Files
wwdpublic/Content.Shared/Movement/Systems/SpeedModifierContactsSystem.cs
Kai5 091a8ff433 [GoobPort] WIZ REAL (#465)
* Уэээээээ

* Почти настрадались

* Скоро конец....

* СКОРО

* Мышки плакали, кололись, но продолжали упорно жрать кактус

* Все ближе!

* Это такой конец?

* Книжка говна

* фиксики

* ОНО ЖИВОЕ

* Телепорт

* разное

* Added byond

* ивенты теперь работают

* Разфикс телепорта

* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?

* Разное

* Еще многа всего

* Многа разнава

* Скоро конец....

* ЭТО КОНЕЦ

* Фикс линтера (ну, или я на это надеюсь)

* Еще один фикс линтера

* Победа!

* фиксики

* пу пу пу

* Фикс подмастерья

* Мисклик

* Высокочастотный меч

* Неймспейсы

* Пул способностей мага
2025-04-26 10:18:58 +03:00

185 lines
7.0 KiB
C#

// SPDX-FileCopyrightText: 2021 Moony <moonheart08@users.noreply.github.com>
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//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Slippery;
using Content.Shared.Whitelist;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Movement.Systems;
public sealed class SpeedModifierContactsSystem : EntitySystem
{
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
// TODO full-game-save
// Either these need to be processed before a map is saved, or slowed/slowing entities need to update on init.
private HashSet<EntityUid> _toUpdate = new();
private HashSet<EntityUid> _toRemove = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpeedModifierContactsComponent, StartCollideEvent>(OnEntityEnter);
SubscribeLocalEvent<SpeedModifierContactsComponent, EndCollideEvent>(OnEntityExit);
SubscribeLocalEvent<SpeedModifiedByContactComponent, RefreshMovementSpeedModifiersEvent>(MovementSpeedCheck);
SubscribeLocalEvent<SpeedModifierContactsComponent, ComponentShutdown>(OnShutdown);
UpdatesAfter.Add(typeof(SharedPhysicsSystem));
}
public override void Update(float frameTime)
{
base.Update(frameTime);
_toRemove.Clear();
foreach (var ent in _toUpdate)
{
_speedModifierSystem.RefreshMovementSpeedModifiers(ent);
}
foreach (var ent in _toRemove)
{
RemComp<SpeedModifiedByContactComponent>(ent);
}
_toUpdate.Clear();
}
public void ChangeModifiers(EntityUid uid, float speed, SpeedModifierContactsComponent? component = null)
{
ChangeModifiers(uid, speed, speed, component);
}
public void ChangeModifiers(EntityUid uid, float walkSpeed, float sprintSpeed, SpeedModifierContactsComponent? component = null)
{
if (!Resolve(uid, ref component))
{
return;
}
component.WalkSpeedModifier = walkSpeed;
component.SprintSpeedModifier = sprintSpeed;
Dirty(uid, component);
_toUpdate.UnionWith(_physics.GetContactingEntities(uid));
}
private void OnShutdown(EntityUid uid, SpeedModifierContactsComponent component, ComponentShutdown args)
{
if (!TryComp(uid, out PhysicsComponent? phys))
return;
// Note that the entity may not be getting deleted here. E.g., glue puddles.
_toUpdate.UnionWith(_physics.GetContactingEntities(uid, phys));
}
private void MovementSpeedCheck(EntityUid uid, SpeedModifiedByContactComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!EntityManager.TryGetComponent<PhysicsComponent>(uid, out var physicsComponent))
return;
var walkSpeed = 0.0f;
var sprintSpeed = 0.0f;
bool remove = true;
var entries = 0;
foreach (var ent in _physics.GetContactingEntities(uid, physicsComponent))
{
bool speedModified = false;
if (TryComp<SpeedModifierContactsComponent>(ent, out var slowContactsComponent))
{
if (_whitelistSystem.IsWhitelistPass(slowContactsComponent.IgnoreWhitelist, uid))
continue;
walkSpeed += slowContactsComponent.WalkSpeedModifier;
sprintSpeed += slowContactsComponent.SprintSpeedModifier;
speedModified = true;
}
// SpeedModifierContactsComponent takes priority over SlowedOverSlipperyComponent, effectively overriding the slippery slow.
if (TryComp<SlipperyComponent>(ent, out var slipperyComponent) && speedModified == false)
{
var evSlippery = new GetSlowedOverSlipperyModifierEvent();
RaiseLocalEvent(uid, ref evSlippery);
if (evSlippery.SlowdownModifier != 1)
{
walkSpeed += evSlippery.SlowdownModifier;
sprintSpeed += evSlippery.SlowdownModifier;
speedModified = true;
}
}
if (speedModified)
{
remove = false;
entries++;
}
}
if (entries > 0)
{
walkSpeed /= entries;
sprintSpeed /= entries;
var evMax = new GetSpeedModifierContactCapEvent();
RaiseLocalEvent(uid, ref evMax);
walkSpeed = MathF.Max(walkSpeed, evMax.MaxWalkSlowdown);
sprintSpeed = MathF.Max(sprintSpeed, evMax.MaxSprintSlowdown);
args.ModifySpeed(walkSpeed, sprintSpeed);
}
// no longer colliding with anything
if (remove)
_toRemove.Add(uid);
}
private void OnEntityExit(EntityUid uid, SpeedModifierContactsComponent component, ref EndCollideEvent args)
{
var otherUid = args.OtherEntity;
_toUpdate.Add(otherUid);
}
private void OnEntityEnter(EntityUid uid, SpeedModifierContactsComponent component, ref StartCollideEvent args)
{
AddModifiedEntity(args.OtherEntity);
}
/// <summary>
/// Add an entity to be checked for speed modification from contact with another entity.
/// </summary>
/// <param name="uid">The entity to be added.</param>
public void AddModifiedEntity(EntityUid uid)
{
if (!HasComp<MovementSpeedModifierComponent>(uid))
return;
EnsureComp<SpeedModifiedByContactComponent>(uid);
_toUpdate.Add(uid);
}
}