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using Content.Shared.Movement.Systems;
using Content.Shared.Stunnable;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Hands.Components;
using Content.Shared.Wieldable.Components;
namespace Content.Shared.Traits.Assorted;
/// <summary>
/// Handles <see cref="ImpairedMobilityComponent"/>
/// </summary>
public sealed class ImpairedMobilitySystem : EntitySystem
{
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly MovementSpeedModifierSystem _speedModifier = default!;
public override void Initialize()
{
SubscribeLocalEvent<ImpairedMobilityComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ImpairedMobilityComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<ImpairedMobilityComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeed);
SubscribeLocalEvent<ImpairedMobilityComponent, GetStandUpTimeEvent>(OnGetStandUpTime);
}
private void OnInit(Entity<ImpairedMobilityComponent> ent, ref ComponentInit args)
{
_speedModifier.RefreshMovementSpeedModifiers(ent);
}
private void OnShutdown(Entity<ImpairedMobilityComponent> ent, ref ComponentShutdown args)
{
_speedModifier.RefreshMovementSpeedModifiers(ent);
}
// Handles movement speed for entities with impaired mobility.
// Applies a speed penalty, but counteracts it if the entity is holding a non-wielded mobility aid.
private void OnRefreshMovementSpeed(Entity<ImpairedMobilityComponent> ent, ref RefreshMovementSpeedModifiersEvent args)
{
if (HasMobilityAid(ent.Owner))
return;
args.ModifySpeed(ent.Comp.SpeedModifier);
}
// Increases the time it takes for entities to stand up from being knocked down.
private void OnGetStandUpTime(Entity<ImpairedMobilityComponent> ent, ref GetStandUpTimeEvent args)
{
args.DoAfterTime *= ent.Comp.StandUpTimeModifier;
}
// Checks if the entity is holding any non-wielded mobility aids.
private bool HasMobilityAid(Entity<HandsComponent?> entity)
{
if (!Resolve(entity, ref entity.Comp, false))
return false;
foreach (var held in _hands.EnumerateHeld(entity))
{
if (!HasComp<MobilityAidComponent>(held))
continue;
// Makes sure it's not wielded yet
if (TryComp<WieldableComponent>(held, out var wieldable) && wieldable.Wielded)
continue;
return true;
}
return false;
}
}