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:
@@ -57,16 +57,49 @@ namespace Content.Server.GameObjects.Components.Movement
|
|||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Movement speed (m/s) that the entity walks.
|
/// Movement speed (m/s) that the entity walks, before modifiers
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public float WalkMoveSpeed { get; set; } = 4.0f;
|
public float BaseWalkSpeed { get; set; } = PlayerInputMoverComponent.DefaultBaseWalkSpeed;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Movement speed (m/s) that the entity sprints.
|
/// Movement speed (m/s) that the entity sprints, before modifiers
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public float SprintMoveSpeed { get; set; } = 10.0f;
|
public float BaseSprintSpeed { get; set; } = PlayerInputMoverComponent.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>
|
/// <summary>
|
||||||
/// Is the entity Sprinting (running)?
|
/// Is the entity Sprinting (running)?
|
||||||
|
|||||||
@@ -0,0 +1,68 @@
|
|||||||
|
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
|
||||||
|
namespace Content.Server.GameObjects.Components.Movement
|
||||||
|
{
|
||||||
|
[RegisterComponent]
|
||||||
|
public class MovementSpeedModifierComponent : Component
|
||||||
|
{
|
||||||
|
public override string Name => "MovementSpeedModifier";
|
||||||
|
|
||||||
|
private float _cachedWalkSpeedModifier = 1.0f;
|
||||||
|
public float WalkSpeedModifier
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
RecalculateMovementSpeedModifiers();
|
||||||
|
return _cachedWalkSpeedModifier;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private float _cachedSprintSpeedModifier;
|
||||||
|
public float SprintSpeedModifier
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
RecalculateMovementSpeedModifiers();
|
||||||
|
return _cachedSprintSpeedModifier;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// set to warn us that a component's movespeed modifier has changed
|
||||||
|
/// </summary>
|
||||||
|
private bool _movespeedModifiersNeedRefresh = true;
|
||||||
|
|
||||||
|
public void RefreshMovementSpeedModifiers()
|
||||||
|
{
|
||||||
|
_movespeedModifiersNeedRefresh = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Recalculate movement speed with current modifiers, or return early if no change
|
||||||
|
/// </summary>
|
||||||
|
private void RecalculateMovementSpeedModifiers()
|
||||||
|
{
|
||||||
|
{
|
||||||
|
if (!_movespeedModifiersNeedRefresh)
|
||||||
|
return;
|
||||||
|
var movespeedModifiers = Owner.GetAllComponents<IMoveSpeedModifier>();
|
||||||
|
float walkSpeedModifier = 1.0f;
|
||||||
|
float sprintSpeedModifier = 1.0f;
|
||||||
|
foreach (var component in movespeedModifiers)
|
||||||
|
{
|
||||||
|
walkSpeedModifier *= component.WalkSpeedModifier;
|
||||||
|
sprintSpeedModifier *= component.SprintSpeedModifier;
|
||||||
|
}
|
||||||
|
_cachedWalkSpeedModifier = walkSpeedModifier;
|
||||||
|
_cachedSprintSpeedModifier = sprintSpeedModifier;
|
||||||
|
}
|
||||||
|
_movespeedModifiersNeedRefresh = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
interface IMoveSpeedModifier
|
||||||
|
{
|
||||||
|
float WalkSpeedModifier { get; }
|
||||||
|
float SprintSpeedModifier { get; }
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -22,6 +22,8 @@ namespace Content.Server.GameObjects.Components.Movement
|
|||||||
[ComponentReference(typeof(IMoverComponent))]
|
[ComponentReference(typeof(IMoverComponent))]
|
||||||
public class PlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
|
public class PlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
|
||||||
{
|
{
|
||||||
|
public const float DefaultBaseWalkSpeed = 4.0f;
|
||||||
|
public const float DefaultBaseSprintSpeed = 7.0f;
|
||||||
|
|
||||||
#pragma warning disable 649
|
#pragma warning disable 649
|
||||||
[Dependency] private readonly IConfigurationManager _configurationManager;
|
[Dependency] private readonly IConfigurationManager _configurationManager;
|
||||||
@@ -35,17 +37,51 @@ namespace Content.Server.GameObjects.Components.Movement
|
|||||||
/// <inheritdoc />
|
/// <inheritdoc />
|
||||||
public override string Name => "PlayerInputMover";
|
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>
|
/// <summary>
|
||||||
/// Movement speed (m/s) that the entity sprints.
