using Content.Shared.Physics;
using Robust.Shared.Physics;
using System.Linq;
using Content.Shared.Movement.Systems;
using Content.Shared.Revenant.Components;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Revenant.EntitySystems;
///
/// Makes the revenant solid when the component is applied.
/// Additionally applies a few visual effects.
/// Used for status effect.
///
public abstract class SharedCorporealSystem : EntitySystem
{
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly MovementSpeedModifierSystem _movement = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStartup);
SubscribeLocalEvent(OnShutdown);
SubscribeLocalEvent(OnRefresh);
}
private void OnRefresh(EntityUid uid, CorporealComponent component, RefreshMovementSpeedModifiersEvent args)
{
args.ModifySpeed(component.MovementSpeedDebuff, component.MovementSpeedDebuff);
}
public virtual void OnStartup(EntityUid uid, CorporealComponent component, ComponentStartup args)
{
_appearance.SetData(uid, RevenantVisuals.Corporeal, true);
if (TryComp(uid, out var fixtures) && fixtures.FixtureCount >= 1)
{
var fixture = fixtures.Fixtures.First();
_physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) (CollisionGroup.SmallMobMask | CollisionGroup.GhostImpassable), fixtures);
_physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, (int) CollisionGroup.SmallMobLayer, fixtures);
}
_movement.RefreshMovementSpeedModifiers(uid);
}
public virtual void OnShutdown(EntityUid uid, CorporealComponent component, ComponentShutdown args)
{
_appearance.SetData(uid, RevenantVisuals.Corporeal, false);
if (TryComp(uid, out var fixtures) && fixtures.FixtureCount >= 1)
{
var fixture = fixtures.Fixtures.First();
_physics.SetCollisionMask(uid, fixture.Key, fixture.Value, (int) CollisionGroup.GhostImpassable, fixtures);
_physics.SetCollisionLayer(uid, fixture.Key, fixture.Value, 0, fixtures);
}
component.MovementSpeedDebuff = 1; //just so we can avoid annoying code elsewhere
_movement.RefreshMovementSpeedModifiers(uid);
}
}