using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[NetworkedComponent]
public sealed class InputMoverComponent : Component
{
// This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side.
// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
// and then building a total movement vector based on those sub-tick steps.
//
// We keep track of the last sub-tick a movement input came in,
// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
// (new sub-tick - last sub-tick)
// and then add to the total-this-tick movement vector
// by multiplying that fraction by the movement direction for the last input.
// This allows us to incrementally build the movement vector for the current tick,
// without having to keep track of some kind of list of inputs and calculating it later.
//
// We have to keep track of a separate movement vector for walking and sprinting,
// since we don't actually know our current movement speed while processing inputs.
// We change which vector we write into based on whether we were sprinting after the previous input.
// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
// (and I'm not changing that)
///
/// Should our velocity be applied to our parent?
///
[ViewVariables(VVAccess.ReadWrite), DataField("toParent")]
public bool ToParent = false;
public GameTick LastInputTick;
public ushort LastInputSubTick;
public Vector2 CurTickWalkMovement;
public Vector2 CurTickSprintMovement;
public MoveButtons HeldMoveButtons = MoveButtons.None;
///
/// Entity our movement is relative to.
///
public EntityUid? RelativeEntity;
///
/// Although our movement might be relative to a particular entity we may have an additional relative rotation
/// e.g. if we've snapped to a different cardinal direction
///
[ViewVariables]
public Angle TargetRelativeRotation = Angle.Zero;
///
/// The current relative rotation. This will lerp towards the .
///
[ViewVariables] public Angle RelativeRotation;
///
/// If we traverse on / off a grid then set a timer to update our relative inputs.
///
[ViewVariables(VVAccess.ReadWrite), DataField("lerpTarget", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan LerpTarget;
public const float LerpTime = 1.0f;
public bool Sprinting => (HeldMoveButtons & MoveButtons.Walk) == 0x0;
[ViewVariables(VVAccess.ReadWrite)]
public bool CanMove { get; set; } = true;
}
}