|
/// Movement speed (m/s) that the entity walks, before modifiers
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[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>
|
/// <summary>
|
||||||
/// Is the entity Sprinting (running)?
|
/// Is the entity Sprinting (running)?
|
||||||
@@ -89,13 +125,15 @@ namespace Content.Server.GameObjects.Components.Movement
|
|||||||
{
|
{
|
||||||
base.ExposeData(serializer);
|
base.ExposeData(serializer);
|
||||||
|
|
||||||
serializer.DataReadWriteFunction("wspd", 4.0f, value => WalkMoveSpeed = value, () => WalkMoveSpeed);
|
//only save the base speeds - the current speeds are transient.
|
||||||
serializer.DataReadWriteFunction("rspd", 10.0f, value => SprintMoveSpeed = value, () => SprintMoveSpeed);
|
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,
|
// The velocity and moving directions is usually set from player or AI input,
|
||||||
// so we don't want to save/load these derived fields.
|
// so we don't want to save/load these derived fields.
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||||
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
||||||
@@ -150,7 +188,7 @@ namespace Content.Server.GameObjects.Components.Movement
|
|||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
|
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))
|
if (collidedwith.Owner.TryGetComponent<SpeciesComponent>(out var collidedSpeciesComponent))
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
|
|||||||
@@ -32,8 +32,8 @@ namespace Content.Server.GameObjects.Components.Movement
|
|||||||
public override string Name => "ShuttleController";
|
public override string Name => "ShuttleController";
|
||||||
|
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public float WalkMoveSpeed { get; set; } = 8;
|
public float CurrentWalkSpeed { get; set; } = 8;
|
||||||
public float SprintMoveSpeed { get; set; }
|
public float CurrentSprintSpeed { get; set; }
|
||||||
public bool Sprinting { get; set; }
|
public bool Sprinting { get; set; }
|
||||||
public Vector2 VelocityDir { get; } = Vector2.Zero;
|
public Vector2 VelocityDir { get; } = Vector2.Zero;
|
||||||
public GridCoordinates LastPosition { get; set; }
|
public GridCoordinates LastPosition { get; set; }
|
||||||
@@ -61,7 +61,7 @@ namespace Content.Server.GameObjects.Components.Movement
|
|||||||
collideComp.PhysicsShapes.Add(new PhysShapeGrid(grid));
|
collideComp.PhysicsShapes.Add(new PhysShapeGrid(grid));
|
||||||
}
|
}
|
||||||
|
|
||||||
physComp.LinearVelocity = CalcNewVelocity(direction, enabled) * WalkMoveSpeed;
|
physComp.LinearVelocity = CalcNewVelocity(direction, enabled) * CurrentWalkSpeed;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -14,11 +14,11 @@ using Robust.Shared.ViewVariables;
|
|||||||
namespace Content.Server.GameObjects.Components.Nutrition
|
namespace Content.Server.GameObjects.Components.Nutrition
|
||||||
{
|
{
|
||||||
[RegisterComponent]
|
[RegisterComponent]
|
||||||
public sealed class HungerComponent : Component
|
public sealed class HungerComponent : Component, IMoveSpeedModifier
|
||||||
{
|
{
|
||||||
#pragma warning disable 649
|
#pragma warning disable 649
|
||||||
[Dependency] private readonly IRobustRandom _random;
|
[Dependency] private readonly IRobustRandom _random;
|
||||||
#pragma warning restore 649
|
#pragma warning restore 649
|
||||||
|
|
||||||
public override string Name => "Hunger";
|
public override string Name => "Hunger";
|
||||||
|
|
||||||
@@ -33,7 +33,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
|||||||
private HungerThreshold _currentHungerThreshold;
|
private HungerThreshold _currentHungerThreshold;
|
||||||
private HungerThreshold _lastHungerThreshold;
|
private HungerThreshold _lastHungerThreshold;
|
||||||
public float CurrentHunger => _currentHunger;
