Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/AiControllerComponent.cs
4dplanner b0e3ab3393 MovementSpeedModifierComponent (#721)
* movement modifier system

* update default exposedata values

* changing base speed marks as dirty

* formatting

* movement speed modifier component

* Moves slowdown component to the prototype

AIController respects slowdown

* reset dirty flag
2020-02-23 00:37:56 +01:00

124 lines
3.8 KiB
C#

using Content.Server.Interfaces.GameObjects.Components.Movement;
using Robust.Server.AI;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
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<PhysicsComponent>())
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);
}
/// <summary>
/// Movement speed (m/s) that the entity walks, before modifiers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float BaseWalkSpeed { get; set; } = PlayerInputMoverComponent.DefaultBaseWalkSpeed;
/// <summary>
/// Movement speed (m/s) that the entity sprints, before modifiers
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float BaseSprintSpeed { get; set; } = PlayerInputMoverComponent.DefaultBaseSprintSpeed;
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentWalkSpeed
{
get
{
float speed = BaseWalkSpeed;
if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
{
speed *= component.WalkSpeedModifier;
}
return speed;
}
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentSprintSpeed
{
get
{
float speed = BaseSprintSpeed;
if (Owner.TryGetComponent<MovementSpeedModifierComponent>(out MovementSpeedModifierComponent component))
{
speed *= component.SprintSpeedModifier;
}
return speed;
}
}
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
[ViewVariables]
public bool Sprinting { get; set; }
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public Vector2 VelocityDir { get; set; }
public GridCoordinates LastPosition { get; set; }
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, bool enabled) { }
}
}