Files
tbd-station-14/Content.Shared/Movement/Systems/MovementSpeedModifierSystem.cs
Leon Friedrich 8df89bd055 Misc state handling changes (#9265)
* misc state handling changes

* ambient dirtying
2022-06-29 13:11:09 +10:00

83 lines
3.2 KiB
C#

using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Systems
{
public sealed class MovementSpeedModifierSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<MovementSpeedModifierComponent, ComponentHandleState>(OnHandleState);
}
private void OnGetState(EntityUid uid, MovementSpeedModifierComponent component, ref ComponentGetState args)
{
args.State = new MovementSpeedModifierComponentState
{
BaseWalkSpeed = component.BaseWalkSpeed,
BaseSprintSpeed = component.BaseSprintSpeed,
WalkSpeedModifier = component.WalkSpeedModifier,
SprintSpeedModifier = component.SprintSpeedModifier
};
}
private void OnHandleState(EntityUid uid, MovementSpeedModifierComponent component, ref ComponentHandleState args)
{
if (args.Current is not MovementSpeedModifierComponentState state) return;
component.BaseWalkSpeed = state.BaseWalkSpeed;
component.BaseSprintSpeed = state.BaseSprintSpeed;
component.WalkSpeedModifier = state.WalkSpeedModifier;
component.SprintSpeedModifier = state.SprintSpeedModifier;
}
public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
var ev = new RefreshMovementSpeedModifiersEvent();
RaiseLocalEvent(uid, ev);
if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
return;
move.WalkSpeedModifier = ev.WalkSpeedModifier;
move.SprintSpeedModifier = ev.SprintSpeedModifier;
Dirty(move);
}
[Serializable, NetSerializable]
private sealed class MovementSpeedModifierComponentState : ComponentState
{
public float BaseWalkSpeed;
public float BaseSprintSpeed;
public float WalkSpeedModifier;
public float SprintSpeedModifier;
}
}
/// <summary>
/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
/// should hook into this event and set it then. If you want this event to be raised,
/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
/// </summary>
public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public float WalkSpeedModifier { get; private set; } = 1.0f;
public float SprintSpeedModifier { get; private set; } = 1.0f;
public void ModifySpeed(float walk, float sprint)
{
WalkSpeedModifier *= walk;
SprintSpeedModifier *= sprint;
}
}
}