|
public float CurrentHunger => _currentHunger;
|
||||||
[ViewVariables] private float _currentHunger;
|
[ViewVariables(VVAccess.ReadWrite)] private float _currentHunger;
|
||||||
|
|
||||||
public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
|
public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
|
||||||
private Dictionary<HungerThreshold, float> _hungerThresholds = new Dictionary<HungerThreshold, float>
|
private Dictionary<HungerThreshold, float> _hungerThresholds = new Dictionary<HungerThreshold, float>
|
||||||
@@ -53,16 +53,15 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
|||||||
|
|
||||||
public void HungerThresholdEffect(bool force = false)
|
public void HungerThresholdEffect(bool force = false)
|
||||||
{
|
{
|
||||||
if (_currentHungerThreshold != _lastHungerThreshold || force) {
|
if (_currentHungerThreshold != _lastHungerThreshold || force)
|
||||||
|
{
|
||||||
Logger.InfoS("hunger", $"Updating hunger state for {Owner.Name}");
|
Logger.InfoS("hunger", $"Updating hunger state for {Owner.Name}");
|
||||||
|
|
||||||
// Revert slow speed if required
|
// Revert slow speed if required
|
||||||
if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
|
if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
|
||||||
Owner.TryGetComponent(out PlayerInputMoverComponent playerSpeedupComponent))
|
Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
|
||||||
{
|
{
|
||||||
// TODO shitcode: Come up something better
|
movementSlowdownComponent.RefreshMovementSpeedModifiers();
|
||||||
playerSpeedupComponent.WalkMoveSpeed = playerSpeedupComponent.WalkMoveSpeed * 2;
|
|
||||||
playerSpeedupComponent.SprintMoveSpeed = playerSpeedupComponent.SprintMoveSpeed * 4;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update UI
|
// Update UI
|
||||||
@@ -91,9 +90,9 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
|||||||
case HungerThreshold.Starving:
|
case HungerThreshold.Starving:
|
||||||
// TODO: If something else bumps this could cause mega-speed.
|
// TODO: If something else bumps this could cause mega-speed.
|
||||||
// If some form of speed update system if multiple things are touching it use that.
|
// If some form of speed update system if multiple things are touching it use that.
|
||||||
if (Owner.TryGetComponent(out PlayerInputMoverComponent playerInputMoverComponent)) {
|
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
|
||||||
playerInputMoverComponent.WalkMoveSpeed = playerInputMoverComponent.WalkMoveSpeed / 2;
|
{
|
||||||
playerInputMoverComponent.SprintMoveSpeed = playerInputMoverComponent.SprintMoveSpeed / 4;
|
movementSlowdownComponent1.RefreshMovementSpeedModifiers();
|
||||||
}
|
}
|
||||||
_lastHungerThreshold = _currentHungerThreshold;
|
_lastHungerThreshold = _currentHungerThreshold;
|
||||||
_actualDecayRate = _baseDecayRate * 0.6f;
|
_actualDecayRate = _baseDecayRate * 0.6f;
|
||||||
@@ -169,6 +168,29 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
|||||||
{
|
{
|
||||||
_currentHunger = HungerThresholds[HungerThreshold.Okay];
|
_currentHunger = HungerThresholds[HungerThreshold.Okay];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float IMoveSpeedModifier.WalkSpeedModifier
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_currentHungerThreshold == HungerThreshold.Starving)
|
||||||
|
{
|
||||||
|
return 0.5f;
|
||||||
|
}
|
||||||
|
return 1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
float IMoveSpeedModifier.SprintSpeedModifier
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_currentHungerThreshold == HungerThreshold.Starving)
|
||||||
|
{
|
||||||
|
return 0.5f;
|
||||||
|
}
|
||||||
|
return 1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public enum HungerThreshold
|
public enum HungerThreshold
|
||||||
|
