Files
tbd-station-14/Content.Shared/Movement/Components/InputMoverComponent.cs
Tayrtahn c1b9b7e6d7 Fix walking in place animations when holding walk button (#37887)
Fix SpriteMovement playing when holding walk button
2025-05-27 20:14:49 -04:00

97 lines
4.0 KiB
C#

using System.Numerics;
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Components
{
[RegisterComponent, NetworkedComponent]
public sealed partial 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)
public GameTick LastInputTick;
public ushort LastInputSubTick;
public Vector2 CurTickWalkMovement;
public Vector2 CurTickSprintMovement;
public MoveButtons HeldMoveButtons = MoveButtons.None;
/// <summary>
/// Does our input indicate actual movement, and not just modifiers?
/// </summary>
/// <remarks>
/// This can be useful to filter out input from just pressing the walk button with no directions, for example.
/// </remarks>
public bool HasDirectionalMovement => (HeldMoveButtons & MoveButtons.AnyDirection) != MoveButtons.None;
// I don't know if we even need this networked? It's mostly so conveyors can calculate properly.
/// <summary>
/// Direction to move this tick.
/// </summary>
public Vector2 WishDir;
/// <summary>
/// Entity our movement is relative to.
/// </summary>
public EntityUid? RelativeEntity;
/// <summary>
/// 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
/// </summary>
[ViewVariables]
public Angle TargetRelativeRotation = Angle.Zero;
/// <summary>
/// The current relative rotation. This will lerp towards the <see cref="TargetRelativeRotation"/>.
/// </summary>
[ViewVariables]
public Angle RelativeRotation;
/// <summary>
/// If we traverse on / off a grid then set a timer to update our relative inputs.
/// </summary>
[DataField(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 = true;
}
[Serializable, NetSerializable]
public sealed class InputMoverComponentState : ComponentState
{
public MoveButtons HeldMoveButtons;
public NetEntity? RelativeEntity;
public Angle TargetRelativeRotation;
public Angle RelativeRotation;
public TimeSpan LerpTarget;
public bool CanMove;
}
}