WiP movement prediction.
This commit is contained in:
@@ -0,0 +1,71 @@
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using System;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker
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{
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public sealed override string Name => "Stunnable";
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public override uint? NetID => ContentNetIDs.STUNNABLE;
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[ViewVariables] protected float WalkModifierOverride = 0f;
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[ViewVariables] protected float RunModifierOverride = 0f;
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[ViewVariables] public abstract bool Stunned { get; }
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[ViewVariables] public abstract bool KnockedDown { get; }
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[ViewVariables] public abstract bool SlowedDown { get; }
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#region ActionBlockers
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public bool CanMove() => (!Stunned);
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public bool CanInteract() => (!Stunned);
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public bool CanUse() => (!Stunned);
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public bool CanThrow() => (!Stunned);
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public bool CanSpeak() => true;
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public bool CanDrop() => (!Stunned);
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public bool CanPickup() => (!Stunned);
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public bool CanEmote() => true;
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public bool CanAttack() => (!Stunned);
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public bool CanEquip() => (!Stunned);
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public bool CanUnequip() => (!Stunned);
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public bool CanChangeDirection() => true;
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#endregion
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[ViewVariables]
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public float WalkSpeedModifier => (SlowedDown ? (WalkModifierOverride <= 0f ? 0.5f : WalkModifierOverride) : 1f);
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[ViewVariables]
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public float SprintSpeedModifier => (SlowedDown ? (RunModifierOverride <= 0f ? 0.5f : RunModifierOverride) : 1f);
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[Serializable, NetSerializable]
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protected sealed class StunnableComponentState : ComponentState
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{
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public bool Stunned { get; }
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public bool KnockedDown { get; }
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public bool SlowedDown { get; }
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public float WalkModifierOverride { get; }
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public float RunModifierOverride { get; }
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public StunnableComponentState(bool stunned, bool knockedDown, bool slowedDown, float walkModifierOverride, float runModifierOverride) : base(ContentNetIDs.STUNNABLE)
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{
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Stunned = stunned;
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KnockedDown = knockedDown;
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SlowedDown = slowedDown;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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}
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}
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}
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}
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@@ -0,0 +1,59 @@
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Shared.GameObjects.Components.Movement
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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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/// Movement speed (m/s) that the entity walks.
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/// </summary>
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float CurrentWalkSpeed { get; }
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/// <summary>
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/// Movement speed (m/s) that the entity sprints.
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/// </summary>
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float CurrentSprintSpeed { get; }
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/// <summary>
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/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
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/// </summary>
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float CurrentPushSpeed { get; }
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/// <summary>
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/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
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/// </summary>
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float GrabRange { get; }
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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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/// 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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GridCoordinates LastPosition { get; set; }
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float StepSoundDistance { get; set; }
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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="PlayerInputMoverComponent.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 enabled);
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}
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}
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@@ -0,0 +1,9 @@
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using Robust.Shared.Players;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public interface IRelayMoveInput
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{
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void MoveInputPressed(ICommonSession session);
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}
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}
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@@ -0,0 +1,92 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class MovementSpeedModifierComponent : Component
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{
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public const float DefaultBaseWalkSpeed = 4.0f;
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public const float DefaultBaseSprintSpeed = 7.0f;
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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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[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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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeed { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseSprintSpeed { get; set; }
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[ViewVariables]
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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 override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, p => p.BaseWalkSpeed, "baseWalkSpeed", 4);
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serializer.DataField(this, p => p.BaseSprintSpeed, "baseSprintSpeed", 7);
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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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@@ -0,0 +1,287 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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#nullable enable
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public abstract 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.
