WiP movement prediction.

This commit is contained in:
Pieter-Jan Briers
2020-06-24 02:21:20 +02:00
parent 822436bb81
commit da45a52325
48 changed files with 1101 additions and 540 deletions

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@@ -1,56 +0,0 @@
using Content.Server.GameObjects.Components.Movement;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Maths;
namespace Content.Server.Interfaces.GameObjects.Components.Movement
{
// Does nothing except ensure uniqueness between mover components.
// There can only be one.
public interface IMoverComponent : IComponent
{
/// <summary>
/// Movement speed (m/s) that the entity walks.
/// </summary>
float CurrentWalkSpeed { get; }
/// <summary>
/// Movement speed (m/s) that the entity sprints.
/// </summary>
float CurrentSprintSpeed { get; }
/// <summary>
/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
/// </summary>
float CurrentPushSpeed { get; }
/// <summary>
/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
/// </summary>
float GrabRange { get; }
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
bool Sprinting { get; set; }
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
Vector2 VelocityDir { get; }
GridCoordinates LastPosition { get; set; }
float StepSoundDistance { get; set; }
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="PlayerInputMoverComponent.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>
void SetVelocityDirection(Direction direction, bool enabled);
}
}

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@@ -1,9 +0,0 @@
using Robust.Server.Interfaces.Player;
namespace Content.Server.Interfaces.GameObjects.Components.Movement
{
public interface IRelayMoveInput
{
void MoveInputPressed(IPlayerSession session);
}
}