Crawling Part 1: The Knockdownening (#36881)
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <scarky0@onet.eu>
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Content.Shared/Movement/Systems/MovementModStatusSystem.cs
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Content.Shared/Movement/Systems/MovementModStatusSystem.cs
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Movement.Systems;
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/// <summary>
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/// This handles the application of movement and friction modifiers to an entity as status effects.
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/// </summary>
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public sealed class MovementModStatusSystem : EntitySystem
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{
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public static readonly EntProtoId StatusEffectFriction = "StatusEffectFriction";
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifier = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<FrictionStatusEffectComponent, StatusEffectRemovedEvent>(OnFrictionStatusEffectRemoved);
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SubscribeLocalEvent<FrictionStatusEffectComponent, StatusEffectRelayedEvent<RefreshFrictionModifiersEvent>>(OnRefreshFrictionStatus);
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SubscribeLocalEvent<FrictionStatusEffectComponent, StatusEffectRelayedEvent<TileFrictionEvent>>(OnRefreshTileFrictionStatus);
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}
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private void OnRefreshFrictionStatus(Entity<FrictionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<RefreshFrictionModifiersEvent> args)
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{
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var ev = args.Args;
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ev.ModifyFriction(ent.Comp.FrictionModifier);
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ev.ModifyAcceleration(ent.Comp.AccelerationModifier);
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args.Args = ev;
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}
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private void OnRefreshTileFrictionStatus(Entity<FrictionStatusEffectComponent> ent, ref StatusEffectRelayedEvent<TileFrictionEvent> args)
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{
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var ev = args.Args;
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ev.Modifier *= ent.Comp.FrictionModifier;
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args.Args = ev;
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}
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/// <summary>
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/// Applies a friction de-buff to the player.
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/// </summary>
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public bool TryFriction(EntityUid uid,
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TimeSpan time,
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bool refresh,
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float friction,
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float acceleration)
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{
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if (time <= TimeSpan.Zero)
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return false;
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if (refresh)
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{
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return _status.TryUpdateStatusEffectDuration(uid, StatusEffectFriction, out var status, time)
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&& TrySetFrictionStatus(status.Value, friction, acceleration, uid);
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}
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else
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{
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return _status.TryAddStatusEffectDuration(uid, StatusEffectFriction, out var status, time)
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&& TrySetFrictionStatus(status.Value, friction, acceleration, uid);
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}
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}
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/// <summary>
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/// Sets the friction status modifiers for a status effect.
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/// </summary>
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/// <param name="status">The status effect entity we're modifying.</param>
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/// <param name="friction">The friction modifier we're applying.</param>
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/// <param name="entity">The entity the status effect is attached to that we need to refresh.</param>
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private bool TrySetFrictionStatus(Entity<FrictionStatusEffectComponent?> status, float friction, EntityUid entity)
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{
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return TrySetFrictionStatus(status, friction, friction, entity);
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}
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/// <summary>
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/// Sets the friction status modifiers for a status effect.
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/// </summary>
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/// <param name="status">The status effect entity we're modifying.</param>
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/// <param name="friction">The friction modifier we're applying.</param>
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/// <param name="acceleration">The acceleration modifier we're applying</param>
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/// <param name="entity">The entity the status effect is attached to that we need to refresh.</param>
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private bool TrySetFrictionStatus(Entity<FrictionStatusEffectComponent?> status, float friction, float acceleration, EntityUid entity)
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{
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if (!Resolve(status, ref status.Comp, false))
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return false;
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status.Comp.FrictionModifier = friction;
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status.Comp.AccelerationModifier = acceleration;
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Dirty(status);
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_movementSpeedModifier.RefreshFrictionModifiers(entity);
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return true;
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}
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private void OnFrictionStatusEffectRemoved(Entity<FrictionStatusEffectComponent> entity, ref StatusEffectRemovedEvent args)
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{
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TrySetFrictionStatus(entity!, 1f, args.Target);
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}
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}
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