using Content.Shared.Movement.Systems; using Content.Shared.Damage.Systems; using Content.Shared.Inventory; using Content.Shared.Clothing.Components; namespace Content.Shared.Clothing.EntitySystems; /// /// Changes the friction and acceleration of the wearer and also the damage on impact variables of thew wearer when hitting a static object. /// public sealed class SkatesSystem : EntitySystem { [Dependency] private readonly MovementSpeedModifierSystem _move = default!; [Dependency] private readonly DamageOnHighSpeedImpactSystem _impact = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGotEquipped); SubscribeLocalEvent(OnGotUnequipped); SubscribeLocalEvent>(OnRefreshFrictionModifiers); } /// /// When item is unequipped from the shoe slot, friction, aceleration and collide on impact return to default settings. /// private void OnGotUnequipped(Entity entity, ref ClothingGotUnequippedEvent args) { _move.RefreshFrictionModifiers(args.Wearer); _impact.ChangeCollide(args.Wearer, entity.Comp.DefaultMinimumSpeed, entity.Comp.DefaultStunSeconds, entity.Comp.DefaultDamageCooldown, entity.Comp.DefaultSpeedDamage); } /// /// When item is equipped into the shoe slot, friction, acceleration and collide on impact are adjusted. /// private void OnGotEquipped(Entity entity, ref ClothingGotEquippedEvent args) { _move.RefreshFrictionModifiers(args.Wearer); _impact.ChangeCollide(args.Wearer, entity.Comp.MinimumSpeed, entity.Comp.StunSeconds, entity.Comp.DamageCooldown, entity.Comp.SpeedDamage); } private void OnRefreshFrictionModifiers(Entity ent, ref InventoryRelayedEvent args) { args.Args.ModifyFriction(ent.Comp.Friction, ent.Comp.FrictionNoInput); args.Args.ModifyAcceleration(ent.Comp.Acceleration); } }