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wwdpublic/Content.Shared/Movement/Systems/MovementSpeedModifierSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

98 lines
3.5 KiB
C#

using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Traits.Assorted.Components;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems
{
public sealed class MovementSpeedModifierSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var isImmune = false;
if (HasComp<SpeedModifierImmunityComponent>(uid))
isImmune = true;
var ev = new RefreshMovementSpeedModifiersEvent(isImmune);
RaiseLocalEvent(uid, ev);
if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
return;
move.WalkSpeedModifier = ev.WalkSpeedModifier;
move.SprintSpeedModifier = ev.SprintSpeedModifier;
Dirty(uid, move);
}
public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.BaseWalkSpeed = baseWalkSpeed;
move.BaseSprintSpeed = baseSprintSpeed;
move.Acceleration = acceleration;
Dirty(uid, move);
}
// We might want to create separate RefreshMovementFrictionModifiersEvent and RefreshMovementFrictionModifiers function that will call it
public void ChangeFriction(EntityUid uid, float friction, float? frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.Friction = friction;
move.FrictionNoInput = frictionNoInput;
move.Acceleration = acceleration;
Dirty(uid, move);
}
}
/// <summary>
/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
/// should hook into this event and set it then. If you want this event to be raised,
/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
/// </summary>
public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public float WalkSpeedModifier { get; private set; } = 1.0f;
public float SprintSpeedModifier { get; private set; } = 1.0f;
/// <summary>
/// Whether this entity is immune to most movement speed modifiers.
/// Bypassable by setting bypassImmunity to true.
/// </summary
private bool IsImmune = false;
public void ModifySpeed(float walk, float sprint, bool bypassImmunity = false)
{
if (IsImmune && !bypassImmunity)
return;
WalkSpeedModifier *= walk;
SprintSpeedModifier *= sprint;
}
public RefreshMovementSpeedModifiersEvent(bool isImmune = false)
{
IsImmune = isImmune;
}
public void ModifySpeed(float mod)
{
ModifySpeed(mod, mod);
}
}
}