Put base movement in control of MovementSpeedModifierComponent.

PlayerInputMoverComponent was unsuitable because it gets added/removed dynamically and is specific to players (AIs don't use it).
This commit is contained in:
Pieter-Jan Briers
2020-04-18 13:46:35 +02:00
parent 028ca7a732
commit 1578a32fa1
3 changed files with 42 additions and 58 deletions

View File

@@ -22,9 +22,6 @@ namespace Content.Server.GameObjects.Components.Movement
[ComponentReference(typeof(IMoverComponent))]
public class PlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
{
public const float DefaultBaseWalkSpeed = 4.0f;
public const float DefaultBaseSprintSpeed = 7.0f;
#pragma warning disable 649
[Dependency] private readonly IConfigurationManager _configurationManager;
#pragma warning restore 649
@@ -37,19 +34,6 @@ namespace Content.Server.GameObjects.Components.Movement
/// <inheritdoc />
public override string Name => "PlayerInputMover";
/// <summary>
/// Movement speed (m/s) that the entity walks, before modifiers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;
/// <summary>
/// Movement speed (m/s) that the entity sprints, before modifiers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float BaseSprintSpeed { get; set; } = DefaultBaseSprintSpeed;
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
@@ -58,12 +42,12 @@ namespace Content.Server.GameObjects.Components.Movement
{
get
{
float speed = BaseWalkSpeed;
if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
speed *= component.WalkSpeedModifier;
return component.CurrentWalkSpeed;
}
return speed;
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
}
}
/// <summary>
@@ -74,12 +58,12 @@ namespace Content.Server.GameObjects.Components.Movement
{
get
{
float speed = BaseSprintSpeed;
if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
speed *= component.SprintSpeedModifier;
return component.CurrentSprintSpeed;
}
return speed;
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
}
@@ -114,20 +98,6 @@ namespace Content.Server.GameObjects.Components.Movement
base.OnAdd();
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
//only save the base speeds - the current speeds are transient.
serializer.DataReadWriteFunction("wspd", DefaultBaseWalkSpeed, value => BaseWalkSpeed = value, () => BaseWalkSpeed);
serializer.DataReadWriteFunction("rspd", DefaultBaseSprintSpeed, value => BaseSprintSpeed = value, () => BaseSprintSpeed);
// The velocity and moving directions is usually set from player or AI input,
// so we don't want to save/load these derived fields.
}
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling