Re-organize all projects (#4166)
This commit is contained in:
22
Content.Shared/Movement/Components/IMobMoverComponent.cs
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22
Content.Shared/Movement/Components/IMobMoverComponent.cs
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using Robust.Shared.GameObjects;
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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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float WeightlessStrength { get; set; }
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}
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}
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43
Content.Shared/Movement/Components/IMoverComponent.cs
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43
Content.Shared/Movement/Components/IMoverComponent.cs
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@@ -0,0 +1,43 @@
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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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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/// 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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/// 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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/// <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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10
Content.Shared/Movement/Components/IRelayMoveInput.cs
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10
Content.Shared/Movement/Components/IRelayMoveInput.cs
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@@ -0,0 +1,10 @@
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#nullable enable
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using Robust.Shared.Players;
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namespace Content.Shared.Movement.Components
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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 +1,54 @@
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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namespace Content.Shared.Movement.Components
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{
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[RegisterComponent]
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public sealed class MovementIgnoreGravityComponent : Component
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{
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public override string Name => "MovementIgnoreGravity";
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}
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public static class GravityExtensions
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{
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public static bool IsWeightless(this IEntity entity, PhysicsComponent? body = null, EntityCoordinates? coords = null, IMapManager? mapManager = null)
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{
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if (body == null)
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entity.TryGetComponent(out body);
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if (entity.HasComponent<MovementIgnoreGravityComponent>() ||
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(body?.BodyType & (BodyType.Static | BodyType.Kinematic)) != 0) return false;
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var transform = entity.Transform;
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var gridId = transform.GridID;
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if (!gridId.IsValid())
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{
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// Not on a grid = no gravity for now.
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// In the future, may want to allow maps to override to always have gravity instead.
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return true;
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}
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mapManager ??= IoCManager.Resolve<IMapManager>();
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var grid = mapManager.GetGrid(gridId);
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if (!grid.HasGravity)
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{
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return true;
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}
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coords ??= transform.Coordinates;
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if (!coords.Value.IsValid(entity.EntityManager))
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{
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return true;
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}
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var tile = grid.GetTileRef(coords.Value).Tile;
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return tile.IsEmpty;
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}
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}
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}
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@@ -0,0 +1,99 @@
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#nullable enable
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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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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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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[DataField("baseWalkSpeed")]
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public float BaseWalkSpeed { get; set; } = 4;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("baseSprintSpeed")]
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public float BaseSprintSpeed { get; set; } = 7;
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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 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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@@ -0,0 +1,27 @@
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#nullable enable
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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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 class SharedDummyInputMoverComponent : Component, IMoverComponent
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{
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public override string Name => "DummyInputMover";
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public bool IgnorePaused => false;
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public float CurrentWalkSpeed => 0f;
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public float CurrentSprintSpeed => 0f;
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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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@@ -0,0 +1,263 @@
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#nullable enable
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using System;
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using Content.Shared.NetIDs;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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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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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 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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[ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
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public override string Name => "PlayerInputMover";
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public 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 => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
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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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|
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (walk, sprint);
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}
|
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}
|
||||
|
||||
/// <summary>
|
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/// Whether or not the player can move diagonally.
|
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/// </summary>
|
||||
[ViewVariables]
|
||||
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
|
||||
|
||||
/// <inheritdoc />
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||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
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||||
Owner.EnsureComponentWarn<PhysicsComponent>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
||||
/// opposite directions will cancel each other out, resulting in no direction.
|
||||
/// </summary>
|
||||
/// <param name="direction">Direction to toggle.</param>
|
||||
/// <param name="subTick"></param>
|
||||
/// <param name="enabled">If the direction is active.</param>
|
||||
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
|
||||
{
|
||||
// Logger.Info($"[{_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;
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
return new MoverComponentState(_heldMoveButtons);
|
||||
}
|
||||
|
||||
/// <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 MoverComponentState(MoveButtons buttons) : base(ContentNetIDs
|
||||
.PLAYER_INPUT_MOVER)
|
||||
{
|
||||
Buttons = buttons;
|
||||
}
|
||||
}
|
||||
|
||||
[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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,123 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Shared.NetIDs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Movement.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// The basic player mover with footsteps and grabbing
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMobMoverComponent))]
|
||||
public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent
|
||||
{
|
||||
public override string Name => "PlayerMobMover";
|
||||
public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
|
||||
|
||||
private float _stepSoundDistance;
|
||||
[DataField("grabRange")]
|
||||
private float _grabRange = IMobMoverComponent.GrabRangeDefault;
|
||||
[DataField("pushStrength")]
|
||||
private float _pushStrength = IMobMoverComponent.PushStrengthDefault;
|
||||
|
||||
[DataField("weightlessStrength")]
|
||||
private float _weightlessStrength = IMobMoverComponent.WeightlessStrengthDefault;
|
||||
|
||||
[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.CloseTo(_stepSoundDistance, value)) return;
|
||||
_stepSoundDistance = value;
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float GrabRange
|
||||
{
|
||||
get => _grabRange;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_grabRange, value)) return;
|
||||
_grabRange = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float PushStrength
|
||||
{
|
||||
get => _pushStrength;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_pushStrength, value)) return;
|
||||
_pushStrength = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float WeightlessStrength
|
||||
{
|
||||
get => _weightlessStrength;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_weightlessStrength, value)) return;
|
||||
_weightlessStrength = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
if (!Owner.HasComponent<IMoverComponent>())
|
||||
{
|
||||
Owner.EnsureComponentWarn<SharedPlayerInputMoverComponent>();
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession session)
|
||||
{
|
||||
return new PlayerMobMoverComponentState(_grabRange, _pushStrength, _weightlessStrength);
|
||||
}
|
||||
|
||||
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 float WeightlessStrength;
|
||||
|
||||
public PlayerMobMoverComponentState(float grabRange, float pushStrength, float weightlessStrength) : base(ContentNetIDs.PLAYER_MOB_MOVER)
|
||||
{
|
||||
GrabRange = grabRange;
|
||||
PushStrength = pushStrength;
|
||||
WeightlessStrength = weightlessStrength;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
59
Content.Shared/Movement/Components/TileFrictionModifier.cs
Normal file
59
Content.Shared/Movement/Components/TileFrictionModifier.cs
Normal file
@@ -0,0 +1,59 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Shared.NetIDs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Movement.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class SharedTileFrictionModifier : Component
|
||||
{
|
||||
public override string Name => "TileFrictionModifier";
|
||||
|
||||
/// <summary>
|
||||
/// Multiply the tilefriction cvar by this to get the body's actual tilefriction.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Modifier
|
||||
{
|
||||
get => _modifier;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_modifier, value)) return;
|
||||
|
||||
_modifier = value;
|
||||
}
|
||||
}
|
||||
|
||||
[DataField("modifier")]
|
||||
private float _modifier = 1.0f;
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession session)
|
||||
{
|
||||
return new TileFrictionComponentState(_modifier);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (curState is not TileFrictionComponentState tileState) return;
|
||||
_modifier = tileState.Modifier;
|
||||
}
|
||||
|
||||
[NetSerializable, Serializable]
|
||||
protected class TileFrictionComponentState : ComponentState
|
||||
{
|
||||
public float Modifier;
|
||||
|
||||
public TileFrictionComponentState(float modifier) : base(ContentNetIDs.TILE_FRICTION)
|
||||
{
|
||||
Modifier = modifier;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user