using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components
{
///
/// Applies basic movement speed and movement modifiers for an entity.
/// If this is not present on the entity then they will use defaults for movement.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(MovementSpeedModifierSystem))]
public sealed partial class MovementSpeedModifierComponent : Component
{
// Weightless
public const float DefaultMinimumFrictionSpeed = 0.005f;
public const float DefaultWeightlessFriction = 1f;
public const float DefaultWeightlessFrictionNoInput = 0.2f;
public const float DefaultWeightlessModifier = 0.7f;
public const float DefaultWeightlessAcceleration = 1f;
public const float DefaultAcceleration = 20f;
public const float DefaultFriction = 20f;
public const float DefaultFrictionNoInput = 20f;
public const float DefaultBaseWalkSpeed = 2.5f;
public const float DefaultBaseSprintSpeed = 4.5f;
[AutoNetworkedField, ViewVariables]
public float WalkSpeedModifier = 1.0f;
[AutoNetworkedField, ViewVariables]
public float SprintSpeedModifier = 1.0f;
[ViewVariables(VVAccess.ReadWrite)]
private float _baseWalkSpeedVV
{
get => BaseWalkSpeed;
set
{
BaseWalkSpeed = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
private float _baseSprintSpeedVV
{
get => BaseSprintSpeed;
set
{
BaseSprintSpeed = value;
Dirty();
}
}
///
/// Minimum speed a mob has to be moving before applying movement friction.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
///
/// The negative velocity applied for friction when weightless and providing inputs.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float WeightlessFriction = DefaultWeightlessFriction;
///
/// The negative velocity applied for friction when weightless and not providing inputs.
/// This is essentially how much their speed decreases per second.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float WeightlessFrictionNoInput = DefaultWeightlessFrictionNoInput;
///
/// The movement speed modifier applied to a mob's total input velocity when weightless.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float WeightlessModifier = DefaultWeightlessModifier;
///
/// The acceleration applied to mobs when moving and weightless.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float WeightlessAcceleration = DefaultWeightlessAcceleration;
///
/// The acceleration applied to mobs when moving.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float Acceleration = DefaultAcceleration;
///
/// The negative velocity applied for friction.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float Friction = DefaultFriction;
///
/// The negative velocity applied for friction.
///
[ViewVariables(VVAccess.ReadWrite), DataField]
public float? FrictionNoInput;
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;
[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
public float BaseSprintSpeed { get; set; } = DefaultBaseSprintSpeed;
[ViewVariables]
public float CurrentWalkSpeed => WalkSpeedModifier * BaseWalkSpeed;
[ViewVariables]
public float CurrentSprintSpeed => SprintSpeedModifier * BaseSprintSpeed;
}
}