using Content.Shared.Physics;
using Robust.Shared.Physics;
using System.Linq;
using Content.Shared.Movement.Systems;
using Content.Shared.Revenant.Components;
namespace Content.Shared.Revenant.EntitySystems;
///
/// Makes the revenant solid when the component is applied.
/// Additionally applies a few visual effects.
/// Used for status effect.
///
public abstract class SharedCorporealSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStartup);
SubscribeLocalEvent(OnShutdown);
SubscribeLocalEvent(OnRefresh);
}
private void OnRefresh(EntityUid uid, CorporealComponent component, RefreshMovementSpeedModifiersEvent args)
{
args.ModifySpeed(component.MovementSpeedDebuff, component.MovementSpeedDebuff);
}
public virtual void OnStartup(EntityUid uid, CorporealComponent component, ComponentStartup args)
{
_appearance.SetData(uid, RevenantVisuals.Corporeal, true);
if (TryComp(uid, out var fixtures) && fixtures.FixtureCount >= 1)
{
var fixture = fixtures.Fixtures.Values.First();
fixture.CollisionMask = (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable);
fixture.CollisionLayer = (int) CollisionGroup.SmallMobLayer;
}
_movement.RefreshMovementSpeedModifiers(uid);
}
public virtual void OnShutdown(EntityUid uid, CorporealComponent component, ComponentShutdown args)
{
_appearance.SetData(uid, RevenantVisuals.Corporeal, false);
if (TryComp(uid, out var fixtures) && fixtures.FixtureCount >= 1)
{
var fixture = fixtures.Fixtures.Values.First();
fixture.CollisionMask = (int) CollisionGroup.GhostImpassable;
fixture.CollisionLayer = 0;
}
component.MovementSpeedDebuff = 1; //just so we can avoid annoying code elsewhere
_movement.RefreshMovementSpeedModifiers(uid);
}
}