* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
157 lines
5.2 KiB
C#
157 lines
5.2 KiB
C#
using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components
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{
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/// <summary>
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/// Applies basic movement speed and movement modifiers for an entity.
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/// If this is not present on the entity then they will use defaults for movement.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(MovementSpeedModifierSystem))]
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public sealed partial class MovementSpeedModifierComponent : Component
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{
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#region defaults
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// weightless
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public const float DefaultWeightlessFriction = 1f;
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public const float DefaultWeightlessModifier = 0.7f;
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public const float DefaultWeightlessAcceleration = 1f;
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// friction
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public const float DefaultAcceleration = 20f;
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public const float DefaultFriction = 2.5f;
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public const float DefaultFrictionNoInput = 2.5f;
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public const float DefaultMinimumFrictionSpeed = 0.005f;
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// movement
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public const float DefaultBaseWalkSpeed = 2.5f;
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public const float DefaultBaseSprintSpeed = 4.5f;
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#endregion
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#region base values
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/// <summary>
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/// These base values should be defined in yaml and rarely if ever modified directly.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float BaseWalkSpeed = DefaultBaseWalkSpeed;
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[DataField, AutoNetworkedField]
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public float BaseSprintSpeed = DefaultBaseSprintSpeed;
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/// <summary>
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/// The acceleration applied to mobs when moving. If this is ever less than Friction the mob will be slower.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float BaseAcceleration = DefaultAcceleration;
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/// <summary>
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/// The body's base friction modifier that is applied in *all* circumstances.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float BaseFriction = DefaultFriction;
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/// <summary>
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/// Minimum speed a mob has to be moving before applying movement friction.
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/// </summary>
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[DataField]
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public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
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#endregion
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#region calculated values
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[ViewVariables]
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public float CurrentWalkSpeed => WalkSpeedModifier * BaseWalkSpeed;
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[ViewVariables]
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public float CurrentSprintSpeed => SprintSpeedModifier * BaseSprintSpeed;
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/// <summary>
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/// The acceleration applied to mobs when moving. If this is ever less than Friction the mob will be slower.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float Acceleration;
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/// <summary>
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/// Modifier to the negative velocity applied for friction.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float Friction;
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/// <summary>
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/// The negative velocity applied for friction.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float FrictionNoInput;
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#endregion
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#region movement modifiers
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[AutoNetworkedField, ViewVariables]
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public float WalkSpeedModifier = 1.0f;
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[AutoNetworkedField, ViewVariables]
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public float SprintSpeedModifier = 1.0f;
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#endregion
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#region Weightless
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/// <summary>
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/// These base values should be defined in yaml and rarely if ever modified directly.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float BaseWeightlessFriction = DefaultWeightlessFriction;
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[AutoNetworkedField, DataField]
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public float BaseWeightlessModifier = DefaultWeightlessModifier;
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[AutoNetworkedField, DataField]
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public float BaseWeightlessAcceleration = DefaultWeightlessAcceleration;
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/*
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* Final values
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*/
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[ViewVariables]
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public float WeightlessWalkSpeed => WeightlessModifier * BaseWalkSpeed;
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[ViewVariables]
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public float WeightlessSprintSpeed => WeightlessModifier * BaseSprintSpeed;
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/// <summary>
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/// The acceleration applied to mobs when moving and weightless.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float WeightlessAcceleration;
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/// <summary>
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/// The movement speed modifier applied to a mob's total input velocity when weightless.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float WeightlessModifier;
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/// <summary>
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/// The negative velocity applied for friction when weightless and providing inputs.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float WeightlessFriction;
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/// <summary>
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/// The negative velocity applied for friction when weightless and not providing inputs.
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/// </summary>
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[AutoNetworkedField, DataField]
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public float WeightlessFrictionNoInput;
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/// <summary>
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/// The negative velocity applied for friction when weightless and not standing on a grid or mapgrid
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/// </summary>
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[AutoNetworkedField, DataField]
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public float? OffGridFriction;
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#endregion
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}
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}
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