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:
@@ -56,18 +56,6 @@ namespace Content.Server.GameObjects.Components.Movement
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serializer.DataField(ref _visionRadius, "vision", 8.0f);
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, before modifiers
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeed { get; set; } = PlayerInputMoverComponent.DefaultBaseWalkSpeed;
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/// <summary>
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/// Movement speed (m/s) that the entity sprints, before modifiers
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseSprintSpeed { get; set; } = PlayerInputMoverComponent.DefaultBaseSprintSpeed;
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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@@ -76,14 +64,15 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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float speed = BaseWalkSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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speed *= component.WalkSpeedModifier;
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return component.CurrentWalkSpeed;
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}
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return speed;
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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@@ -92,12 +81,12 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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float speed = BaseSprintSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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speed *= component.SprintSpeedModifier;
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return component.CurrentSprintSpeed;
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}
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return speed;
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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@@ -1,14 +1,20 @@
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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.Server.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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@@ -18,6 +24,7 @@ namespace Content.Server.GameObjects.Components.Movement
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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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@@ -27,6 +34,16 @@ namespace Content.Server.GameObjects.Components.Movement
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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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@@ -37,6 +54,14 @@ namespace Content.Server.GameObjects.Components.Movement
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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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@@ -22,9 +22,6 @@ namespace Content.Server.GameObjects.Components.Movement
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[ComponentReference(typeof(IMoverComponent))]
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public class PlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
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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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#pragma warning disable 649
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[Dependency] private readonly IConfigurationManager _configurationManager;
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#pragma warning restore 649
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@@ -37,19 +34,6 @@ namespace Content.Server.GameObjects.Components.Movement
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/// <inheritdoc />
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public override string Name => "PlayerInputMover";
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/// <summary>
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/// Movement speed (m/s) that the entity walks, before modifiers
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;
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/// <summary>
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/// Movement speed (m/s) that the entity sprints, before modifiers
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseSprintSpeed { get; set; } = DefaultBaseSprintSpeed;
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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@@ -58,12 +42,12 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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float speed = BaseWalkSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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speed *= component.WalkSpeedModifier;
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return component.CurrentWalkSpeed;
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}
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return speed;
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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/// <summary>
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@@ -74,12 +58,12 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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get
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{
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float speed = BaseSprintSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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speed *= component.SprintSpeedModifier;
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return component.CurrentSprintSpeed;
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}
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return speed;
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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@@ -114,20 +98,6 @@ namespace Content.Server.GameObjects.Components.Movement
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base.OnAdd();
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}
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/// <inheritdoc />
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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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//only save the base speeds - the current speeds are transient.
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serializer.DataReadWriteFunction("wspd", DefaultBaseWalkSpeed, value => BaseWalkSpeed = value, () => BaseWalkSpeed);
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serializer.DataReadWriteFunction("rspd", DefaultBaseSprintSpeed, value => BaseSprintSpeed = value, () => BaseSprintSpeed);
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// The velocity and moving directions is usually set from player or AI input,
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// so we don't want to save/load these derived fields.
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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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