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update manual for multicommand feature #126
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Thanks for sharing this information about multi-commands
* Dash, Turn | ||
* Turn, Dash | ||
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Multi Command idea is implemented in server v.18 to allow players to send more than one main command per cycle. |
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Consider The multi command idea ...
* Turn, Dash | ||
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Multi Command idea is implemented in server v.18 to allow players to send more than one main command per cycle. | ||
The server v18 can support the belowing combinations: |
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belowing => following
So, the server stores Dash and Turn commands' parameters in *M_main_commands_done*, | ||
then will apply them on the player in applying step. | ||
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Because of the last two reasons and the structure of the server, |
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This paragraph seems to be a duplicate
-------------------------------------------------- | ||
Dash Turn Model | ||
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When a player send dash and turn commands respectively, and Turn/Dash pair is exists in *M_possible_commands_pairs*, |
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player sends
-------------------------------------------------- | ||
Kick Dash Model | ||
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When a player send kick and dash commands respectively, and Kick/Turn pair is exists in *M_possible_commands_pairs*, |
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player sends
-------------------------------------------------- | ||
Kick Turn Model | ||
-------------------------------------------------- | ||
When a player send kick and turn commands respectively, and Kick/Dash pair is exists in *M_possible_commands_pairs*, |
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player sends
first, the server processes the kick command to updates ball's accel based on player's information (distance to ball, the difference angle between ball-player and player's body), | ||
then, it process the turn command to calculate player's body angle based on player's velocity and finally updates player's velocity, and player's possition. | ||
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In :numref:`multicommand` you can see some example regarding multicommands and how they effect on player and ball. |
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some examples
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