Roller Skates fixes (#21542)

This commit is contained in:
brainfood1183
2023-11-09 01:43:27 +00:00
committed by GitHub
parent be8e5b7a8d
commit 8be97a20c5
8 changed files with 187 additions and 54 deletions

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@@ -1,9 +1,67 @@
using Robust.Shared.GameStates;
using Content.Shared.Clothing.EntitySystems;
namespace Content.Shared.Clothing;
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(SkatesSystem))]
public sealed partial class SkatesComponent : Component
{
/// <summary>
/// the levels of friction the wearer is subected to, higher the number the more friction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Friction = 5;
/// <summary>
/// Determines the turning ability of the wearer, Higher the number the less control of their turning ability.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float? FrictionNoInput = 5f;
/// <summary>
/// Sets the speed in which the wearer accelerates to full speed, higher the number the quicker the acceleration.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float Acceleration = 10f;
/// <summary>
/// The minimum speed the wearer needs to be traveling to take damage from collision.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float MinimumSpeed = 4f;
/// <summary>
/// The length of time the wearer is stunned for on collision.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StunSeconds = 1f;
/// <summary>
/// The time duration before another collision can take place.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float DamageCooldown = 2f;
/// <summary>
/// The damage per increment of speed on collision.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float SpeedDamage = 0.5f;
/// <summary>
/// Defaults for MinimumSpeed, StunSeconds, DamageCooldown and SpeedDamage.
/// </summary>
[ViewVariables]
public float DefaultMinimumSpeed = 20f;
[ViewVariables]
public float DefaultStunSeconds = 1f;
[ViewVariables]
public float DefaultDamageCooldown = 2f;
[ViewVariables]
public float DefaultSpeedDamage = 0.5f;
}

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@@ -0,0 +1,50 @@
using Content.Shared.Inventory.Events;
using Content.Shared.Movement.Systems;
using Content.Shared.Damage.Systems;
using Content.Shared.Movement.Components;
namespace Content.Shared.Clothing;
/// <summary>
/// Changes the friction and acceleration of the wearer and also the damage on impact variables of thew wearer when hitting a static object.
/// </summary>
public sealed class SkatesSystem : EntitySystem
{
[Dependency] private readonly MovementSpeedModifierSystem _move = default!;
[Dependency] private readonly DamageOnHighSpeedImpactSystem _impact = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SkatesComponent, GotEquippedEvent>(OnGotEquipped);
SubscribeLocalEvent<SkatesComponent, GotUnequippedEvent>(OnGotUnequipped);
}
/// <summary>
/// When item is unequipped from the shoe slot, friction, aceleration and collide on impact return to default settings.
/// </summary>
public void OnGotUnequipped(EntityUid uid, SkatesComponent component, GotUnequippedEvent args)
{
if (!TryComp(args.Equipee, out MovementSpeedModifierComponent? speedModifier))
return;
if (args.Slot == "shoes")
{
_move.ChangeFriction(args.Equipee, MovementSpeedModifierComponent.DefaultFriction, MovementSpeedModifierComponent.DefaultFrictionNoInput, MovementSpeedModifierComponent.DefaultAcceleration, speedModifier);
_impact.ChangeCollide(args.Equipee, component.DefaultMinimumSpeed, component.DefaultStunSeconds, component.DefaultDamageCooldown, component.DefaultSpeedDamage);
}
}
/// <summary>
/// When item is equipped into the shoe slot, friction, acceleration and collide on impact are adjusted.
/// </summary>
private void OnGotEquipped(EntityUid uid, SkatesComponent component, GotEquippedEvent args)
{
if (args.Slot == "shoes")
{
_move.ChangeFriction(args.Equipee, component.Friction, component.FrictionNoInput, component.Acceleration);
_impact.ChangeCollide(args.Equipee, component.MinimumSpeed, component.StunSeconds, component.DamageCooldown, component.SpeedDamage);
}
}
}