using Content.Shared.Inventory.Events; using Content.Shared.Movement.Systems; using Content.Shared.Damage.Systems; using Content.Shared.Movement.Components; namespace Content.Shared.Clothing; /// /// Changes the friction and acceleration of the wearer and also the damage on impact variables of thew wearer when hitting a static object. /// public sealed class SkatesSystem : EntitySystem { [Dependency] private readonly MovementSpeedModifierSystem _move = default!; [Dependency] private readonly DamageOnHighSpeedImpactSystem _impact = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnGotEquipped); SubscribeLocalEvent(OnGotUnequipped); } /// /// When item is unequipped from the shoe slot, friction, aceleration and collide on impact return to default settings. /// public void OnGotUnequipped(EntityUid uid, SkatesComponent component, ClothingGotUnequippedEvent args) { if (!TryComp(args.Wearer, out MovementSpeedModifierComponent? speedModifier)) return; _move.ChangeFriction(args.Wearer, MovementSpeedModifierComponent.DefaultFriction, MovementSpeedModifierComponent.DefaultFrictionNoInput, MovementSpeedModifierComponent.DefaultAcceleration, speedModifier); _impact.ChangeCollide(args.Wearer, component.DefaultMinimumSpeed, component.DefaultStunSeconds, component.DefaultDamageCooldown, component.DefaultSpeedDamage); } /// /// When item is equipped into the shoe slot, friction, acceleration and collide on impact are adjusted. /// private void OnGotEquipped(EntityUid uid, SkatesComponent component, ClothingGotEquippedEvent args) { _move.ChangeFriction(args.Wearer, component.Friction, component.FrictionNoInput, component.Acceleration); _impact.ChangeCollide(args.Wearer, component.MinimumSpeed, component.StunSeconds, component.DamageCooldown, component.SpeedDamage); } }