The real movement refactor (#9645)
* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
This commit is contained in:
@@ -1,19 +0,0 @@
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using Robust.Shared.Map;
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namespace Content.Shared.Movement.Components
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{
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public interface IMobMoverComponent : IComponent
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{
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const float GrabRangeDefault = 0.6f;
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const float PushStrengthDefault = 600.0f;
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const float WeightlessStrengthDefault = 0.4f;
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EntityCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
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float GrabRange { get; set; }
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float PushStrength { get; set; }
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}
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}
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@@ -1,37 +0,0 @@
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namespace Content.Shared.Movement.Components
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{
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// Does nothing except ensure uniqueness between mover components.
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// There can only be one.
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public interface IMoverComponent : IComponent
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{
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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bool Sprinting { get; }
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/// <summary>
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/// Can the entity currently move. Avoids having to raise move-attempt events every time a player moves.
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/// Note that this value will be overridden by the action blocker system, and shouldn't just be set directly.
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/// </summary>
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bool CanMove { get; set; }
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Angle LastGridAngle { get; set; }
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
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/// opposite directions will cancel each other out, resulting in no direction.
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/// </summary>
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/// <param name="direction">Direction to toggle.</param>
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/// <param name="subTick"></param>
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/// <param name="enabled">If the direction is active.</param>
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void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
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void SetSprinting(ushort subTick, bool walking);
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}
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}
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51
Content.Shared/Movement/Components/InputMoverComponent.cs
Normal file
51
Content.Shared/Movement/Components/InputMoverComponent.cs
Normal file
@@ -0,0 +1,51 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Timing;
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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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public sealed class InputMoverComponent : Component
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{
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// This class has to be able to handle server TPS being lower than client FPS.
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// While still having perfectly responsive movement client side.
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// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
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// and then building a total movement vector based on those sub-tick steps.
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//
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// We keep track of the last sub-tick a movement input came in,
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// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
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// (new sub-tick - last sub-tick)
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// and then add to the total-this-tick movement vector
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// by multiplying that fraction by the movement direction for the last input.
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// This allows us to incrementally build the movement vector for the current tick,
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// without having to keep track of some kind of list of inputs and calculating it later.
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//
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// We have to keep track of a separate movement vector for walking and sprinting,
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// since we don't actually know our current movement speed while processing inputs.
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// We change which vector we write into based on whether we were sprinting after the previous input.
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// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
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// (and I'm not changing that)
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/// <summary>
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/// Should our velocity be applied to our parent?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("toParent")]
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public bool ToParent = false;
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public GameTick LastInputTick;
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public ushort LastInputSubTick;
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public Vector2 CurTickWalkMovement;
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public Vector2 CurTickSprintMovement;
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public MoveButtons HeldMoveButtons = MoveButtons.None;
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[ViewVariables]
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public Angle LastGridAngle { get; set; } = new(0);
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public bool Sprinting => (HeldMoveButtons & MoveButtons.Walk) == 0x0;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanMove { get; set; } = true;
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}
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}
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@@ -8,8 +8,5 @@ namespace Content.Shared.Movement.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class JetpackUserComponent : Component
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{
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public float Acceleration = 1f;
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public float Friction = 0.3f;
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public float WeightlessModifier = 1.2f;
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public EntityUid Jetpack;
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}
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59
Content.Shared/Movement/Components/MobMoverComponent.cs
Normal file
59
Content.Shared/Movement/Components/MobMoverComponent.cs
Normal file
@@ -0,0 +1,59 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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namespace Content.Shared.Movement.Components
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{
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/// <summary>
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/// Has additional movement data such as footsteps and weightless grab range for an entity.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent()]
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public sealed class MobMoverComponent : Component
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{
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private float _stepSoundDistance;
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[DataField("grabRange")] public float GrabRange = 1.0f;
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[DataField("pushStrength")] public float PushStrength = 600f;
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityCoordinates LastPosition { get; set; }
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/// <summary>
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/// Used to keep track of how far we have moved before playing a step sound
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float StepSoundDistance
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{
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get => _stepSoundDistance;
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set
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{
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if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
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_stepSoundDistance = value;
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRangeVV
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{
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get => GrabRange;
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set
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{
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if (MathHelper.CloseToPercent(GrabRange, value)) return;
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GrabRange = value;
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Dirty();
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float PushStrengthVV
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{
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get => PushStrength;
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set
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{
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if (MathHelper.CloseToPercent(PushStrength, value)) return;
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PushStrength = value;
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Dirty();
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}
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}
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}
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}
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@@ -3,12 +3,27 @@ using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components
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{
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/// <summary>
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/// Applies basic movement speed and movement modifiers for an entity.
