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