Evac shuttle (#8931)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -8,14 +8,11 @@ using Robust.Shared.Prototypes;
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namespace Content.Server.AI.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMobMoverComponent))]
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[Virtual]
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public class AiControllerComponent : Component, IMobMoverComponent, IMoverComponent
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public class AiControllerComponent : Component
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{
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[DataField("logic")] private float _visionRadius = 8.0f;
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public bool CanMove { get; set; } = true;
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// TODO: Need to ECS a lot more of the AI first before we can ECS this
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/// <summary>
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/// Whether the AI is actively iterated.
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@@ -46,59 +43,6 @@ namespace Content.Server.AI.Components
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set => _visionRadius = value;
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}
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/// <inheritdoc />
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protected override void Initialize()
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{
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base.Initialize();
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// This component requires a physics component.
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Owner.EnsureComponent<PhysicsComponent>();
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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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[ViewVariables]
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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 (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, 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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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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[ViewVariables]
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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 (IoCManager.Resolve<IEntityManager>().TryGetComponent(Owner, 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 Angle LastGridAngle { get => Angle.Zero; set {} }
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public float PushStrength { get; set; } = IMobMoverComponent.PushStrengthDefault;
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/// <inheritdoc />
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[ViewVariables(VVAccess.ReadWrite)]
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public float GrabRange { get; set; } = IMobMoverComponent.GrabRangeDefault;
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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@@ -111,17 +55,6 @@ namespace Content.Server.AI.Components
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[ViewVariables]
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public Vector2 VelocityDir { get; set; }
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(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
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Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
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public EntityCoordinates LastPosition { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float StepSoundDistance { get; set; }
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
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public void SetSprinting(ushort subTick, bool walking) { }
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public virtual void Update(float frameTime) {}
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}
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}
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