using System.Linq;
using Content.Shared.Physics;
using Content.Shared.Slippery;
using Content.Shared.StepTrigger.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.EntityEffects.Effects;
///
/// This effect permanently creates a slippery fixture for this entity and then makes this entity slippery like soap.
///
///
public sealed partial class SlipifyEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly CollisionWakeSystem _collisionWake = default!;
[Dependency] private readonly FixtureSystem _fixture = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
EnsureComp(entity, out var slippery);
slippery.SlipData = args.Effect.Slippery;
Dirty(entity, slippery);
EnsureComp(entity);
if (entity.Comp.Fixtures.FirstOrDefault(x => x.Value.Hard).Value.Shape is not { } shape)
return;
_fixture.TryCreateFixture(entity, shape, "slips", 1, false, (int)CollisionGroup.SlipLayer, manager: entity.Comp);
// Need to disable collision wake so that mobs can collide with and slip on it
EnsureComp(entity, out var collisionWake);
_collisionWake.SetEnabled(entity, false, collisionWake);
}
}
///
public sealed partial class Slipify : EntityEffectBase
{
[DataField]
public SlipperyEffectEntry Slippery = new();
}