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