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
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks.
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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 WalkMoveSpeed { get; set; } = 4.0f;
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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.
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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 SprintMoveSpeed { get; set; } = 10.0f;
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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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[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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float speed = BaseWalkSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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{
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speed *= component.WalkSpeedModifier;
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}
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return speed;
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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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float speed = BaseSprintSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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{
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speed *= component.SprintSpeedModifier;
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}
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return speed;
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}
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}
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/// <summary>
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/// Is the entity Sprinting (running)?
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@@ -0,0 +1,68 @@
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using Robust.Shared.GameObjects;
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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 override string Name => "MovementSpeedModifier";
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private float _cachedWalkSpeedModifier = 1.0f;
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public float WalkSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedWalkSpeedModifier;
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}
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}
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private float _cachedSprintSpeedModifier;
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public float SprintSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedSprintSpeedModifier;
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}
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}
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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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private bool _movespeedModifiersNeedRefresh = true;
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public void RefreshMovementSpeedModifiers()
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{
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_movespeedModifiersNeedRefresh = true;
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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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private void RecalculateMovementSpeedModifiers()
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{
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{
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if (!_movespeedModifiersNeedRefresh)
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return;
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var movespeedModifiers = Owner.GetAllComponents<IMoveSpeedModifier>();
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float walkSpeedModifier = 1.0f;
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float sprintSpeedModifier = 1.0f;
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foreach (var component in movespeedModifiers)
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{
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walkSpeedModifier *= component.WalkSpeedModifier;
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sprintSpeedModifier *= component.SprintSpeedModifier;
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}
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_cachedWalkSpeedModifier = walkSpeedModifier;
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_cachedSprintSpeedModifier = sprintSpeedModifier;
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}
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_movespeedModifiersNeedRefresh = false;
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}
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}
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interface IMoveSpeedModifier
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{
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float WalkSpeedModifier { get; }
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float SprintSpeedModifier { get; }
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}
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}
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@@ -22,6 +22,8 @@ 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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@@ -35,17 +37,51 @@ 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.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float WalkMoveSpeed { get; set; } = 4.0f;
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/// <summary>
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/// Movement speed (m/s) that the entity sprints.
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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 SprintMoveSpeed { get; set; } = 7.0f;
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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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[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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float speed = BaseWalkSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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{
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speed *= component.WalkSpeedModifier;
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}
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return speed;
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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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float speed = BaseSprintSpeed;
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if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
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{
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speed *= component.SprintSpeedModifier;
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}
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return speed;
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}
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}
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/// <summary>
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/// Is the entity Sprinting (running)?
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@@ -89,13 +125,15 @@ namespace Content.Server.GameObjects.Components.Movement
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction("wspd", 4.0f, value => WalkMoveSpeed = value, () => WalkMoveSpeed);
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serializer.DataReadWriteFunction("rspd", 10.0f, value => SprintMoveSpeed = value, () => SprintMoveSpeed);
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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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@@ -150,7 +188,7 @@ namespace Content.Server.GameObjects.Components.Movement
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/// <returns></returns>
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bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
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{