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/// If this is not present on the entity then they will use defaults for movement.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent, Access(typeof(MovementSpeedModifierSystem))]
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public sealed class MovementSpeedModifierComponent : Component
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{
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public const float DefaultBaseWalkSpeed = 3.0f;
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public const float DefaultBaseSprintSpeed = 5.0f;
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// Weightless
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public const float DefaultMinimumFrictionSpeed = 0.005f;
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public const float DefaultWeightlessFriction = 1f;
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public const float DefaultWeightlessFrictionNoInput = 0.2f;
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public const float DefaultWeightlessModifier = 0.7f;
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public const float DefaultWeightlessAcceleration = 1f;
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public const float DefaultAcceleration = 20f;
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public const float DefaultFriction = 20f;
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public const float DefaultFrictionNoInput = 20f;
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public const float DefaultBaseWalkSpeed = 2.5f;
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public const float DefaultBaseSprintSpeed = 4.5f;
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[ViewVariables]
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public float WalkSpeedModifier = 1.0f;
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@@ -38,6 +53,54 @@ namespace Content.Shared.Movement.Components
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}
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}
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/// <summary>
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/// Minimum speed a mob has to be moving before applying movement friction.
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/// </summary>
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[DataField("minimumFrictionSpeed")]
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public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
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/// <summary>
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/// The negative velocity applied for friction when weightless and providing inputs.
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/// </summary>
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[DataField("weightlessFriction")]
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public float WeightlessFriction = DefaultWeightlessFriction;
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/// <summary>
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/// The negative velocity applied for friction when weightless and not providing inputs.
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/// This is essentially how much their speed decreases per second.
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/// </summary>
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[DataField("weightlessFrictionNoInput")]
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public float WeightlessFrictionNoInput = DefaultWeightlessFrictionNoInput;
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/// <summary>
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/// The movement speed modifier applied to a mob's total input velocity when weightless.
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/// </summary>
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[DataField("weightlessModifier")]
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public float WeightlessModifier = DefaultWeightlessModifier;
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/// <summary>
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/// The acceleration applied to mobs when moving and weightless.
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/// </summary>
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[DataField("weightlessAcceleration")]
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public float WeightlessAcceleration = DefaultWeightlessAcceleration;
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/// <summary>
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/// The acceleration applied to mobs when moving.
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/// </summary>
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[DataField("acceleration")]
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public float Acceleration = DefaultAcceleration;
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/// <summary>
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/// The negative velocity applied for friction.
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/// </summary>
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[DataField("friction")]
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public float Friction = DefaultFriction;
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/// <summary>
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/// The negative velocity applied for friction.
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/// </summary>
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[DataField("frictionNoInput")] public float? FrictionNoInput = null;
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[DataField("baseWalkSpeed")]
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public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;
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@@ -0,0 +1,13 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Raises the engine movement inputs for a particular entity onto the designated entity
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class RelayInputMoverComponent : Component
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{
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[ViewVariables]
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public EntityUid? RelayEntity;
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}
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@@ -1,24 +0,0 @@
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namespace Content.Shared.Movement.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public sealed class SharedDummyInputMoverComponent : Component, IMoverComponent
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{
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public bool IgnorePaused => false;
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public bool CanMove { get; set; } = true;
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public Angle LastGridAngle { get => Angle.Zero; set {} }
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public bool Sprinting => false;
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public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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}
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public void SetSprinting(ushort subTick, bool walking)
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{
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}
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}
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}
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@@ -1,257 +0,0 @@
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using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
|
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|
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namespace Content.Shared.Movement.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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[NetworkedComponent()]
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public sealed class SharedPlayerInputMoverComponent : Component, IMoverComponent
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{
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// This class has to be able to handle server TPS being lower than client FPS.
|
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// While still having perfectly responsive movement client side.
|
||||
// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
|
||||
// and then building a total movement vector based on those sub-tick steps.
