Files
tbd-station-14/Content.Shared/Movement/Systems/MovementSpeedModifierSystem.cs

62 lines
2.2 KiB
C#

using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems
{
public sealed class MovementSpeedModifierSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
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);
}
public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.BaseWalkSpeed = baseWalkSpeed;
move.BaseSprintSpeed = baseSprintSpeed;
move.Acceleration = acceleration;
Dirty(move);
}
}
/// <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;
}
}
}