fish-station/Content.Shared/Slippery/SlipperySystem.cs
Vigers Ray 939076ff99 Merge remote-tracking branch 'space-wizards/master'
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2025-08-10 01:49:23 +03:00

228 lines
8.7 KiB
C#

using Content.Shared._Sunrise.Mood;
using Content.Shared._Sunrise.SunriseCCVars;
using Content.Shared.Administration.Logs;
using Content.Shared.Damage.Systems;
using Content.Shared.Chat;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Database;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.StatusEffectNew;
using Content.Shared.StepTrigger.Systems;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics.Events;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Shared.Slippery;
[UsedImplicitly]
public sealed class SlipperySystem : EntitySystem
{
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
[Dependency] private readonly StatusEffectsSystem _status = default!;
[Dependency] private readonly SharedStaminaSystem _stamina = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SpeedModifierContactsSystem _speedModifier = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
// Sunrise-Start
private static float _deadChance;
[ValidatePrototypeId<EmotePrototype>]
private const string EmoteFallOnNeckProto = "FallOnNeck";
// Sunrise-End
private EntityQuery<KnockedDownComponent> _knockedDownQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<SlidingComponent> _slidingQuery;
public override void Initialize()
{
base.Initialize();
_knockedDownQuery = GetEntityQuery<KnockedDownComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_slidingQuery = GetEntityQuery<SlidingComponent>();
SubscribeLocalEvent<SlipperyComponent, StepTriggerAttemptEvent>(HandleAttemptCollide);
SubscribeLocalEvent<SlipperyComponent, StepTriggeredOffEvent>(HandleStepTrigger);
SubscribeLocalEvent<NoSlipComponent, SlipAttemptEvent>(OnNoSlipAttempt);
SubscribeLocalEvent<SlowedOverSlipperyComponent, SlipAttemptEvent>(OnSlowedOverSlipAttempt);
SubscribeLocalEvent<ThrownItemComponent, SlipCausingAttemptEvent>(OnThrownSlipAttempt);
SubscribeLocalEvent<NoSlipComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnNoSlipAttempt(e, c, ev.Args));
SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<SlipAttemptEvent>>((e, c, ev) => OnSlowedOverSlipAttempt(e, c, ev.Args));
SubscribeLocalEvent<SlowedOverSlipperyComponent, InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent>>(OnGetSlowedOverSlipperyModifier);
SubscribeLocalEvent<SlipperyComponent, EndCollideEvent>(OnEntityExit);
_cfg.OnValueChanged(SunriseCCVars.SlipDeadChance, OnSLipDeadChanseChanged, true);
}
// Sunrise-Start
private void OnSLipDeadChanseChanged(float deadChanse)
{
_deadChance = deadChanse;
}
// Sunrise-End
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.NoSlip = true;
}
private void OnSlowedOverSlipAttempt(EntityUid uid, SlowedOverSlipperyComponent component, SlipAttemptEvent args)
{
args.SlowOverSlippery = true;
}
private void OnThrownSlipAttempt(EntityUid uid, ThrownItemComponent comp, ref SlipCausingAttemptEvent args)
{
args.Cancelled = true;
}
private void OnGetSlowedOverSlipperyModifier(EntityUid uid, SlowedOverSlipperyComponent comp, ref InventoryRelayedEvent<GetSlowedOverSlipperyModifierEvent> args)
{
args.Args.SlowdownModifier *= comp.SlowdownModifier;
}
private void OnEntityExit(EntityUid uid, SlipperyComponent component, ref EndCollideEvent args)
{
if (HasComp<SpeedModifiedByContactComponent>(args.OtherEntity))
_speedModifier.AddModifiedEntity(args.OtherEntity);
}
private bool CanSlip(EntityUid uid, EntityUid toSlip)
{
return !_container.IsEntityInContainer(uid)
&& _status.CanAddStatusEffect(toSlip, SharedStunSystem.StunId); //Should be KnockedDown instead?
}
public void TrySlip(EntityUid uid, SlipperyComponent component, EntityUid other, bool requiresContact = true)
{
var knockedDown = _knockedDownQuery.HasComp(other);
if (knockedDown && !component.SlipData.SuperSlippery)
return;
var attemptEv = new SlipAttemptEvent(uid);
RaiseLocalEvent(other, attemptEv);
if (attemptEv.SlowOverSlippery)
_speedModifier.AddModifiedEntity(other);
if (attemptEv.NoSlip)
return;
var attemptCausingEv = new SlipCausingAttemptEvent();
RaiseLocalEvent(uid, ref attemptCausingEv);
if (attemptCausingEv.Cancelled)
return;
var ev = new SlipEvent(other);
RaiseLocalEvent(uid, ref ev);
if (_physicsQuery.TryComp(other, out var physics) && !_slidingQuery.HasComp(other))
{
_physics.SetLinearVelocity(other, physics.LinearVelocity * component.SlipData.LaunchForwardsMultiplier, body: physics);
if (component.AffectsSliding && requiresContact)
EnsureComp<SlidingComponent>(other);
}
// Preventing from playing the slip sound and stunning when you are already knocked down.
if (!knockedDown)
{
// Status effects should handle a TimeSpan of 0 properly...
_stun.TryUpdateStunDuration(other, component.SlipData.StunTime);
// Don't make a new status effect entity if the entity wouldn't do anything
if (!MathHelper.CloseTo(component.SlipData.SlipFriction, 1f))
{
_movementMod.TryUpdateFrictionModDuration(
other,
component.FrictionStatusTime,
component.SlipData.SlipFriction
);
}
_stamina.TakeStaminaDamage(other, component.StaminaDamage); // Note that this can StamCrit
// Sunrise-Start
var evSlipped = new SlippedEvent(other);
RaiseLocalEvent(other, ref evSlipped);
RaiseLocalEvent(other, new MoodEffectEvent("MobSlipped"));
if (_random.Prob(_deadChance) && _net.IsServer)
{
RaiseLocalEvent(other, new PlayEmoteMessage(EmoteFallOnNeckProto));
}
// Sunrise-End
_audio.PlayPredicted(component.SlipSound, other, other);
}
_stun.TryKnockdown(other, component.SlipData.KnockdownTime, true, force: true);
_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 : EntityEventArgs, IInventoryRelayEvent
{
public bool NoSlip;
public bool SlowOverSlippery;
public EntityUid? SlipCausingEntity;
public SlotFlags TargetSlots { get; } = SlotFlags.FEET;
public SlipAttemptEvent(EntityUid? slipCausingEntity)
{
SlipCausingEntity = slipCausingEntity;
}
}
/// <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);
// Sunrise-Start
[ByRefEvent]
public readonly record struct SlippedEvent(EntityUid Target);
// Sunrise-End