|
||||
//
|
||||
// We keep track of the last sub-tick a movement input came in,
|
||||
// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
|
||||
// (new sub-tick - last sub-tick)
|
||||
// and then add to the total-this-tick movement vector
|
||||
// by multiplying that fraction by the movement direction for the last input.
|
||||
// This allows us to incrementally build the movement vector for the current tick,
|
||||
// without having to keep track of some kind of list of inputs and calculating it later.
|
||||
//
|
||||
// We have to keep track of a separate movement vector for walking and sprinting,
|
||||
// since we don't actually know our current movement speed while processing inputs.
|
||||
// We change which vector we write into based on whether we were sprinting after the previous input.
|
||||
// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
|
||||
// (and I'm not changing that)
|
||||
|
||||
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
public GameTick _lastInputTick;
|
||||
public ushort _lastInputSubTick;
|
||||
public Vector2 CurTickWalkMovement;
|
||||
public Vector2 CurTickSprintMovement;
|
||||
|
||||
private MoveButtons _heldMoveButtons = MoveButtons.None;
|
||||
|
||||
[ViewVariables]
|
||||
public Angle LastGridAngle { get; set; } = new(0);
|
||||
|
||||
public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public bool CanMove { get; set; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Calculated linear velocity direction of the entity.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public (Vector2 walking, Vector2 sprinting) VelocityDir
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!_gameTiming.InSimulation)
|
||||
{
|
||||
// Outside of simulation we'll be running client predicted movement per-frame.
|
||||
// So return a full-length vector as if it's a full tick.
|
||||
// Physics system will have the correct time step anyways.
|
||||
var immediateDir = DirVecForButtons(_heldMoveButtons);
|
||||
return Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
|
||||
}
|
||||
|
||||
Vector2 walk;
|
||||
Vector2 sprint;
|
||||
float remainingFraction;
|
||||
|
||||
if (_gameTiming.CurTick > _lastInputTick)
|
||||
{
|
||||
walk = Vector2.Zero;
|
||||
sprint = Vector2.Zero;
|
||||
remainingFraction = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
walk = CurTickWalkMovement;
|
||||
sprint = CurTickSprintMovement;
|
||||
remainingFraction = (ushort.MaxValue - _lastInputSubTick) / (float) ushort.MaxValue;
|
||||
}
|
||||
|
||||
var curDir = DirVecForButtons(_heldMoveButtons) * remainingFraction;
|
||||
|
||||
if (Sprinting)
|
||||
{
|
||||
sprint += curDir;
|
||||
}
|
||||
else
|
||||
{
|
||||
walk += curDir;
|
||||
}
|
||||
|
||||
// Logger.Info($"{curDir}{walk}{sprint}");
|
||||
return (walk, sprint);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not the player can move diagonally.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
LastGridAngle = _entityManager.GetComponent<TransformComponent>(Owner).Parent?.WorldRotation ?? new Angle(0);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
||||
/// opposite directions will cancel each other out, resulting in no direction.
|
||||
/// </summary>
|
||||
/// <param name="direction">Direction to toggle.</param>
|
||||
/// <param name="subTick"></param>
|
||||
/// <param name="enabled">If the direction is active.</param>
|
||||
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
|
||||
{
|
||||
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
|
||||
|
||||
var bit = direction switch
|
||||
{
|
||||
Direction.East => MoveButtons.Right,
|
||||
Direction.North => MoveButtons.Up,
|
||||
Direction.West => MoveButtons.Left,
|
||||
Direction.South => MoveButtons.Down,
|
||||
_ => throw new ArgumentException(nameof(direction))
|
||||
};
|
||||
|
||||
SetMoveInput(subTick, enabled, bit);
|
||||
}
|
||||
|
||||
private void SetMoveInput(ushort subTick, bool enabled, MoveButtons bit)
|
||||
{
|
||||
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
|
||||
|
||||
if (_gameTiming.CurTick > _lastInputTick)
|
||||
{
|
||||
CurTickWalkMovement = Vector2.Zero;
|
||||
CurTickSprintMovement = Vector2.Zero;
|
||||
_lastInputTick = _gameTiming.CurTick;
|
||||
_lastInputSubTick = 0;
|
||||
}
|
||||
|
||||
if (subTick >= _lastInputSubTick)
|
||||
{
|
||||
var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
|
||||
|
||||
ref var lastMoveAmount = ref Sprinting ? ref CurTickSprintMovement : ref CurTickWalkMovement;
|
||||
|
||||
lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
|
||||
|
||||
_lastInputSubTick = subTick;
|
||||
}
|
||||
|
||||
if (enabled)
|
||||
{
|
||||
_heldMoveButtons |= bit;
|
||||
}
|
||||
else
|
||||
{
|
||||
_heldMoveButtons &= ~bit;
|
||||
}
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public void SetSprinting(ushort subTick, bool walking)
|
||||
{
|
||||
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
|
||||
|
||||
SetMoveInput(subTick, walking, MoveButtons.Walk);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
if (curState is MoverComponentState state)
|
||||
{
|
||||
_heldMoveButtons = state.Buttons;
|
||||
_lastInputTick = GameTick.Zero;
|
||||
_lastInputSubTick = 0;
|
||||
CanMove = state.CanMove;
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new MoverComponentState(_heldMoveButtons, CanMove);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retrieves the normalized direction vector for a specified combination of movement keys.
