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* the definition of insanity * the definition of insanity * the definition of insanity * we have hullrot at home * maybe the real hullrot was the friends we made along the way * john hullrot * i am going to hullroooooot * it's hullrotver * we're so hullback * we're rotting the hull with this one * hullmerge * the hullrot is leaking * never gonna rot you up * hullfresh * john starsector * god i wish we had grid collision damage * you can tell I am very tired because I stopped forcing a hullrot joke into every commit message * hr * this is a surprise sprite that will help us later * motherfucker * i have nothing good to say * still nothing * brb * random letter random letter random letter dash random number random number random number * ass * blast * ffs * fcuk * RE: ffs * RE: RE: ffs * гнида жестяная * continue * i hate tests * i love tests * slide to the right * i hate tests again * what the fuck * ты шиз? * ?? * bbgun
101 lines
4.0 KiB
C#
101 lines
4.0 KiB
C#
using System.Numerics;
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using Content.Shared.Alert;
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using Content.Shared.CCVar;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Timing;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Movement.Components
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{
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[RegisterComponent, NetworkedComponent]
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public sealed partial 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]
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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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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan LerpTarget;
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public const float LerpTime = 1.0f;
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public bool Sprinting => DefaultSprinting
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? (HeldMoveButtons & MoveButtons.Walk) != 0x0
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: (HeldMoveButtons & MoveButtons.Walk) == 0x0;
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public bool DefaultSprinting = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool CanMove = true;
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[DataField]
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public ProtoId<AlertPrototype> WalkingAlert = "Walking";
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}
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[Serializable, NetSerializable]
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public sealed class InputMoverComponentState : ComponentState
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{
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public MoveButtons HeldMoveButtons;
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public NetEntity? RelativeEntity;
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public Angle TargetRelativeRotation;
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public Angle RelativeRotation;
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public TimeSpan LerpTarget;
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public bool CanMove, DefaultSprinting;
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}
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}
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