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rlbotgo's Issues

How to read PlayerInputChange?

Hi. I was trying to get a bot to to double jump (or flip) as quickly as possible, and intended to use PlayerInputChange to track what the game thinks our jump-button state is, but couldn't find any way to read the PlayerInputChange events.

Is this something that's not fully implemented yet, or did I miss how PlayerInputChange is intended to be used?

Without this information, it seems that I need to add some arbitrary delay between the release of the jump button and the second jump, but it seems slightly suboptimal, and reducing the delay too much seems to cause the second jump to not always register.

Has anyone else dealt with the same issue? Thanks!

Rotator Data Issue

Pitch, Yaw, and Roll show as 0 rather than the actual value. Uncommenting lines panics:
panic: runtime error: invalid memory address or nil pointer dereference

RLBotGo/unmarshal.go

Lines 289 to 291 in 687d586

//flatRotator := &schema.Rotator{}
//physics.Rotation.unmarshal(flatPhysics.Rotation(flatRotator))
}

Figure out why we are not sent MatchSettings

RLBotGo/socket.go

Lines 78 to 83 in fb19115

// TODO: Figure out why we are not sent MatchSettings
case DataType_BallPrediction:
flatBallPrediction := schema.GetRootAsBallPrediction(payload, 4)
flatPredictionSlice := &schema.PredictionSlice{}
flatBallPrediction.Slices(flatPredictionSlice, 0)
// gameState.BallPrediction.unmarshal(flatBallPrediction)


This issue was generated by todo based on a TODO comment in fb19115. It's been assigned to @Trey2k because they committed the code.

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