Files
OldThink/Content.Server/Chemistry/TileReactions/SpillTileReaction.cs
Vera Aguilera Puerto 0c35b78401 Improved Slippery prediction, moves Slippery entirely to Shared (#3677)
* Fixes SlipperyComponent mispredict

* a

* Holy shit
2021-03-15 19:01:15 +01:00

42 lines
1.5 KiB
C#

using Content.Server.GameObjects.Components.Fluids;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Interfaces.Chemistry;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.TileReactions
{
[UsedImplicitly]
[DataDefinition]
public class SpillTileReaction : ITileReaction
{
[DataField("launchForwardsMultiplier")] private float _launchForwardsMultiplier = 1;
[DataField("requiredSlipSpeed")] private float _requiredSlipSpeed = 6;
[DataField("paralyzeTime")] private float _paralyzeTime = 1;
[DataField("overflow")] private bool _overflow;
public ReagentUnit TileReact(TileRef tile, ReagentPrototype reagent, ReagentUnit reactVolume)
{
if (reactVolume < 5) return ReagentUnit.Zero;
// TODO Make this not puddle smear.
var puddle = tile.SpillAt(new Solution(reagent.ID, reactVolume), "PuddleSmear", _overflow, false);
if (puddle != null)
{
var slippery = puddle.Owner.GetComponent<SlipperyComponent>();
slippery.LaunchForwardsMultiplier = _launchForwardsMultiplier;
slippery.RequiredSlipSpeed = _requiredSlipSpeed;
slippery.ParalyzeTime = _paralyzeTime;
return reactVolume;
}
return ReagentUnit.Zero;
}
}
}