movercontroller namespace (#31749)
This commit is contained in:
@@ -8,132 +8,131 @@ using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Timing;
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namespace Content.Client.Physics.Controllers
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namespace Content.Client.Physics.Controllers;
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public sealed class MoverController : SharedMoverController
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{
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{
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public sealed class MoverController : SharedMoverController
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void Initialize()
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{
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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base.Initialize();
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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public override void Initialize()
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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}
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private void OnUpdatePredicted(Entity<InputMoverComponent> entity, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is controlled by the player
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if (entity.Owner == _playerManager.LocalEntity)
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args.IsPredicted = true;
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}
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private void OnUpdateRelayTargetPredicted(Entity<MovementRelayTargetComponent> entity, ref UpdateIsPredictedEvent args)
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{
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if (entity.Comp.Source == _playerManager.LocalEntity)
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(Entity<PullableComponent> entity, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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if (entity.Comp.Puller == _playerManager.LocalEntity)
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args.IsPredicted = true;
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else if (entity.Comp.Puller != null)
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args.BlockPrediction = true;
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// TODO recursive pulling checks?
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// What if the entity is being pulled by a vehicle controlled by the player?
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}
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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if (_playerManager.LocalEntity is not {Valid: true} player)
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return;
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if (RelayQuery.TryGetComponent(player, out var relayMover))
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HandleClientsideMovement(relayMover.RelayEntity, frameTime);
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HandleClientsideMovement(player, frameTime);
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}
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private void HandleClientsideMovement(EntityUid player, float frameTime)
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{
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if (!MoverQuery.TryGetComponent(player, out var mover) ||
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!XformQuery.TryGetComponent(player, out var xform))
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{
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{
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base.Initialize();
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return;
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, LocalPlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, LocalPlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, UpdateIsPredictedEvent>(OnUpdatePredicted);
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SubscribeLocalEvent<MovementRelayTargetComponent, UpdateIsPredictedEvent>(OnUpdateRelayTargetPredicted);
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SubscribeLocalEvent<PullableComponent, UpdateIsPredictedEvent>(OnUpdatePullablePredicted);
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}
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}
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private void OnUpdatePredicted(Entity<InputMoverComponent> entity, ref UpdateIsPredictedEvent args)
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var physicsUid = player;
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PhysicsComponent? body;
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var xformMover = xform;
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if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
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{
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{
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// Enable prediction if an entity is controlled by the player
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if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
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if (entity.Owner == _playerManager.LocalEntity)
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!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
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args.IsPredicted = true;
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}
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private void OnUpdateRelayTargetPredicted(Entity<MovementRelayTargetComponent> entity, ref UpdateIsPredictedEvent args)
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{
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if (entity.Comp.Source == _playerManager.LocalEntity)
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args.IsPredicted = true;
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}
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private void OnUpdatePullablePredicted(Entity<PullableComponent> entity, ref UpdateIsPredictedEvent args)
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{
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// Enable prediction if an entity is being pulled by the player.
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// Disable prediction if an entity is being pulled by some non-player entity.
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if (entity.Comp.Puller == _playerManager.LocalEntity)
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args.IsPredicted = true;
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else if (entity.Comp.Puller != null)
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args.BlockPrediction = true;
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// TODO recursive pulling checks?
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// What if the entity is being pulled by a vehicle controlled by the player?
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}
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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if (_playerManager.LocalEntity is not {Valid: true} player)
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return;
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if (RelayQuery.TryGetComponent(player, out var relayMover))
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HandleClientsideMovement(relayMover.RelayEntity, frameTime);
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HandleClientsideMovement(player, frameTime);
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}
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private void HandleClientsideMovement(EntityUid player, float frameTime)
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{
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if (!MoverQuery.TryGetComponent(player, out var mover) ||
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!XformQuery.TryGetComponent(player, out var xform))
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{
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{
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return;
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return;
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}
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}
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var physicsUid = player;
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physicsUid = xform.ParentUid;
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PhysicsComponent? body;
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var xformMover = xform;
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if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
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{
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if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
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!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
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{
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return;
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}
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physicsUid = xform.ParentUid;
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}
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else if (!PhysicsQuery.TryGetComponent(player, out body))
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{
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return;
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(
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player,
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mover,
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physicsUid,
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body,
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xformMover,
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frameTime);
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}
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}
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else if (!PhysicsQuery.TryGetComponent(player, out body))
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protected override bool CanSound()
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{
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{
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return _timing is { IsFirstTimePredicted: true, InSimulation: true };
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return;
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}
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(
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player,
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mover,
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physicsUid,
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body,
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xformMover,
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frameTime);
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}
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protected override bool CanSound()
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{
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return _timing is { IsFirstTimePredicted: true, InSimulation: true };
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}
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}
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -24,492 +24,491 @@ using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.Utility;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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namespace Content.Shared.Movement.Systems
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namespace Content.Shared.Movement.Systems;
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/// <summary>
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/// Handles player and NPC mob movement.
