* Shuttle speed bump Will probably go to 80 when guns get bumped and we get CCD but just makes impacts more representative. * cook
73 lines
2.1 KiB
C#
73 lines
2.1 KiB
C#
using System.Numerics;
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namespace Content.Server.Shuttles.Components
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{
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[RegisterComponent]
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public sealed partial class ShuttleComponent : Component
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{
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[ViewVariables]
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public bool Enabled = true;
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[ViewVariables]
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public Vector2[] CenterOfThrust = new Vector2[4];
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/// <summary>
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/// Thrust gets multiplied by this value if it's for braking.
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/// </summary>
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public const float BrakeCoefficient = 1.5f;
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/// <summary>
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/// Maximum velocity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseMaxLinearVelocity = 60f;
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public const float MaxAngularVelocity = 4f;
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/// <summary>
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/// The cached thrust available for each cardinal direction
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/// </summary>
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[ViewVariables]
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public readonly float[] LinearThrust = new float[4];
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/// <summary>
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/// The thrusters contributing to each direction for impulse.
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/// </summary>
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// No touchy
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public readonly List<EntityUid>[] LinearThrusters = new List<EntityUid>[]
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{
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new(),
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new(),
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new(),
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new(),
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};
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/// <summary>
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/// The thrusters contributing to the angular impulse of the shuttle.
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/// </summary>
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public readonly List<EntityUid> AngularThrusters = new();
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[ViewVariables]
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public float AngularThrust = 0f;
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/// <summary>
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/// A bitmask of all the directions we are considered thrusting.
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/// </summary>
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[ViewVariables]
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public DirectionFlag ThrustDirections = DirectionFlag.None;
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/// <summary>
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/// Base damping modifier applied to the shuttle's physics component when not in FTL.
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/// </summary>
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[DataField]
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public float BodyModifier = 0.25f;
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/// <summary>
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/// Final Damping Modifier for a shuttle.
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/// This value is set to 0 during FTL. And to BodyModifier when not in FTL.
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/// </summary>
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[DataField]
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public float DampingModifier;
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}
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}
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