrettyString(uid):entity}");
}
}
/// <summary>
/// Raised on an entity to determine if it can slip or not.
/// </summary>
public sealed class SlipAttemptEvent : CancellableEntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
}
/// <summary>
/// Raised on an entity that is causing the slip event (e.g, the banana peel), to determine if the slip attempt should be cancelled.
/// </summary>
/// <param name="Cancelled">If the slip should be cancelled</param>
[ByRefEvent]
public record struct SlipCausingAttemptEvent (bool Cancelled);
/// Raised on an entity that CAUSED some other entity to slip (e.g., the banana peel).
/// <param name="Slipped">The entity being slipped</param>
[ByRefEvent]
public readonly record struct SlipEvent(EntityUid Slipped);