WiP movement prediction.
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@@ -0,0 +1,43 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStunnableComponent))]
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public class StunnableComponent : SharedStunnableComponent
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{
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private bool _stunned;
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private bool _knockedDown;
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private bool _slowedDown;
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public override bool Stunned => _stunned;
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public override bool KnockedDown => _knockedDown;
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public override bool SlowedDown => _slowedDown;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is StunnableComponentState state))
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{
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return;
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}
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_stunned = state.Stunned;
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_knockedDown = state.KnockedDown;
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_slowedDown = state.SlowedDown;
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WalkModifierOverride = state.WalkModifierOverride;
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RunModifierOverride = state.RunModifierOverride;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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@@ -0,0 +1,26 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent
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{
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public override GridCoordinates LastPosition { get; set; }
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public override float StepSoundDistance { get; set; }
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (IoCManager.Resolve<IPlayerManager>().LocalPlayer!.ControlledEntity == Owner)
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{
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base.HandleComponentState(curState, nextState);
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}
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}
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}
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}
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@@ -0,0 +1,30 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public class HungerComponent : SharedHungerComponent
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{
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private HungerThreshold _currentHungerThreshold;
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public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (!(curState is HungerComponentState hunger))
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{
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return;
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}
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_currentHungerThreshold = hunger.CurrentThreshold;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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@@ -0,0 +1,30 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public class ThirstComponent : SharedThirstComponent
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{
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private ThirstThreshold _currentThirstThreshold;
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public override ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (!(curState is ThirstComponentState thirst))
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{
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return;
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}
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_currentThirstThreshold = thirst.CurrentThreshold;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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