|||||||
@@ -14,11 +14,11 @@ using Robust.Shared.ViewVariables;
|
|||||||
namespace Content.Server.GameObjects.Components.Nutrition
|
namespace Content.Server.GameObjects.Components.Nutrition
|
||||||
{
|
{
|
||||||
[RegisterComponent]
|
[RegisterComponent]
|
||||||
public sealed class ThirstComponent : Component
|
public sealed class ThirstComponent : Component, IMoveSpeedModifier
|
||||||
{
|
{
|
||||||
#pragma warning disable 649
|
#pragma warning disable 649
|
||||||
[Dependency] private readonly IRobustRandom _random;
|
[Dependency] private readonly IRobustRandom _random;
|
||||||
#pragma warning restore 649
|
#pragma warning restore 649
|
||||||
|
|
||||||
public override string Name => "Thirst";
|
public override string Name => "Thirst";
|
||||||
|
|
||||||
@@ -53,16 +53,15 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
|||||||
|
|
||||||
public void ThirstThresholdEffect(bool force = false)
|
public void ThirstThresholdEffect(bool force = false)
|
||||||
{
|
{
|
||||||
if (_currentThirstThreshold != _lastThirstThreshold || force) {
|
if (_currentThirstThreshold != _lastThirstThreshold || force)
|
||||||
|
{
|
||||||
Logger.InfoS("thirst", $"Updating Thirst state for {Owner.Name}");
|
Logger.InfoS("thirst", $"Updating Thirst state for {Owner.Name}");
|
||||||
|
|
||||||
// Revert slow speed if required
|
// Revert slow speed if required
|
||||||
if (_lastThirstThreshold == ThirstThreshold.Parched && _currentThirstThreshold != ThirstThreshold.Dead &&
|
if (_lastThirstThreshold == ThirstThreshold.Parched && _currentThirstThreshold != ThirstThreshold.Dead &&
|
||||||
Owner.TryGetComponent(out PlayerInputMoverComponent playerSpeedupComponent))
|
Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
|
||||||
{
|
{
|
||||||
// TODO shitcode: Come up something better
|
movementSlowdownComponent.RefreshMovementSpeedModifiers();
|
||||||
playerSpeedupComponent.WalkMoveSpeed = playerSpeedupComponent.WalkMoveSpeed * 2;
|
|
||||||
playerSpeedupComponent.SprintMoveSpeed = playerSpeedupComponent.SprintMoveSpeed * 4;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update UI
|
// Update UI
|
||||||
@@ -89,11 +88,9 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
case ThirstThreshold.Parched:
|
case ThirstThreshold.Parched:
|
||||||
// TODO: If something else bumps this could cause mega-speed.
|
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
|
||||||
// If some form of speed update system if multiple things are touching it use that.
|
{
|
||||||
if (Owner.TryGetComponent(out PlayerInputMoverComponent playerInputMoverComponent)) {
|
movementSlowdownComponent1.RefreshMovementSpeedModifiers();
|
||||||
playerInputMoverComponent.WalkMoveSpeed = playerInputMoverComponent.WalkMoveSpeed / 2;
|
|
||||||
playerInputMoverComponent.SprintMoveSpeed = playerInputMoverComponent.SprintMoveSpeed / 4;
|
|
||||||
}
|
}
|
||||||
_lastThirstThreshold = _currentThirstThreshold;
|
_lastThirstThreshold = _currentThirstThreshold;
|
||||||
_actualDecayRate = _baseDecayRate * 0.6f;
|
_actualDecayRate = _baseDecayRate * 0.6f;
|
||||||
@@ -166,6 +163,29 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float IMoveSpeedModifier.SprintSpeedModifier
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_currentThirstThreshold == ThirstThreshold.Parched)
|
||||||
|
{
|
||||||
|
return 0.25f;
|
||||||
|
}
|
||||||
|
return 1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
float IMoveSpeedModifier.WalkSpeedModifier
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_currentThirstThreshold == ThirstThreshold.Parched)
|
||||||
|
{
|
||||||
|
return 0.5f;
|
||||||
|
}
|
||||||
|
return 1.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void ResetThirst()
|
public void ResetThirst()
|
||||||
{
|
{
|
||||||
