Roller Skates fixes (#21542)
This commit is contained in:
50
Content.Shared/Clothing/EntitySystems/SkatesSystem.cs
Normal file
50
Content.Shared/Clothing/EntitySystems/SkatesSystem.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user