Crawling Fixes 1: Dragons and Borgs can't do the worm. (#39084)

* Init Commit

* Remove unused code, fix stun visuals bug

* Update Content.Shared/Stunnable/SharedStunSystem.cs

* Some initial changes

* first batch of changes

* Commit

* One line cleanup

* KnockdownStatusEffect ain't worth it.

* Fix 2 bugs

* Fixes

* Remove that actually,

* Commit

* Better solution

* Alright final commit I think

* Add better remarks

* How the fuck did this not get pushed???

* Wait no why was my ryder trying to push that??? I didn't make that change! DON'T DO THAT!!!

* Review

* Don't log that

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs
2025-08-10 10:49:29 -07:00
committed by GitHub
parent 4e29107c89
commit 55335cce0f
14 changed files with 376 additions and 212 deletions

View File

@@ -4,47 +4,60 @@ using JetBrains.Annotations;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Events;
namespace Content.Server.Stunnable
namespace Content.Server.Stunnable.Systems;
[UsedImplicitly]
internal sealed class StunOnCollideSystem : EntitySystem
{
[UsedImplicitly]
internal sealed class StunOnCollideSystem : EntitySystem
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
public override void Initialize()
{
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
base.Initialize();
public override void Initialize()
SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
}
private void TryDoCollideStun(Entity<StunOnCollideComponent> ent, EntityUid target)
{
_stunSystem.TryKnockdown(target, ent.Comp.KnockdownAmount, ent.Comp.Refresh, ent.Comp.AutoStand, ent.Comp.Drop);
if (ent.Comp.Refresh)
{
base.Initialize();
SubscribeLocalEvent<StunOnCollideComponent, StartCollideEvent>(HandleCollide);
SubscribeLocalEvent<StunOnCollideComponent, ThrowDoHitEvent>(HandleThrow);
}
private void TryDoCollideStun(EntityUid uid, StunOnCollideComponent component, EntityUid target)
{
_stunSystem.TryUpdateStunDuration(target, component.StunAmount);
_stunSystem.TryKnockdown(target, component.KnockdownAmount, component.Refresh, component.AutoStand, force: true);
_stunSystem.TryUpdateStunDuration(target, ent.Comp.StunAmount);
_movementMod.TryUpdateMovementSpeedModDuration(
target,
MovementModStatusSystem.TaserSlowdown,
component.SlowdownAmount,
component.WalkSpeedModifier,
component.SprintSpeedModifier
ent.Comp.SlowdownAmount,
ent.Comp.WalkSpeedModifier,
ent.Comp.SprintSpeedModifier
);
}
private void HandleCollide(EntityUid uid, StunOnCollideComponent component, ref StartCollideEvent args)
else
{
if (args.OurFixtureId != component.FixtureID)
return;
TryDoCollideStun(uid, component, args.OtherEntity);
}
private void HandleThrow(EntityUid uid, StunOnCollideComponent component, ThrowDoHitEvent args)
{
TryDoCollideStun(uid, component, args.Target);
_stunSystem.TryAddStunDuration(target, ent.Comp.StunAmount);
_movementMod.TryAddMovementSpeedModDuration(
target,
MovementModStatusSystem.TaserSlowdown,
ent.Comp.SlowdownAmount,
ent.Comp.WalkSpeedModifier,
ent.Comp.SprintSpeedModifier
);
}
}
private void HandleCollide(Entity<StunOnCollideComponent> ent, ref StartCollideEvent args)
{
if (args.OurFixtureId != ent.Comp.FixtureID)
return;
TryDoCollideStun(ent, args.OtherEntity);
}
private void HandleThrow(Entity<StunOnCollideComponent> ent, ref ThrowDoHitEvent args)
{
TryDoCollideStun(ent, args.Target);
}
}