Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/AiControllerComponent.cs

131 lines
3.8 KiB
C#

using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.AI;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent, ComponentReference(typeof(IMoverComponent))]
public class AiControllerComponent : Component, IMoverComponent
{
private string _logicName;
private float _visionRadius;
public override string Name => "AiController";
[ViewVariables(VVAccess.ReadWrite)]
public string LogicName
{
get => _logicName;
set
{
_logicName = value;
Processor = null;
}
}
public AiLogicProcessor Processor { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float VisionRadius
{
get => _visionRadius;
set => _visionRadius = value;
}
/// <inheritdoc />
public override void Initialize()
{
base.Initialize();
// This component requires a physics component.
if (!Owner.HasComponent<IPhysicsComponent>())
Owner.AddComponent<PhysicsComponent>();
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _logicName, "logic", null);
serializer.DataField(ref _visionRadius, "vision", 8.0f);
}
protected override void Shutdown()
{
base.Shutdown();
Processor?.Shutdown();
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentWalkSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
return component.CurrentWalkSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
}
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentSprintSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
return component.CurrentSprintSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
}
/// <inheritdoc />
[ViewVariables]
public float CurrentPushSpeed => 5.0f;
/// <inheritdoc />
[ViewVariables]
public float GrabRange => 0.2f;
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
[ViewVariables]
public bool Sprinting { get; } = true;
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public Vector2 VelocityDir { get; set; }
(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
public GridCoordinates LastPosition { get; set; }
[ViewVariables(VVAccess.ReadWrite)] public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
public void SetSprinting(ushort subTick, bool walking) { }
}
}