Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/PlayerInputMoverComponent.cs
2019-12-11 07:23:11 +01:00

122 lines
4.2 KiB
C#

using Content.Server.Interfaces.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
/// <summary>
/// Moves the entity based on input from a KeyBindingInputComponent.
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class PlayerInputMoverComponent : Component, IMoverComponent
{
private bool _movingUp;
private bool _movingDown;
private bool _movingLeft;
private bool _movingRight;
/// <inheritdoc />
public override string Name => "PlayerInputMover";
/// <summary>
/// Movement speed (m/s) that the entity walks.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float WalkMoveSpeed { get; set; } = 4.0f;
/// <summary>
/// Movement speed (m/s) that the entity sprints.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float SprintMoveSpeed { get; set; } = 7.0f;
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
[ViewVariables]
public bool Sprinting { get; set; } = true;
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public Vector2 VelocityDir { get; private set; }
public GridCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
/// <inheritdoc />
public override void OnAdd()
{
// This component requires that the entity has a PhysicsComponent.
if (!Owner.HasComponent<PhysicsComponent>())
Logger.Error($"[ECS] {Owner.Prototype.Name} - {nameof(PlayerInputMoverComponent)} requires {nameof(PhysicsComponent)}. ");
base.OnAdd();
}
/// <inheritdoc />
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction("wspd", 4.0f, value => WalkMoveSpeed = value, () => WalkMoveSpeed);
serializer.DataReadWriteFunction("rspd", 10.0f, value => SprintMoveSpeed = value, () => SprintMoveSpeed);
// The velocity and moving directions is usually set from player or AI input,
// so we don't want to save/load these derived fields.
}
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
/// <param name="direction">Direction to toggle.</param>
/// <param name="enabled">If the direction is active.</param>
public void SetVelocityDirection(Direction direction, bool enabled)
{
switch (direction)
{
case Direction.East:
_movingRight = enabled;
break;
case Direction.North:
_movingUp = enabled;
break;
case Direction.West:
_movingLeft = enabled;
break;
case Direction.South:
_movingDown = enabled;
break;
}
// key directions are in screen coordinates
// _moveDir is in world coordinates
// if the camera is moved, this needs to be changed
var x = 0;
x -= _movingLeft ? 1 : 0;
x += _movingRight ? 1 : 0;
var y = 0;
y -= _movingDown ? 1 : 0;
y += _movingUp ? 1 : 0;
VelocityDir = new Vector2(x, y);
// can't normalize zero length vector
if (VelocityDir.LengthSquared > 1.0e-6)
VelocityDir = VelocityDir.Normalized;
}
}
}