CatStation/Content.Shared/EntityEffects/Effects/SlipifyEntityEffectSystem.cs
Ewanderer d7f7a91183
Documentation of e api (#44395)
* documentation pass on content.server -> E!

* APi pass on content.server for the E folder.

* documentation pass on content.shared for e.

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* fixing documentation according to review part 1.

* typo

* Very minor fixes

* And a short explanation about EUI

---------

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
2026-07-01 08:38:04 +00:00

47 lines
1.7 KiB
C#

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