* Rename usages of collidable to physics * high tier PANIQUE * aaaaaaaaAAAAAa * cursed commit dont research * Fix urist and items being anchored * Fix the rest
178 lines
6.0 KiB
C#
178 lines
6.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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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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public abstract class SharedSlipperyComponent : Component, ICollideBehavior
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public sealed override string Name => "Slippery";
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/// <summary>
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/// The list of entities that have been slipped by this component,
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/// and which have not stopped colliding with its owner yet.
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/// </summary>
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protected readonly List<EntityUid> _slipped = new List<EntityUid>();
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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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public virtual float ParalyzeTime { get; set; } = 2f;
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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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public virtual float IntersectPercentage { get; set; } = 0.3f;
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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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public virtual float RequiredSlipSpeed { get; set; } = 0f;
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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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public virtual float LaunchForwardsMultiplier { get; set; } = 1f;
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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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public virtual bool Slippery { get; set; }
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private bool TrySlip(IEntity entity)
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{
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if (!Slippery
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|| ContainerHelpers.IsInContainer(Owner)
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|| _slipped.Contains(entity.Uid)
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|| !entity.TryGetComponent(out SharedStunnableComponent stun)
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|| !entity.TryGetComponent(out IPhysicsComponent otherBody)
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|| !Owner.TryGetComponent(out IPhysicsComponent body))
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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.WorldAABB.IntersectPercentage(body.WorldAABB);
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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(entity))
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{
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return false;
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}
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if (entity.TryGetComponent(out IPhysicsComponent physics))
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{
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var controller = physics.EnsureController<SlipController>();
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controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier;
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}
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stun.Paralyze(5);
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_slipped.Add(entity.Uid);
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OnSlip();
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return true;
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}
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protected virtual void OnSlip() { }
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public void CollideWith(IEntity collidedWith)
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{
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TrySlip(collidedWith);
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}
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public void Update()
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{
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foreach (var uid in _slipped.ToArray())
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{
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if (!uid.IsValid() || !_entityManager.EntityExists(uid))
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{
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_slipped.Remove(uid);
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continue;
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}
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var entity = _entityManager.GetEntity(uid);
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var physics = Owner.GetComponent<IPhysicsComponent>();
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var otherPhysics = entity.GetComponent<IPhysicsComponent>();
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if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
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{
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_slipped.Remove(uid);
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}
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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var physics = Owner.EnsureComponent<PhysicsComponent>();
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physics.Hard = false;
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var shape = physics.PhysicsShapes.FirstOrDefault();
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if (shape != null)
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{
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shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
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shape.CollisionMask = (int) CollisionGroup.None;
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.ParalyzeTime, "paralyzeTime", 3f);
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serializer.DataField(this, x => x.IntersectPercentage, "intersectPercentage", 0.3f);
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serializer.DataField(this, x => x.RequiredSlipSpeed, "requiredSlipSpeed", 0f);
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serializer.DataField(this, x => x.LaunchForwardsMultiplier, "launchForwardsMultiplier", 1f);
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serializer.DataField(this, x => x.Slippery, "slippery", true);
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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 SlipperyComponentState(float paralyzeTime, float intersectPercentage, float requiredSlipSpeed, float launchForwardsMultiplier, bool slippery) : 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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}
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}
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}
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