using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// Has additional movement data such as footsteps and weightless grab range for an entity.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class MobMoverComponent : Component
private float _stepSoundDistance;
[DataField] public float GrabRange = 1.0f;
[DataField] public float PushStrength = 600f;
[DataField, AutoNetworkedField]
public float StepSoundMoveDistanceRunning = 2;
public float StepSoundMoveDistanceWalking = 1.5f;
public float FootstepVariation;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
/// Used to keep track of how far we have moved before playing a step sound
public float StepSoundDistance
get => _stepSoundDistance;
set
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float GrabRangeVV
get => GrabRange;
if (MathHelper.CloseToPercent(GrabRange, value)) return;
GrabRange = value;
Dirty();
public float PushStrengthVV
get => PushStrength;
if (MathHelper.CloseToPercent(PushStrength, value)) return;
PushStrength = value;