WiP movement prediction.
This commit is contained in:
@@ -1,6 +1,4 @@
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using Content.Server.AI.Utility;
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using Content.Server.AI.Utility.AiLogic;
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.AI;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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@@ -111,7 +109,7 @@ namespace Content.Server.GameObjects.Components.Movement
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/// Is the entity Sprinting (running)?
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/// </summary>
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[ViewVariables]
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public bool Sprinting { get; set; } = true;
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public bool Sprinting { get; } = true;
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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@@ -119,11 +117,14 @@ namespace Content.Server.GameObjects.Components.Movement
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[ViewVariables]
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public Vector2 VelocityDir { get; set; }
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(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
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Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
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public GridCoordinates LastPosition { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float StepSoundDistance { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] public float StepSoundDistance { get; set; }
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public void SetVelocityDirection(Direction direction, bool enabled) { }
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
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public void SetSprinting(ushort subTick, bool enabled) { }
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}
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}
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@@ -1,93 +0,0 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class MovementSpeedModifierComponent : Component
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{
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public const float DefaultBaseWalkSpeed = 4.0f;
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public const float DefaultBaseSprintSpeed = 7.0f;
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public override string Name => "MovementSpeedModifier";
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private float _cachedWalkSpeedModifier = 1.0f;
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[ViewVariables]
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public float WalkSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedWalkSpeedModifier;
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}
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}
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private float _cachedSprintSpeedModifier;
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[ViewVariables]
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public float SprintSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedSprintSpeedModifier;
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeed { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseSprintSpeed { get; set; }
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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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/// <summary>
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/// set to warn us that a component's movespeed modifier has changed
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/// </summary>
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private bool _movespeedModifiersNeedRefresh = true;
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public void RefreshMovementSpeedModifiers()
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{
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_movespeedModifiersNeedRefresh = true;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, p => p.BaseWalkSpeed, "baseWalkSpeed", 4);
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serializer.DataField(this, p => p.BaseSprintSpeed, "baseSprintSpeed", 7);
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}
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/// <summary>
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/// Recalculate movement speed with current modifiers, or return early if no change
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/// </summary>
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private void RecalculateMovementSpeedModifiers()
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{
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{
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if (!_movespeedModifiersNeedRefresh)
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return;
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var movespeedModifiers = Owner.GetAllComponents<IMoveSpeedModifier>();
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float walkSpeedModifier = 1.0f;
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float sprintSpeedModifier = 1.0f;
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foreach (var component in movespeedModifiers)
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{
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walkSpeedModifier *= component.WalkSpeedModifier;
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sprintSpeedModifier *= component.SprintSpeedModifier;
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}
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_cachedWalkSpeedModifier = walkSpeedModifier;
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_cachedSprintSpeedModifier = sprintSpeedModifier;
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}
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_movespeedModifiersNeedRefresh = false;
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}
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}
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interface IMoveSpeedModifier
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{
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float WalkSpeedModifier { get; }
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float SprintSpeedModifier { get; }
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}
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}
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@@ -1,17 +1,11 @@
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Robust.Shared.IoC;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Configuration;
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#nullable enable
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namespace Content.Server.GameObjects.Components.Movement
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{
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@@ -20,138 +14,11 @@ namespace Content.Server.GameObjects.Components.Movement
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class PlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
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public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent, ICollideSpecial
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{
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#pragma warning disable 649
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[Dependency] private readonly IConfigurationManager _configurationManager;
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#pragma warning restore 649
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public override GridCoordinates LastPosition { get; set; }
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private bool _movingUp;
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private bool _movingDown;
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private bool _movingLeft;
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private bool _movingRight;
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/// <inheritdoc />
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public override string Name => "PlayerInputMover";
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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[ViewVariables]
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public float CurrentWalkSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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return component.CurrentWalkSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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/// <summary>
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/// Movement speed (m/s) that the entity walks, after modifiers
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/// </summary>
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[ViewVariables]
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public float CurrentSprintSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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return component.CurrentSprintSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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/// <inheritdoc />
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[ViewVariables]
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public float CurrentPushSpeed => 5.0f;
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/// <inheritdoc />
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[ViewVariables]
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public float GrabRange => 0.2f;
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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[ViewVariables]
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public bool Sprinting { get; set; } = true;
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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[ViewVariables]
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public Vector2 VelocityDir { get; private set; }
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public GridCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
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/// <summary>
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/// Whether or not the player can move diagonally.
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/// </summary>
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[ViewVariables] public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>("game.diagonalmovement");
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/// <inheritdoc />
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public override void OnAdd()
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{
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// This component requires that the entity has a PhysicsComponent.
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if (!Owner.HasComponent<PhysicsComponent>())
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Logger.Error($"[ECS] {Owner.Prototype.Name} - {nameof(PlayerInputMoverComponent)} requires {nameof(PhysicsComponent)}. ");
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base.OnAdd();
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}
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
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/// opposite directions will cancel each other out, resulting in no direction.
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/// </summary>
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/// <param name="direction">Direction to toggle.</param>
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/// <param name="enabled">If the direction is active.</param>
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public void SetVelocityDirection(Direction direction, bool enabled)
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{
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switch (direction)
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{
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case Direction.East:
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_movingRight = enabled;
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break;
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case Direction.North:
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_movingUp = enabled;
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break;
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case Direction.West:
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_movingLeft = enabled;
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break;
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case Direction.South:
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_movingDown = enabled;
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break;
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}
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// key directions are in screen coordinates
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// _moveDir is in world coordinates
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// if the camera is moved, this needs to be changed
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var x = 0;
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x -= _movingLeft ? 1 : 0;
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x += _movingRight ? 1 : 0;
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var y = 0;
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if (DiagonalMovementEnabled || x == 0)
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{
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y -= _movingDown ? 1 : 0;
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y += _movingUp ? 1 : 0;
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}
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VelocityDir = new Vector2(x, y);
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// can't normalize zero length vector
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if (VelocityDir.LengthSquared > 1.0e-6)
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VelocityDir = VelocityDir.Normalized;
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}
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public override float StepSoundDistance { get; set; }
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/// <summary>
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/// Special collision override, can be used to give custom behaviors deciding when to collide
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@@ -167,6 +34,5 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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return false;
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}
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}
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}
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@@ -1,5 +1,5 @@
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Shared.GameObjects;
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@@ -44,11 +44,11 @@ namespace Content.Server.GameObjects.Components.Movement
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public float GrabRange => 0.0f;
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public bool Sprinting { get; set; }
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public Vector2 VelocityDir { get; } = Vector2.Zero;
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public (Vector2 walking, Vector2 sprinting) VelocityDir { get; } = (Vector2.Zero, Vector2.Zero);
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public GridCoordinates LastPosition { get; set; }
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public float StepSoundDistance { get; set; }
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public void SetVelocityDirection(Direction direction, bool enabled)
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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var gridId = Owner.Transform.GridID;
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@@ -74,6 +74,11 @@ namespace Content.Server.GameObjects.Components.Movement
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}
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}
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public void SetSprinting(ushort subTick, bool enabled)
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{
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// Shuttles can't sprint.
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}
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private Vector2 CalcNewVelocity(Direction direction, bool enabled)
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{
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switch (direction)
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