Files
tbd-station-14/Content.Shared/Movement/Components/MovementSpeedModifierComponent.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* 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>
2025-05-02 18:18:08 +10:00

157 lines
5.2 KiB
C#

using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// 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.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(MovementSpeedModifierSystem))]
public sealed partial class MovementSpeedModifierComponent : Component
{
#region defaults
// weightless
public const float DefaultWeightlessFriction = 1f;
public const float DefaultWeightlessModifier = 0.7f;
public const float DefaultWeightlessAcceleration = 1f;
// friction
public const float DefaultAcceleration = 20f;
public const float DefaultFriction = 2.5f;
public const float DefaultFrictionNoInput = 2.5f;
public const float DefaultMinimumFrictionSpeed = 0.005f;
// movement
public const float DefaultBaseWalkSpeed = 2.5f;
public const float DefaultBaseSprintSpeed = 4.5f;
#endregion
#region base values
/// <summary>
/// These base values should be defined in yaml and rarely if ever modified directly.
/// </summary>
[DataField, AutoNetworkedField]
public float BaseWalkSpeed = DefaultBaseWalkSpeed;
[DataField, AutoNetworkedField]
public float BaseSprintSpeed = DefaultBaseSprintSpeed;
/// <summary>
/// The acceleration applied to mobs when moving. If this is ever less than Friction the mob will be slower.
/// </summary>
[AutoNetworkedField, DataField]
public float BaseAcceleration = DefaultAcceleration;
/// <summary>
/// The body's base friction modifier that is applied in *all* circumstances.
/// </summary>
[AutoNetworkedField, DataField]
public float BaseFriction = DefaultFriction;
/// <summary>
/// Minimum speed a mob has to be moving before applying movement friction.
/// </summary>
[DataField]
public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
#endregion
#region calculated values
[ViewVariables]
public float CurrentWalkSpeed => WalkSpeedModifier * BaseWalkSpeed;
[ViewVariables]
public float CurrentSprintSpeed => SprintSpeedModifier * BaseSprintSpeed;
/// <summary>
/// The acceleration applied to mobs when moving. If this is ever less than Friction the mob will be slower.
/// </summary>
[AutoNetworkedField, DataField]
public float Acceleration;
/// <summary>
/// Modifier to the negative velocity applied for friction.
/// </summary>
[AutoNetworkedField, DataField]
public float Friction;
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
[AutoNetworkedField, DataField]
public float FrictionNoInput;
#endregion
#region movement modifiers
[AutoNetworkedField, ViewVariables]
public float WalkSpeedModifier = 1.0f;
[AutoNetworkedField, ViewVariables]
public float SprintSpeedModifier = 1.0f;
#endregion
#region Weightless
/// <summary>
/// These base values should be defined in yaml and rarely if ever modified directly.
/// </summary>
[AutoNetworkedField, DataField]
public float BaseWeightlessFriction = DefaultWeightlessFriction;
[AutoNetworkedField, DataField]
public float BaseWeightlessModifier = DefaultWeightlessModifier;
[AutoNetworkedField, DataField]
public float BaseWeightlessAcceleration = DefaultWeightlessAcceleration;
/*
* Final values
*/
[ViewVariables]
public float WeightlessWalkSpeed => WeightlessModifier * BaseWalkSpeed;
[ViewVariables]
public float WeightlessSprintSpeed => WeightlessModifier * BaseSprintSpeed;
/// <summary>
/// The acceleration applied to mobs when moving and weightless.
/// </summary>
[AutoNetworkedField, DataField]
public float WeightlessAcceleration;
/// <summary>
/// The movement speed modifier applied to a mob's total input velocity when weightless.
/// </summary>
[AutoNetworkedField, DataField]
public float WeightlessModifier;
/// <summary>
/// The negative velocity applied for friction when weightless and providing inputs.
/// </summary>
[AutoNetworkedField, DataField]
public float WeightlessFriction;
/// <summary>
/// The negative velocity applied for friction when weightless and not providing inputs.
/// </summary>
[AutoNetworkedField, DataField]
public float WeightlessFrictionNoInput;
/// <summary>
/// The negative velocity applied for friction when weightless and not standing on a grid or mapgrid
/// </summary>
[AutoNetworkedField, DataField]
public float? OffGridFriction;
#endregion
}
}