MovementSpeedModifierComponent (#721)

* movement modifier system

* update default exposedata values

* changing base speed marks as dirty

* formatting

* movement speed modifier component

* Moves slowdown component to the prototype

AIController respects slowdown

* reset dirty flag
This commit is contained in:
4dplanner
2020-02-22 23:37:56 +00:00
committed by GitHub
parent ffe55648b6
commit b0e3ab3393
9 changed files with 231 additions and 49 deletions

View File

@@ -22,6 +22,8 @@ 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;
@@ -35,17 +37,51 @@ namespace Content.Server.GameObjects.Components.Movement
/// <inheritdoc />
public override string Name => "PlayerInputMover";
/// <summary>
/// Movement speed (m/s) that the entity walks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float WalkMoveSpeed { get; set; } = 4.0f;
/// <summary>
/// Movement speed (m/s) that the entity sprints.
/// Movement speed (m/s) that the entity walks, before modifiers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float SprintMoveSpeed { get; set; } = 7.0f;
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>
[ViewVariables]
public float CurrentWalkSpeed
{
get
{
float speed = BaseWalkSpeed;
if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
{
speed *= component.WalkSpeedModifier;
}
return speed;
}
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentSprintSpeed
{
get
{
float speed = BaseSprintSpeed;
if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
{
speed *= component.SprintSpeedModifier;
}
return speed;
}
}
/// <summary>
/// Is the entity Sprinting (running)?
@@ -89,13 +125,15 @@ namespace Content.Server.GameObjects.Components.Movement
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction("wspd", 4.0f, value => WalkMoveSpeed = value, () => WalkMoveSpeed);
serializer.DataReadWriteFunction("rspd", 10.0f, value => SprintMoveSpeed = value, () => SprintMoveSpeed);
//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
@@ -150,7 +188,7 @@ namespace Content.Server.GameObjects.Components.Movement
/// <returns></returns>
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
{
// Don't collid with other mobs
// Don't collide with other mobs
if (collidedwith.Owner.TryGetComponent<SpeciesComponent>(out var collidedSpeciesComponent))
{
return true;