Remove IMoveSpeedModifier in favor of events (#5212)
* Remove IMoveSpeedModifier * fucking magboots * yope * rabiews
This commit is contained in:
@@ -1,3 +1,5 @@
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using Content.Shared.Movement.EntitySystems;
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using Robust.Shared.Analyzers;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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@@ -7,7 +9,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Shared.Movement.Components
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{
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[RegisterComponent]
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[NetworkedComponent]
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[NetworkedComponent, Friend(typeof(MovementSpeedModifierSystem))]
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public sealed class MovementSpeedModifierComponent : Component
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{
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public const float DefaultBaseWalkSpeed = 4.0f;
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@@ -15,26 +17,11 @@ namespace Content.Shared.Movement.Components
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public override string Name => "MovementSpeedModifier";
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private float _cachedWalkSpeedModifier = 1.0f;
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[ViewVariables]
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public float WalkSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedWalkSpeedModifier;
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}
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}
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private float _cachedSprintSpeedModifier;
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public float WalkSpeedModifier = 1.0f;
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[ViewVariables]
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public float SprintSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedSprintSpeedModifier;
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}
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}
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public float SprintSpeedModifier = 1.0f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeedVV
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@@ -68,52 +55,5 @@ namespace Content.Shared.Movement.Components
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public float CurrentWalkSpeed => WalkSpeedModifier * BaseWalkSpeed;
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[ViewVariables]
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public float CurrentSprintSpeed => SprintSpeedModifier * BaseSprintSpeed;
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/// <summary>
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/// set to warn us that a component's movespeed modifier has changed
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/// </summary>
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private bool _movespeedModifiersNeedRefresh = true;
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public void RefreshMovementSpeedModifiers()
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{
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_movespeedModifiersNeedRefresh = true;
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}
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public static void RefreshItemModifiers(IEntity item)
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{
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if (item.TryGetContainer(out var container) &&
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container.Owner.TryGetComponent(out MovementSpeedModifierComponent? mod))
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{
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mod.RefreshMovementSpeedModifiers();
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}
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}
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/// <summary>
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/// Recalculate movement speed with current modifiers, or return early if no change
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/// </summary>
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private void RecalculateMovementSpeedModifiers()
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{
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{
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if (!_movespeedModifiersNeedRefresh)
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return;
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var movespeedModifiers = Owner.GetAllComponents<IMoveSpeedModifier>();
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float walkSpeedModifier = 1.0f;
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float sprintSpeedModifier = 1.0f;
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foreach (var component in movespeedModifiers)
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{
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walkSpeedModifier *= component.WalkSpeedModifier;
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sprintSpeedModifier *= component.SprintSpeedModifier;
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}
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_cachedWalkSpeedModifier = walkSpeedModifier;
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_cachedSprintSpeedModifier = sprintSpeedModifier;
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}
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_movespeedModifiersNeedRefresh = false;
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}
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}
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public interface IMoveSpeedModifier
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{
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float WalkSpeedModifier { get; }
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float SprintSpeedModifier { get; }
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}
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}
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@@ -1,4 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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@@ -8,6 +10,18 @@ namespace Content.Shared.Movement.EntitySystems
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{
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public sealed class MovementSpeedModifierSystem : EntitySystem
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{
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private readonly HashSet<EntityUid> _needsRefresh = new();
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public override void Update(float frameTime)
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{
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foreach (var uid in _needsRefresh)
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{
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RecalculateMovementSpeedModifiers(uid);
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}
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_needsRefresh.Clear();
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}
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public override void Initialize()
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{
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base.Initialize();
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@@ -31,6 +45,25 @@ namespace Content.Shared.Movement.EntitySystems
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component.BaseSprintSpeed = state.BaseSprintSpeed;
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}
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public void RefreshMovementSpeedModifiers(EntityUid uid)
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{
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_needsRefresh.Add(uid);
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}
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private void RecalculateMovementSpeedModifiers(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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var ev = new RefreshMovementSpeedModifiersEvent();
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RaiseLocalEvent(uid, ev, false);
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move.WalkSpeedModifier = ev.WalkSpeedModifier;
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move.SprintSpeedModifier = ev.SprintSpeedModifier;
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move.Dirty();
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}
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[Serializable, NetSerializable]
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private sealed class MovementSpeedModifierComponentState : ComponentState
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{
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@@ -38,4 +71,21 @@ namespace Content.Shared.Movement.EntitySystems
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public float BaseSprintSpeed;
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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 class RefreshMovementSpeedModifiersEvent : EntityEventArgs
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{
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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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}
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}
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