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// Don't collid with other mobs
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// Don't collide with other mobs
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if (collidedwith.Owner.TryGetComponent<SpeciesComponent>(out var collidedSpeciesComponent))
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{
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return true;
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@@ -32,8 +32,8 @@ namespace Content.Server.GameObjects.Components.Movement
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public override string Name => "ShuttleController";
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[ViewVariables(VVAccess.ReadWrite)]
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public float WalkMoveSpeed { get; set; } = 8;
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public float SprintMoveSpeed { get; set; }
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public float CurrentWalkSpeed { get; set; } = 8;
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public float CurrentSprintSpeed { get; set; }
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public bool Sprinting { get; set; }
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public Vector2 VelocityDir { get; } = Vector2.Zero;
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public GridCoordinates LastPosition { get; set; }
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@@ -61,7 +61,7 @@ namespace Content.Server.GameObjects.Components.Movement
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collideComp.PhysicsShapes.Add(new PhysShapeGrid(grid));
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}
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physComp.LinearVelocity = CalcNewVelocity(direction, enabled) * WalkMoveSpeed;
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physComp.LinearVelocity = CalcNewVelocity(direction, enabled) * CurrentWalkSpeed;
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}
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}
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@@ -14,7 +14,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public sealed class HungerComponent : Component
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public sealed class HungerComponent : Component, IMoveSpeedModifier
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{
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#pragma warning disable 649
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[Dependency] private readonly IRobustRandom _random;
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@@ -33,7 +33,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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private HungerThreshold _currentHungerThreshold;
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private HungerThreshold _lastHungerThreshold;
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public float CurrentHunger => _currentHunger;
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[ViewVariables] private float _currentHunger;
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[ViewVariables(VVAccess.ReadWrite)] private float _currentHunger;
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public Dictionary<HungerThreshold, float> HungerThresholds => _hungerThresholds;
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private Dictionary<HungerThreshold, float> _hungerThresholds = new Dictionary<HungerThreshold, float>
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@@ -53,16 +53,15 @@ namespace Content.Server.GameObjects.Components.Nutrition
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public void HungerThresholdEffect(bool force = false)
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{
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if (_currentHungerThreshold != _lastHungerThreshold || force) {
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if (_currentHungerThreshold != _lastHungerThreshold || force)
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{
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Logger.InfoS("hunger", $"Updating hunger state for {Owner.Name}");
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// Revert slow speed if required
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if (_lastHungerThreshold == HungerThreshold.Starving && _currentHungerThreshold != HungerThreshold.Dead &&
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Owner.TryGetComponent(out PlayerInputMoverComponent playerSpeedupComponent))
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Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
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{
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// TODO shitcode: Come up something better
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playerSpeedupComponent.WalkMoveSpeed = playerSpeedupComponent.WalkMoveSpeed * 2;
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playerSpeedupComponent.SprintMoveSpeed = playerSpeedupComponent.SprintMoveSpeed * 4;
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movementSlowdownComponent.RefreshMovementSpeedModifiers();
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}
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// Update UI
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@@ -91,9 +90,9 @@ namespace Content.Server.GameObjects.Components.Nutrition
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case HungerThreshold.Starving:
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// TODO: If something else bumps this could cause mega-speed.
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// If some form of speed update system if multiple things are touching it use that.
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if (Owner.TryGetComponent(out PlayerInputMoverComponent playerInputMoverComponent)) {
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playerInputMoverComponent.WalkMoveSpeed = playerInputMoverComponent.WalkMoveSpeed / 2;
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playerInputMoverComponent.SprintMoveSpeed = playerInputMoverComponent.SprintMoveSpeed / 4;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
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{
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movementSlowdownComponent1.RefreshMovementSpeedModifiers();
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}
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_lastHungerThreshold = _currentHungerThreshold;
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_actualDecayRate = _baseDecayRate * 0.6f;
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@@ -169,6 +168,29 @@ namespace Content.Server.GameObjects.Components.Nutrition
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{
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_currentHunger = HungerThresholds[HungerThreshold.Okay];
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}
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float IMoveSpeedModifier.WalkSpeedModifier
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{
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get
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{
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if (_currentHungerThreshold == HungerThreshold.Starving)
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{
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return 0.5f;
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}
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return 1.0f;
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}
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}
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float IMoveSpeedModifier.SprintSpeedModifier
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{
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get
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{
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if (_currentHungerThreshold == HungerThreshold.Starving)
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{
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return 0.5f;
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}
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return 1.0f;
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}