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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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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public sealed override string Name => "PlayerInputMover";
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public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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private GameTick _lastInputTick;
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private ushort _lastInputSubTick;
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private Vector2 _curTickWalkMovement;
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private Vector2 _curTickSprintMovement;
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private MoveButtons _heldMoveButtons = MoveButtons.None;
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public float CurrentWalkSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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return component.CurrentWalkSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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public float CurrentSprintSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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return component.CurrentSprintSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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public float CurrentPushSpeed => 5;
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public float GrabRange => 0.2f;
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public bool Sprinting => !_heldMoveButtons.HasFlag(MoveButtons.Sprint);
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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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[ViewVariables]
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public (Vector2 walking, Vector2 sprinting) VelocityDir
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{
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get
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{
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if (!_gameTiming.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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var immediateDir = DirVecForButtons(_heldMoveButtons);
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return Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
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}
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Vector2 walk;
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Vector2 sprint;
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float remainingFraction;
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if (_gameTiming.CurTick > _lastInputTick)
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{
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walk = Vector2.Zero;
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sprint = Vector2.Zero;
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remainingFraction = 1;
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}
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else
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{
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walk = _curTickWalkMovement;
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sprint = _curTickSprintMovement;
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remainingFraction = (ushort.MaxValue - _lastInputSubTick) / (float) ushort.MaxValue;
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}
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var curDir = DirVecForButtons(_heldMoveButtons) * remainingFraction;
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if (Sprinting)
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{
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sprint += curDir;
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}
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else
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{
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walk += curDir;
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}
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (walk, sprint);
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}
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}
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public abstract GridCoordinates LastPosition { get; set; }
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public abstract float StepSoundDistance { get; set; }
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/// <summary>
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/// Whether or not the player can move diagonally.
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/// </summary>
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[ViewVariables]
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public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>("game.diagonalmovement");
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/// <inheritdoc />
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public override void OnAdd()
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{
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// This component requires that the entity has a PhysicsComponent.
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if (!Owner.HasComponent<SharedPhysicsComponent>())
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Logger.Error(
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$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
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$" {nameof(SharedPhysicsComponent)}. ");
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base.OnAdd();
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}
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
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/// opposite directions will cancel each other out, resulting in no direction.
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/// </summary>
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/// <param name="direction">Direction to toggle.</param>
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/// <param name="subTick"></param>
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/// <param name="enabled">If the direction is active.</param>
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
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var bit = direction switch
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{
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Direction.East => MoveButtons.Right,
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Direction.North => MoveButtons.Up,
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Direction.West => MoveButtons.Left,
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Direction.South => MoveButtons.Down,
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_ => throw new ArgumentException(nameof(direction))
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};
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SetMoveInput(subTick, enabled, bit);
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}
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private void SetMoveInput(ushort subTick, bool enabled, MoveButtons bit)
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{
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// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
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if (_gameTiming.CurTick > _lastInputTick)
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{
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_curTickWalkMovement = Vector2.Zero;
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_curTickSprintMovement = Vector2.Zero;
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_lastInputTick = _gameTiming.CurTick;
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_lastInputSubTick = 0;
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}
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var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
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ref var lastMoveAmount = ref Sprinting ? ref _curTickSprintMovement : ref _curTickWalkMovement;
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lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
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if (enabled)
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{
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_heldMoveButtons |= bit;
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}
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else
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{
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_heldMoveButtons &= ~bit;
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}
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_lastInputSubTick = subTick;
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Dirty();
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}
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public void SetSprinting(ushort subTick, bool enabled)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
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SetMoveInput(subTick, enabled, MoveButtons.Sprint);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is MoverComponentState state)
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{
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_heldMoveButtons = state.Buttons;
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_lastInputTick = GameTick.Zero;
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_lastInputSubTick = 0;
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}
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}
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public override ComponentState GetComponentState()
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{
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return new MoverComponentState(_heldMoveButtons);
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}
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/// <summary>
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/// Retrieves the normalized direction vector for a specified combination of movement keys.
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/// </summary>
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private Vector2 DirVecForButtons(MoveButtons buttons)
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{
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// key directions are in screen coordinates
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// _moveDir is in world coordinates
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// if the camera is moved, this needs to be changed
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var x = 0;
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x -= buttons.HasFlag(MoveButtons.Left) ? 1 : 0;
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x += buttons.HasFlag(MoveButtons.Right) ? 1 : 0;
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var y = 0;
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if (DiagonalMovementEnabled || x == 0)
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{
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y -= buttons.HasFlag(MoveButtons.Down) ? 1 : 0;
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y += buttons.HasFlag(MoveButtons.Up) ? 1 : 0;
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}
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var vec = new Vector2(x, y);
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// can't normalize zero length vector
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if (vec.LengthSquared > 1.0e-6)
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{
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// Normalize so that diagonals aren't faster or something.
