Splits the singularity into its component parts + ECS singularity + Support for singularities in containers. (#12132)
* InitialCommit (Broken) * Fixes compile errors * PR comments. More doc comments. Fixes * Makes a singularity/event horizon without radiation/physics a valid state to be in * VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things. * Removes unused dependency from Content.Client.GravityWellSystem * Testing containment and fake VV setters for SingularityGeneratorComponent * Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -> ambient * Moves EventHorionComponent to Shared * Proper container handling * Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader. * Better support for admemes throwing singularities. * Moves update timing from accumulators to target times * Update doc comments
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63
Content.Server/Physics/Components/RandomWalkComponent.cs
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63
Content.Server/Physics/Components/RandomWalkComponent.cs
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using Content.Server.Physics.Controllers;
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namespace Content.Server.Physics.Components;
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/// <summary>
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/// A component which makes its entity move around at random.
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/// </summary>
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[RegisterComponent]
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public sealed class RandomWalkComponent : Component
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{
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/// <summary>
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/// The minimum speed at which this entity will move.
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/// </summary>
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[DataField("minSpeed")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float MinSpeed = 7.5f;
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/// <summary>
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/// The maximum speed at which this entity will move.
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/// </summary>
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[DataField("maxSpeed")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float MaxSpeed = 10f;
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/// <summary>
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/// The amount of speed carried over when the speed updates.
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/// </summary>
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[DataField("accumulatorRatio")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float AccumulatorRatio = 0.0f;
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/// <summary>
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/// Whether this random walker should take a step immediately when it starts up.
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/// </summary>
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[DataField("stepOnStartup")]
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[ViewVariables(VVAccess.ReadOnly)]
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public bool StepOnStartup = false;
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#region Update Timing
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/// <summary>
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/// The minimum amount of time between speed updates.
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/// </summary>
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[DataField("minStepCooldown")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan MinStepCooldown { get; internal set; } = TimeSpan.FromSeconds(2.0);
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/// <summary>
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/// The maximum amount of time between speed updates.
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/// </summary>
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[DataField("maxStepCooldown")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan MaxStepCooldown { get; internal set; } = TimeSpan.FromSeconds(5.0);
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/// <summary>
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/// The next time this should update its speed.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[Access(typeof(RandomWalkController))]
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public TimeSpan NextStepTime { get; internal set; } = default!;
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#endregion Update Timing
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}
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