Files
tbd-station-14/Content.Shared/Clothing/EntitySystems/SkatesSystem.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* Conveyor optimisations

- Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it.
- Sleeping for entities getting conveyed into walls.

* Blocker version

* Finish

* Final

* Fix conveyor power mispredict

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Refactor mob movement

Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.

* Building

* Re-implement jetpacks

* Reorganise weightless movement

* More work

* Fix camera

* reh

* Revert bagel

* Revert this

* Revert held move buttons

* Puddles work but are unpredicted and unoptimized

* Fixes

* Puddle code...

* Actually dirty the slipComp for real

* Sliding component done plus an extra suggestion from ArtisticRoomba

* Atomized Commit

* Added Friction field to Reagent Prototype per design discussion

* Cleaned up Working Commit

* a

* Delete stinkers

* Fix this code smell

* Reviewed

* Funky re-save

* Our conveyance

* Better conveyor sleeping

* Remove this

* Revert "Better conveyor sleeping"

This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.

* Revert that

Way too janky

* Also this

* a

* Working Commit - Still a lot to do

* Acceleration refactor

* Minor jetpack cleanup

* frictionnomovement no longer nullable

* Shared Mover Feels 99% done

* OffGrid/Weightless/Throwing Friction saved

* Fix merge conflicts

* Fix a debug assert

* Final Commit for today

* Some fixes

* Actually use those CCVars Properly

* Need to fix throwing

* Second to last Commit for real

* Jetpack bug fixed

* Jetpack bug fixed

* Test fail patch

* Small patch

* Skates Component cleanup + Bring Accel back to 5 (oops)

* Fix test fail oops

* yaml cleanup make dragons not fat

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 18:18:08 +10:00

50 lines
2.2 KiB
C#

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