using Content.Shared.Movement.Systems;
using Content.Shared.Stunnable;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Hands.Components;
using Content.Shared.Wieldable.Components;
namespace Content.Shared.Traits.Assorted;
///
/// Handles
///
public sealed class ImpairedMobilitySystem : EntitySystem
{
[Dependency] private readonly SharedHandsSystem _hands = default!;
[Dependency] private readonly MovementSpeedModifierSystem _speedModifier = default!;
public override void Initialize()
{
SubscribeLocalEvent(OnInit);
SubscribeLocalEvent(OnShutdown);
SubscribeLocalEvent(OnRefreshMovementSpeed);
SubscribeLocalEvent(OnGetStandUpTime);
}
private void OnInit(Entity ent, ref ComponentInit args)
{
_speedModifier.RefreshMovementSpeedModifiers(ent);
}
private void OnShutdown(Entity ent, ref ComponentShutdown args)
{
_speedModifier.RefreshMovementSpeedModifiers(ent);
}
// Handles movement speed for entities with impaired mobility.
// Applies a speed penalty, but counteracts it if the entity is holding a non-wielded mobility aid.
private void OnRefreshMovementSpeed(Entity ent, ref RefreshMovementSpeedModifiersEvent args)
{
if (HasMobilityAid(ent.Owner))
return;
args.ModifySpeed(ent.Comp.SpeedModifier);
}
// Increases the time it takes for entities to stand up from being knocked down.
private void OnGetStandUpTime(Entity ent, ref GetStandUpTimeEvent args)
{
args.DoAfterTime *= ent.Comp.StandUpTimeModifier;
}
// Checks if the entity is holding any non-wielded mobility aids.
private bool HasMobilityAid(Entity entity)
{
if (!Resolve(entity, ref entity.Comp, false))
return false;
foreach (var held in _hands.EnumerateHeld(entity))
{
if (!HasComp(held))
continue;
// Makes sure it's not wielded yet
if (TryComp(held, out var wieldable) && wieldable.Wielded)
continue;
return true;
}
return false;
}
}