Move movement to client.
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using SS14.Server.GameObjects;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Log;
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using SS14.Shared.Maths;
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using SS14.Shared.Serialization;
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using SS14.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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/// <summary>
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/// Moves the entity based on input from a KeyBindingInputComponent.
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/// </summary>
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public class PlayerInputMoverComponent : Component, IMoverComponent
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{
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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.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float WalkMoveSpeed { get; set; } = 4.0f;
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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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[ViewVariables(VVAccess.ReadWrite)]
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public float SprintMoveSpeed { get; set; } = 10.0f;
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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; }
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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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/// <summary>
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/// Blocks entity's movement
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/// </summary>
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[ViewVariables]
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public bool Disabled { get; set; } = false;
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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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/// <inheritdoc />
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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.DataReadWriteFunction("wspd", 4.0f, value => WalkMoveSpeed = value, () => WalkMoveSpeed);
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serializer.DataReadWriteFunction("rspd", 10.0f, value => SprintMoveSpeed = value, () => SprintMoveSpeed);
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// The velocity and moving directions is usually set from player or AI input,
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// so we don't want to save/load these derived fields.
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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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y -= _movingDown ? 1 : 0;
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y += _movingUp ? 1 : 0;
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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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}
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}
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