_currentThirst = ThirstThresholds[ThirstThreshold.Okay];
|
_currentThirst = ThirstThresholds[ThirstThreshold.Okay];
|
||||||
|
|||||||
@@ -90,7 +90,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
|||||||
|
|
||||||
private static void PlayerDetached(PlayerDetachedSystemMessage ev)
|
private static void PlayerDetached(PlayerDetachedSystemMessage ev)
|
||||||
{
|
{
|
||||||
if(ev.Entity.HasComponent<PlayerInputMoverComponent>())
|
if (ev.Entity.HasComponent<PlayerInputMoverComponent>())
|
||||||
{
|
{
|
||||||
ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
|
ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
|
||||||
}
|
}
|
||||||
@@ -136,7 +136,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
physics.LinearVelocity = mover.VelocityDir * (mover.Sprinting ? mover.SprintMoveSpeed : mover.WalkMoveSpeed);
|
physics.LinearVelocity = mover.VelocityDir * (mover.Sprinting ? mover.CurrentSprintSpeed : mover.CurrentWalkSpeed);
|
||||||
transform.LocalRotation = mover.VelocityDir.GetDir().ToAngle();
|
transform.LocalRotation = mover.VelocityDir.GetDir().ToAngle();
|
||||||
|
|
||||||
// Handle footsteps.
|
// Handle footsteps.
|
||||||
@@ -177,7 +177,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
|||||||
|
|
||||||
private static void HandleDirChange(ICommonSession session, Direction dir, bool state)
|
private static void HandleDirChange(ICommonSession session, Direction dir, bool state)
|
||||||
{
|
{
|
||||||
if(!TryGetAttachedComponent(session as IPlayerSession, out IMoverComponent moverComp))
|
if (!TryGetAttachedComponent(session as IPlayerSession, out IMoverComponent moverComp))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
moverComp.SetVelocityDirection(dir, state);
|
moverComp.SetVelocityDirection(dir, state);
|
||||||
@@ -185,14 +185,14 @@ namespace Content.Server.GameObjects.EntitySystems
|
|||||||
|
|
||||||
private static void HandleRunChange(ICommonSession session, bool running)
|
private static void HandleRunChange(ICommonSession session, bool running)
|
||||||
{
|
{
|
||||||
if(!TryGetAttachedComponent(session as IPlayerSession, out PlayerInputMoverComponent moverComp))
|
if (!TryGetAttachedComponent(session as IPlayerSession, out PlayerInputMoverComponent moverComp))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
moverComp.Sprinting = running;
|
moverComp.Sprinting = running;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static bool TryGetAttachedComponent<T>(IPlayerSession session, out T component)
|
private static bool TryGetAttachedComponent<T>(IPlayerSession session, out T component)
|
||||||
where T: IComponent
|
where T : IComponent
|
||||||
{
|
{
|
||||||
component = default;
|
component = default;
|
||||||
|
|
||||||
|
|||||||
@@ -12,12 +12,12 @@ namespace Content.Server.Interfaces.GameObjects.Components.Movement
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Movement speed (m/s) that the entity walks.
|
/// Movement speed (m/s) that the entity walks.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
float WalkMoveSpeed { get; set; }
|
float CurrentWalkSpeed { get; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Movement speed (m/s) that the entity sprints.
|
/// Movement speed (m/s) that the entity sprints.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
float SprintMoveSpeed { get; set; }
|
float CurrentSprintSpeed { get; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Is the entity Sprinting (running)?
|
/// Is the entity Sprinting (running)?
|
||||||
|
|||||||
@@ -9,6 +9,7 @@
|
|||||||
hands:
|
hands:
|
||||||
- left
|
- left
|
||||||
- right
|
- right
|
||||||
|
- type: MovementSpeedModifier
|
||||||
- type: Hunger
|
- type: Hunger
|
||||||
- type: Thirst
|
- type: Thirst
|
||||||
# Organs
|
# Organs
|
||||||
|
|||||||
Reference in New Issue
Block a user