* Cursed Mask * extra expressions * block ingestion * mind returning * okay fix the removal shit
79 lines
2.9 KiB
C#
79 lines
2.9 KiB
C#
using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Robust.Shared.Timing;
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namespace Content.Shared.Movement.Systems
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{
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public sealed class MovementSpeedModifierSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshMovementSpeedModifiersEvent();
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RaiseLocalEvent(uid, ev);
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if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
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MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
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return;
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move.WalkSpeedModifier = ev.WalkSpeedModifier;
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move.SprintSpeedModifier = ev.SprintSpeedModifier;
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Dirty(uid, move);
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}
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public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.BaseWalkSpeed = baseWalkSpeed;
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move.BaseSprintSpeed = baseSprintSpeed;
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move.Acceleration = acceleration;
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Dirty(uid, move);
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}
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// We might want to create separate RefreshMovementFrictionModifiersEvent and RefreshMovementFrictionModifiers function that will call it
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public void ChangeFriction(EntityUid uid, float friction, float? frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.Friction = friction;
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move.FrictionNoInput = frictionNoInput;
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move.Acceleration = acceleration;
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Dirty(uid, move);
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}
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}
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/// <summary>
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/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
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/// should hook into this event and set it then. If you want this event to be raised,
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/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
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/// </summary>
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public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public float WalkSpeedModifier { get; private set; } = 1.0f;
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public float SprintSpeedModifier { get; private set; } = 1.0f;
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public void ModifySpeed(float walk, float sprint)
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{
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WalkSpeedModifier *= walk;
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SprintSpeedModifier *= sprint;
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}
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public void ModifySpeed(float mod)
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{
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ModifySpeed(mod, mod);
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}
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}
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}
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