Impaired Mobility Disability (#39398)

* Implements mobility impairment

* Implements mobility impairment

* Implements mobility impairment

* Removed white cane related stuff (impaired cane replacement and removed mobility aid component)

* fix development.toml

* Implements slower standing

* Prevent speed stacking by checking if the entity is already holding a mobility aid

* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit

* Move all speed handling into ImpairedMobilitySystem, added comments, made it so wielding a mobility aid doesn't grant the recovery benefit

* remove unused file

* Shorten description

* Apply suggestions

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>

* Suggestion cleanup

* formatting fix and removed extra datafield stuff

* added comment, fixed slashes, yadda yadda

* summary comments

* removed a word

* Add trait to clone whitelist

* Fix clone.yml

* my own review

---------

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: ScarKy0 <scarky0@onet.eu>
This commit is contained in:
Mora
2025-08-20 16:43:06 -08:00
committed by GitHub
parent d286a70d47
commit cd0cc72157
10 changed files with 163 additions and 1 deletions

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@@ -0,0 +1,25 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Traits.Assorted;
/// <summary>
/// Used for the Impaired Mobility disability trait.
/// Applies a base movement speed reduction as determined by the SpeedModifier field.
/// Also increases the time it takes to stand up after falling, as determined by the StandUpTimeModifier field.
/// When an entity holds an item with the MobilityAidComponent, the speed penalty is nullified.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ImpairedMobilityComponent : Component
{
/// <summary>
/// The movement speed modifier applied to the player (0.4 is 40% slower)
/// </summary>
[DataField, AutoNetworkedField]
public float SpeedModifier = 0.4f;
/// <summary>
/// The doAfter modifier when getting up after falling (1.4 is 40% slower)
/// </summary>
[DataField, AutoNetworkedField]
public float StandUpTimeModifier = 1.4f;
}

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@@ -0,0 +1,70 @@
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;
}
}

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@@ -0,0 +1,11 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Traits.Assorted;
/// <summary>
/// Component to mark items that restore normal movement speed when held in-hand for entities with the impaired mobility trait.
/// The speed is automatically calculated to nullify the entity's speed penalty.
/// Should be used on items that act as mobility aids, such as canes.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed partial class MobilityAidComponent : Component;

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@@ -0,0 +1,42 @@
using Content.Shared.Hands;
using Content.Shared.Movement.Systems;
using Content.Shared.Wieldable;
namespace Content.Shared.Traits.Assorted;
/// <summary>
/// Handles <see cref="MobilityAidComponent"/>
/// </summary>
public sealed class MobilityAidSystem : EntitySystem
{
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<MobilityAidComponent, GotEquippedHandEvent>(OnGotEquippedHand);
SubscribeLocalEvent<MobilityAidComponent, GotUnequippedHandEvent>(OnGotUnequippedHand);
SubscribeLocalEvent<MobilityAidComponent, ItemWieldedEvent>(OnMobilityAidWielded);
SubscribeLocalEvent<MobilityAidComponent, ItemUnwieldedEvent>(OnMobilityAidUnwielded);
}
private void OnGotEquippedHand(Entity<MobilityAidComponent> ent, ref GotEquippedHandEvent args)
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
private void OnGotUnequippedHand(Entity<MobilityAidComponent> ent, ref GotUnequippedHandEvent args)
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
private void OnMobilityAidWielded(Entity<MobilityAidComponent> ent, ref ItemWieldedEvent args)
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
private void OnMobilityAidUnwielded(Entity<MobilityAidComponent> ent, ref ItemUnwieldedEvent args)
{
_movementSpeedModifier.RefreshMovementSpeedModifiers(args.User);
}
}

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@@ -65,3 +65,6 @@ trait-spanish-desc = Hola señor, donde esta la biblioteca.
trait-painnumbness-name = Numb
trait-painnumbness-desc = You lack any sense of feeling pain, being unaware of how hurt you may be.
trait-impaired-mobility-name = Impaired Mobility
trait-impaired-mobility-desc = You have difficulty moving without a mobility aid.

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@@ -16,6 +16,7 @@
# traits
- BlackAndWhiteOverlay
- Clumsy
- ImpairedMobility
# - LegsParalyzed (you get healed)
- LightweightDrunk
- Muted

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@@ -11,6 +11,7 @@
size: Normal
sprite: Objects/Weapons/Melee/cane.rsi
- type: Appearance
- type: MobilityAid
- type: MeleeWeapon
wideAnimationRotation: 45
damage:

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@@ -10,6 +10,7 @@
- type: Item
size: Normal
sprite: Objects/Weapons/Melee/offset_canes/standard.rsi
- type: MobilityAid
# - type: RandomSprite # Ideally I'd rather these be their own selectable item instead of randomly picked.
# available:
# - color: "#91949C" # standard gray

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@@ -24,4 +24,3 @@
Blunt: 3
- type: UseDelay
delay: 1

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@@ -83,3 +83,12 @@
category: Disabilities
components:
- type: PainNumbness
- type: trait
id: ImpairedMobility
name: trait-impaired-mobility-name
description: trait-impaired-mobility-desc
traitGear: OffsetCane
category: Disabilities
components:
- type: ImpairedMobility