using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Shared.Movement.Components
{
///
/// Has additional movement data such as footsteps and weightless grab range for an entity.
///
[RegisterComponent]
[NetworkedComponent()]
public sealed class MobMoverComponent : Component
{
private float _stepSoundDistance;
[DataField("grabRange")] public float GrabRange = 1.0f;
[DataField("pushStrength")] public float PushStrength = 600f;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
///
/// Used to keep track of how far we have moved before playing a step sound
///
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRangeVV
{
get => GrabRange;
set
{
if (MathHelper.CloseToPercent(GrabRange, value)) return;
GrabRange = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrengthVV
{
get => PushStrength;
set
{
if (MathHelper.CloseToPercent(PushStrength, value)) return;
PushStrength = value;
Dirty();
}
}
}
}