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}
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}
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public enum HungerThreshold
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@@ -14,7 +14,7 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public sealed class ThirstComponent : Component
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public sealed class ThirstComponent : Component, IMoveSpeedModifier
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{
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#pragma warning disable 649
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[Dependency] private readonly IRobustRandom _random;
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@@ -53,16 +53,15 @@ namespace Content.Server.GameObjects.Components.Nutrition
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public void ThirstThresholdEffect(bool force = false)
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{
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if (_currentThirstThreshold != _lastThirstThreshold || force) {
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if (_currentThirstThreshold != _lastThirstThreshold || force)
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{
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Logger.InfoS("thirst", $"Updating Thirst state for {Owner.Name}");
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// Revert slow speed if required
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if (_lastThirstThreshold == ThirstThreshold.Parched && _currentThirstThreshold != ThirstThreshold.Dead &&
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Owner.TryGetComponent(out PlayerInputMoverComponent playerSpeedupComponent))
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Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent))
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{
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// TODO shitcode: Come up something better
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playerSpeedupComponent.WalkMoveSpeed = playerSpeedupComponent.WalkMoveSpeed * 2;
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playerSpeedupComponent.SprintMoveSpeed = playerSpeedupComponent.SprintMoveSpeed * 4;
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movementSlowdownComponent.RefreshMovementSpeedModifiers();
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}
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// Update UI
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@@ -89,11 +88,9 @@ namespace Content.Server.GameObjects.Components.Nutrition
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return;
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case ThirstThreshold.Parched:
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// TODO: If something else bumps this could cause mega-speed.
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// If some form of speed update system if multiple things are touching it use that.
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if (Owner.TryGetComponent(out PlayerInputMoverComponent playerInputMoverComponent)) {
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playerInputMoverComponent.WalkMoveSpeed = playerInputMoverComponent.WalkMoveSpeed / 2;
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playerInputMoverComponent.SprintMoveSpeed = playerInputMoverComponent.SprintMoveSpeed / 4;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movementSlowdownComponent1))
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{
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movementSlowdownComponent1.RefreshMovementSpeedModifiers();
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}
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_lastThirstThreshold = _currentThirstThreshold;
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_actualDecayRate = _baseDecayRate * 0.6f;
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@@ -166,6 +163,29 @@ namespace Content.Server.GameObjects.Components.Nutrition
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}
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}
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float IMoveSpeedModifier.SprintSpeedModifier
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{
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get
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{
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if (_currentThirstThreshold == ThirstThreshold.Parched)
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{
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return 0.25f;
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}
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return 1.0f;
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}
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}
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float IMoveSpeedModifier.WalkSpeedModifier
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{
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get
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{
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if (_currentThirstThreshold == ThirstThreshold.Parched)
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{
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return 0.5f;
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}
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return 1.0f;
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}
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}
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public void ResetThirst()
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{
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_currentThirst = ThirstThresholds[ThirstThreshold.Okay];
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@@ -136,7 +136,7 @@ namespace Content.Server.GameObjects.EntitySystems
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}
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else
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{
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physics.LinearVelocity = mover.VelocityDir * (mover.Sprinting ? mover.SprintMoveSpeed : mover.WalkMoveSpeed);
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physics.LinearVelocity = mover.VelocityDir * (mover.Sprinting ? mover.CurrentSprintSpeed : mover.CurrentWalkSpeed);
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transform.LocalRotation = mover.VelocityDir.GetDir().ToAngle();
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// Handle footsteps.
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@@ -12,12 +12,12 @@ namespace Content.Server.Interfaces.GameObjects.Components.Movement
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/// <summary>
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/// Movement speed (m/s) that the entity walks.
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/// </summary>
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float WalkMoveSpeed { get; set; }
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float CurrentWalkSpeed { get; }
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/// <summary>
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/// Movement speed (m/s) that the entity sprints.
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/// </summary>
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float SprintMoveSpeed { get; set; }
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float CurrentSprintSpeed { get; }
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/// <summary>
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/// Is the entity Sprinting (running)?
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@@ -9,6 +9,7 @@
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hands:
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- left
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- right
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- type: MovementSpeedModifier
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- type: Hunger
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- type: Thirst
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# Organs
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