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vec = vec.Normalized;
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}
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return vec;
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}
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[Serializable, NetSerializable]
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private sealed class MoverComponentState : ComponentState
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{
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public MoveButtons Buttons { get; }
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public MoverComponentState(MoveButtons buttons) : base(ContentNetIDs
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.PLAYER_INPUT_MOVER)
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{
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Buttons = buttons;
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}
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}
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[Flags]
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private enum MoveButtons : byte
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{
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None = 0,
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Up = 1,
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Down = 2,
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Left = 4,
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Right = 8,
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Sprint = 16,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Nutrition
|
||||
{
|
||||
public abstract class SharedHungerComponent : Component, IMoveSpeedModifier
|
||||
{
|
||||
public sealed override string Name => "Hunger";
|
||||
|
||||
public sealed override uint? NetID => ContentNetIDs.HUNGER;
|
||||
|
||||
public abstract HungerThreshold CurrentHungerThreshold { get; }
|
||||
|
||||
|
||||
float IMoveSpeedModifier.WalkSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentHungerThreshold == HungerThreshold.Starving)
|
||||
{
|
||||
return 0.5f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
float IMoveSpeedModifier.SprintSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentHungerThreshold == HungerThreshold.Starving)
|
||||
{
|
||||
return 0.5f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class HungerComponentState : ComponentState
|
||||
{
|
||||
public HungerThreshold CurrentThreshold { get; }
|
||||
|
||||
public HungerComponentState(HungerThreshold currentThreshold) : base(ContentNetIDs.HUNGER)
|
||||
{
|
||||
CurrentThreshold = currentThreshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum HungerThreshold : byte
|
||||
{
|
||||
Overfed,
|
||||
Okay,
|
||||
Peckish,
|
||||
Starving,
|
||||
Dead,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Nutrition
|
||||
{
|
||||
public abstract class SharedThirstComponent : Component, IMoveSpeedModifier
|
||||
{
|
||||
public sealed override string Name => "Thirst";
|
||||
|
||||
public sealed override uint? NetID => ContentNetIDs.THIRST;
|
||||
|
||||
public abstract ThirstThreshold CurrentThirstThreshold { get; }
|
||||
|
||||
float IMoveSpeedModifier.SprintSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentThirstThreshold == ThirstThreshold.Parched)
|
||||
{
|
||||
return 0.25f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
float IMoveSpeedModifier.WalkSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentThirstThreshold == ThirstThreshold.Parched)
|
||||
{
|
||||
return 0.5f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class ThirstComponentState : ComponentState
|
||||
{
|
||||
public ThirstThreshold CurrentThreshold { get; }
|
||||
|
||||
public ThirstComponentState(ThirstThreshold currentThreshold) : base(ContentNetIDs.THIRST)
|
||||
{
|
||||
CurrentThreshold = currentThreshold;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum ThirstThreshold : byte
|
||||
{
|
||||
// Hydrohomies
|
||||
OverHydrated,
|
||||
Okay,
|
||||
Thirsty,
|
||||
Parched,
|
||||
Dead,
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,22 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Observer
|
||||
{
|
||||
public class SharedGhostComponent : Component
|
||||
public class SharedGhostComponent : Component, IActionBlocker
|
||||
{
|
||||
public override string Name => "Ghost";
|
||||
public override uint? NetID => ContentNetIDs.GHOST;
|
||||
|
||||
public bool CanInteract() => false;
|
||||
public bool CanUse() => false;
|
||||
public bool CanThrow() => false;
|
||||
public bool CanDrop() => false;
|
||||
public bool CanPickup() => false;
|
||||
public bool CanEmote() => false;
|
||||
public bool CanAttack() => false;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
|
||||
Reference in New Issue
Block a user