[DataDefinition]
public sealed partial class SpillTileReaction : ITileReaction
{
- [DataField("launchForwardsMultiplier")] private float _launchForwardsMultiplier = 1;
- [DataField("requiredSlipSpeed")] private float _requiredSlipSpeed = 6;
- [DataField("paralyzeTime")] private float _paralyzeTime = 1;
+ [DataField("launchForwardsMultiplier")] public float LaunchForwardsMultiplier = 1;
+ [DataField("requiredSlipSpeed")] public float RequiredSlipSpeed = 6;
+ [DataField("paralyzeTime")] public float ParalyzeTime = 1;
/// <summary>
/// <see cref="SlipperyComponent.SuperSlippery"/>
/// </summary>
- [DataField("superSlippery")] private bool _superSlippery;
+ [DataField("superSlippery")] public bool SuperSlippery;
public FixedPoint2 TileReact(TileRef tile,
ReagentPrototype reagent,
.TrySpillAt(tile, new Solution(reagent.ID, reactVolume, data), out var puddleUid, false, false))
{
var slippery = entityManager.EnsureComponent<SlipperyComponent>(puddleUid);
- slippery.LaunchForwardsMultiplier = _launchForwardsMultiplier;
- slippery.ParalyzeTime = _paralyzeTime;
- slippery.SuperSlippery = _superSlippery;
+ slippery.LaunchForwardsMultiplier = LaunchForwardsMultiplier;
+ slippery.ParalyzeTime = ParalyzeTime;
+ slippery.SuperSlippery = SuperSlippery;
entityManager.Dirty(puddleUid, slippery);
var step = entityManager.EnsureComponent<StepTriggerComponent>(puddleUid);
- entityManager.EntitySysManager.GetEntitySystem<StepTriggerSystem>().SetRequiredTriggerSpeed(puddleUid, _requiredSlipSpeed, step);
+ entityManager.EntitySysManager.GetEntitySystem<StepTriggerSystem>().SetRequiredTriggerSpeed(puddleUid, RequiredSlipSpeed, step);
var slow = entityManager.EnsureComponent<SpeedModifierContactsComponent>(puddleUid);
var speedModifier = 1 - reagent.Viscosity;
+using System.Linq;
using Content.Server.Administration.Logs;
+using Content.Server.Chemistry.TileReactions;
using Content.Server.DoAfter;
using Content.Server.Fluids.Components;
using Content.Server.Spreader;
private void UpdateSlip(EntityUid entityUid, PuddleComponent component, Solution solution)
{
var isSlippery = false;
+ var isSuperSlippery = false;
// The base sprite is currently at 0.3 so we require at least 2nd tier to be slippery or else it's too hard to see.
var amountRequired = FixedPoint2.New(component.OverflowVolume.Float() * LowThreshold);
var slipperyAmount = FixedPoint2.Zero;
+ // Utilize the defaults from their relevant systems... this sucks, and is a bandaid
+ var launchForwardsMultiplier = SlipperyComponent.DefaultLaunchForwardsMultiplier;
+ var paralyzeTime = SlipperyComponent.DefaultParalyzeTime;
+ var requiredSlipSpeed = StepTriggerComponent.DefaultRequiredTriggeredSpeed;
+
foreach (var (reagent, quantity) in solution.Contents)
{
var reagentProto = _prototypeManager.Index<ReagentPrototype>(reagent.Prototype);
- if (reagentProto.Slippery)
- {
- slipperyAmount += quantity;
+ if (!reagentProto.Slippery)
+ continue;
+ slipperyAmount += quantity;
- if (slipperyAmount > amountRequired)
- {
- isSlippery = true;
- break;
- }
+ if (slipperyAmount <= amountRequired)
+ continue;
+ isSlippery = true;
+
+ foreach (var tileReaction in reagentProto.TileReactions)
+ {
+ if (tileReaction is not SpillTileReaction spillTileReaction)
+ continue;
+ isSuperSlippery = spillTileReaction.SuperSlippery;
+ launchForwardsMultiplier = launchForwardsMultiplier < spillTileReaction.LaunchForwardsMultiplier ? spillTileReaction.LaunchForwardsMultiplier : launchForwardsMultiplier;
+ requiredSlipSpeed = requiredSlipSpeed > spillTileReaction.RequiredSlipSpeed ? spillTileReaction.RequiredSlipSpeed : requiredSlipSpeed;
+ paralyzeTime = paralyzeTime < spillTileReaction.ParalyzeTime ? spillTileReaction.ParalyzeTime : paralyzeTime;
}
}
_stepTrigger.SetActive(entityUid, true, comp);
var friction = EnsureComp<TileFrictionModifierComponent>(entityUid);
_tile.SetModifier(entityUid, TileFrictionController.DefaultFriction * 0.5f, friction);
+
+ if (!TryComp<SlipperyComponent>(entityUid, out var slipperyComponent))
+ return;
+ slipperyComponent.SuperSlippery = isSuperSlippery;
+ _stepTrigger.SetRequiredTriggerSpeed(entityUid, requiredSlipSpeed);
+ slipperyComponent.LaunchForwardsMultiplier = launchForwardsMultiplier;
+ slipperyComponent.ParalyzeTime = paralyzeTime;
+
}
else if (TryComp<StepTriggerComponent>(entityUid, out var comp))
{
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SlipperyComponent : Component
{
+ public const float DefaultParalyzeTime = 1.5f;
+ public const float DefaultLaunchForwardsMultiplier = 1.5f;
/// <summary>
/// Path to the sound to be played when a mob slips.
/// </summary>
/// </summary>
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
- public float ParalyzeTime = 1.5f;
+ public float ParalyzeTime = DefaultParalyzeTime;
/// <summary>
/// The entity's speed will be multiplied by this to slip it forwards.
/// </summary>
[DataField, AutoNetworkedField]
[Access(Other = AccessPermissions.ReadWrite)]
- public float LaunchForwardsMultiplier = 1.5f;
+ public float LaunchForwardsMultiplier = DefaultLaunchForwardsMultiplier;
/// <summary>
/// If this is true, any slipping entity loses its friction until
[Access(typeof(StepTriggerSystem))]
public sealed partial class StepTriggerComponent : Component
{
+ public const float DefaultRequiredTriggeredSpeed = 3.5f;
/// <summary>
/// List of entities that are currently colliding with the entity.
/// </summary>
/// Entities will only be triggered if their speed exceeds this limit.
/// </summary>
[DataField, AutoNetworkedField]
- public float RequiredTriggeredSpeed = 3.5f;
+ public float RequiredTriggeredSpeed = DefaultRequiredTriggeredSpeed;
/// <summary>
/// If any entities occupy the blacklist on the same tile then steptrigger won't work.