|
||||
/// </summary>
|
||||
private Vector2 DirVecForButtons(MoveButtons buttons)
|
||||
{
|
||||
// key directions are in screen coordinates
|
||||
// _moveDir is in world coordinates
|
||||
// if the camera is moved, this needs to be changed
|
||||
|
||||
var x = 0;
|
||||
x -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
|
||||
x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
|
||||
|
||||
var y = 0;
|
||||
if (DiagonalMovementEnabled || x == 0)
|
||||
{
|
||||
y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
|
||||
y += HasFlag(buttons, MoveButtons.Up) ? 1 : 0;
|
||||
}
|
||||
|
||||
var vec = new Vector2(x, y);
|
||||
|
||||
// can't normalize zero length vector
|
||||
if (vec.LengthSquared > 1.0e-6)
|
||||
{
|
||||
// Normalize so that diagonals aren't faster or something.
|
||||
vec = vec.Normalized;
|
||||
}
|
||||
|
||||
return vec;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class MoverComponentState : ComponentState
|
||||
{
|
||||
public MoveButtons Buttons { get; }
|
||||
public readonly bool CanMove;
|
||||
|
||||
public MoverComponentState(MoveButtons buttons, bool canMove)
|
||||
{
|
||||
Buttons = buttons;
|
||||
CanMove = canMove;
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
private enum MoveButtons : byte
|
||||
{
|
||||
None = 0,
|
||||
Up = 1,
|
||||
Down = 2,
|
||||
Left = 4,
|
||||
Right = 8,
|
||||
Walk = 16,
|
||||
}
|
||||
|
||||
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
|
||||
{
|
||||
return (buttons & flag) == flag;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,88 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Movement.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// The basic player mover with footsteps and grabbing
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMobMoverComponent))]
|
||||
[NetworkedComponent()]
|
||||
public sealed class SharedPlayerMobMoverComponent : Component, IMobMoverComponent
|
||||
{
|
||||
private float _stepSoundDistance;
|
||||
[DataField("grabRange")]
|
||||
private float _grabRange = IMobMoverComponent.GrabRangeDefault;
|
||||
[DataField("pushStrength")]
|
||||
private float _pushStrength = IMobMoverComponent.PushStrengthDefault;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public EntityCoordinates LastPosition { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Used to keep track of how far we have moved before playing a step sound
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float StepSoundDistance
|
||||
{
|
||||
get => _stepSoundDistance;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
|
||||
_stepSoundDistance = value;
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float GrabRange
|
||||
{
|
||||
get => _grabRange;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseToPercent(_grabRange, value)) return;
|
||||
_grabRange = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float PushStrength
|
||||
{
|
||||
get => _pushStrength;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseToPercent(_pushStrength, value)) return;
|
||||
_pushStrength = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new PlayerMobMoverComponentState(_grabRange, _pushStrength);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (curState is not PlayerMobMoverComponentState playerMoverState) return;
|
||||
GrabRange = playerMoverState.GrabRange;
|
||||
PushStrength = playerMoverState.PushStrength;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class PlayerMobMoverComponentState : ComponentState
|
||||
{
|
||||
public float GrabRange;
|
||||
public float PushStrength;
|
||||
|
||||
public PlayerMobMoverComponentState(float grabRange, float pushStrength)
|
||||
{
|
||||
GrabRange = grabRange;
|
||||
PushStrength = pushStrength;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user