using System; using System.Collections.Generic; using Content.Shared.Movement.Components; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Log; using Robust.Shared.Physics.Dynamics; namespace Content.Shared.Movement.EntitySystems; public class SlowContactsSystem : EntitySystem { [Dependency] private readonly SharedPhysicsSystem _physics = default!; [Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!; private readonly Dictionary _statusCapableInContact = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnEntityEnter); SubscribeLocalEvent(OnEntityExit); SubscribeLocalEvent(MovementSpeedCheck); } private void MovementSpeedCheck(EntityUid uid, SlowsOnContactComponent component, RefreshMovementSpeedModifiersEvent args) { if (!_statusCapableInContact.ContainsKey(uid) || _statusCapableInContact[uid] <= 0) return; if (!EntityManager.TryGetComponent(uid, out var physicsComponent)) return; var walkSpeed = 1.0f; var sprintSpeed = 1.0f; foreach (var colliding in _physics.GetCollidingEntities(physicsComponent)) { var ent = colliding.Owner; if (!EntityManager.TryGetComponent(ent, out var slowContactsComponent)) continue; walkSpeed = Math.Min(walkSpeed, slowContactsComponent.WalkSpeedModifier); sprintSpeed = Math.Min(sprintSpeed, slowContactsComponent.SprintSpeedModifier); } args.ModifySpeed(walkSpeed, sprintSpeed); } private void OnEntityExit(EntityUid uid, SlowContactsComponent component, EndCollideEvent args) { var otherUid = args.OtherFixture.Body.Owner; if (!EntityManager.HasComponent(otherUid) || !EntityManager.HasComponent(otherUid)) return; if (!_statusCapableInContact.ContainsKey(otherUid)) Logger.ErrorS("slowscontacts", $"The entity {otherUid} left a body ({uid}) it was never in."); _statusCapableInContact[otherUid]--; if (_statusCapableInContact[otherUid] == 0) EntityManager.RemoveComponent(otherUid); _speedModifierSystem.RefreshMovementSpeedModifiers(otherUid); } private void OnEntityEnter(EntityUid uid, SlowContactsComponent component, StartCollideEvent args) { var otherUid = args.OtherFixture.Body.Owner; if (!EntityManager.HasComponent(otherUid)) return; if (!_statusCapableInContact.ContainsKey(otherUid)) _statusCapableInContact[otherUid] = 0; _statusCapableInContact[otherUid]++; if (!EntityManager.HasComponent(otherUid)) EntityManager.AddComponent(otherUid); _speedModifierSystem.RefreshMovementSpeedModifiers(otherUid); } }