WiP movement prediction.
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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// Does nothing except ensure uniqueness between mover components.
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// There can only be one.
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public interface IMoverComponent : IComponent
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{
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/// <summary>
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/// Movement speed (m/s) that the entity walks.
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/// </summary>
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float CurrentWalkSpeed { get; }
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/// <summary>
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/// Movement speed (m/s) that the entity sprints.
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/// </summary>
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float CurrentSprintSpeed { get; }
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/// <summary>
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/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
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/// </summary>
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float CurrentPushSpeed { get; }
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/// <summary>
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/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
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/// </summary>
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float GrabRange { get; }
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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bool Sprinting { get; }
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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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(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
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GridCoordinates LastPosition { get; set; }
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float StepSoundDistance { get; set; }
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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="PlayerInputMoverComponent.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="subTick"></param>
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/// <param name="enabled">If the direction is active.</param>
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void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
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void SetSprinting(ushort subTick, bool enabled);
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}
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}
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