102 lines
4.1 KiB
C#
102 lines
4.1 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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// Weightless
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public const float DefaultMinimumFrictionSpeed = 0.005f;
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public const float DefaultWeightlessFriction = 1f;
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public const float DefaultWeightlessFrictionNoInput = 0.2f;
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public const float DefaultOffGridFriction = 0.05f;
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public const float DefaultWeightlessModifier = 0.7f;
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public const float DefaultWeightlessAcceleration = 1f;
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public const float DefaultAcceleration = 20f;
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public const float DefaultFriction = 20f;
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public const float DefaultFrictionNoInput = 20f;
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public const float DefaultBaseWalkSpeed = 2.5f;
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public const float DefaultBaseSprintSpeed = 4.5f;
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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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/// <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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[ViewVariables(VVAccess.ReadWrite), DataField]
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public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
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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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[ViewVariables(VVAccess.ReadWrite), DataField]
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public float WeightlessFriction = DefaultWeightlessFriction;
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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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/// This is essentially how much their speed decreases per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public float WeightlessFrictionNoInput = DefaultWeightlessFrictionNoInput;
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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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[ViewVariables(VVAccess.ReadWrite), DataField]
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public float OffGridFriction = DefaultOffGridFriction;
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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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[ViewVariables(VVAccess.ReadWrite), DataField]
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public float WeightlessModifier = DefaultWeightlessModifier;
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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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[ViewVariables(VVAccess.ReadWrite), DataField]
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public float WeightlessAcceleration = DefaultWeightlessAcceleration;
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/// <summary>
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/// The acceleration applied to mobs when moving.
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/// </summary>
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[AutoNetworkedField, ViewVariables(VVAccess.ReadWrite), DataField]
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public float Acceleration = DefaultAcceleration;
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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, ViewVariables(VVAccess.ReadWrite), DataField]
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public float Friction = DefaultFriction;
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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, ViewVariables(VVAccess.ReadWrite), DataField]
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public float? FrictionNoInput;
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;
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[ViewVariables(VVAccess.ReadWrite), DataField, AutoNetworkedField]
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public float BaseSprintSpeed { get; set; } = DefaultBaseSprintSpeed;
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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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}
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}
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