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
{
///
/// Movement speed (m/s) that the entity walks.
///
float CurrentWalkSpeed { get; }
///
/// Movement speed (m/s) that the entity sprints.
///
float CurrentSprintSpeed { get; }
///
/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
///
float CurrentPushSpeed { get; }
///
/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
///
float GrabRange { get; }
///
/// Is the entity Sprinting (running)?
///
bool Sprinting { get; set; }
///
/// Calculated linear velocity direction of the entity.
///
Vector2 VelocityDir { get; }
GridCoordinates LastPosition { get; set; }
float StepSoundDistance { get; set; }
///
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, . Enabling
/// opposite directions will cancel each other out, resulting in no direction.
///
/// Direction to toggle.
/// If the direction is active.
void SetVelocityDirection(Direction direction, bool enabled);
}
}