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/// NPCs are handled server-side only.
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/// </summary>
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public abstract partial class SharedMoverController : VirtualController
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{
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tags = default!;
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protected EntityQuery<InputMoverComponent> MoverQuery;
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protected EntityQuery<MobMoverComponent> MobMoverQuery;
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protected EntityQuery<MovementRelayTargetComponent> RelayTargetQuery;
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protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
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protected EntityQuery<PhysicsComponent> PhysicsQuery;
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protected EntityQuery<RelayInputMoverComponent> RelayQuery;
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protected EntityQuery<PullableComponent> PullableQuery;
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protected EntityQuery<TransformComponent> XformQuery;
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protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
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protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
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protected EntityQuery<FootstepModifierComponent> FootstepModifierQuery;
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protected EntityQuery<MapGridComponent> MapGridQuery;
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/// <summary>
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/// <summary>
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/// Handles player and NPC mob movement.
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/// <see cref="CCVars.StopSpeed"/>
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/// NPCs are handled server-side only.
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/// </summary>
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/// </summary>
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public abstract partial class SharedMoverController : VirtualController
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private float _stopSpeed;
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private bool _relativeMovement;
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/// <summary>
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/// Cache the mob movement calculation to re-use elsewhere.
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/// </summary>
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public Dictionary<EntityUid, bool> UsedMobMovement = new();
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public override void Initialize()
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{
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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base.Initialize();
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tags = default!;
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protected EntityQuery<InputMoverComponent> MoverQuery;
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MoverQuery = GetEntityQuery<InputMoverComponent>();
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protected EntityQuery<MobMoverComponent> MobMoverQuery;
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MobMoverQuery = GetEntityQuery<MobMoverComponent>();
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protected EntityQuery<MovementRelayTargetComponent> RelayTargetQuery;
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ModifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
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RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
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protected EntityQuery<PhysicsComponent> PhysicsQuery;
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PhysicsQuery = GetEntityQuery<PhysicsComponent>();
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protected EntityQuery<RelayInputMoverComponent> RelayQuery;
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RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
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protected EntityQuery<PullableComponent> PullableQuery;
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PullableQuery = GetEntityQuery<PullableComponent>();
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protected EntityQuery<TransformComponent> XformQuery;
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XformQuery = GetEntityQuery<TransformComponent>();
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protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
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NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
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protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
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CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
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protected EntityQuery<FootstepModifierComponent> FootstepModifierQuery;
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FootstepModifierQuery = GetEntityQuery<FootstepModifierComponent>();
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protected EntityQuery<MapGridComponent> MapGridQuery;
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MapGridQuery = GetEntityQuery<MapGridComponent>();
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/// <summary>
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InitializeInput();
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/// <see cref="CCVars.StopSpeed"/>
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InitializeRelay();
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/// </summary>
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Subs.CVar(_configManager, CCVars.RelativeMovement, value => _relativeMovement = value, true);
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private float _stopSpeed;
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Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
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UpdatesBefore.Add(typeof(TileFrictionController));
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}
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private bool _relativeMovement;
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public override void Shutdown()
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{
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base.Shutdown();
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ShutdownInput();
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}
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/// <summary>
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public override void UpdateAfterSolve(bool prediction, float frameTime)
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/// Cache the mob movement calculation to re-use elsewhere.
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{
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/// </summary>
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base.UpdateAfterSolve(prediction, frameTime);
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public Dictionary<EntityUid, bool> UsedMobMovement = new();
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UsedMobMovement.Clear();
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}
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public override void Initialize()
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/// <summary>
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/// Movement while considering actionblockers, weightlessness, etc.
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/// </summary>
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protected void HandleMobMovement(
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EntityUid uid,
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InputMoverComponent mover,
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EntityUid physicsUid,
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PhysicsComponent physicsComponent,
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||||||
|
TransformComponent xform,
|
||||||
|
float frameTime)
|
||||||
|
{
|
||||||
|
var canMove = mover.CanMove;
|
||||||
|
if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
|
||||||
{
|
{
|
||||||
base.Initialize();
|
if (_mobState.IsIncapacitated(relayTarget.Source) ||
|
||||||
|
TryComp<SleepingComponent>(relayTarget.Source, out _) ||
|
||||||
MoverQuery = GetEntityQuery<InputMoverComponent>();
|
!MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
|
||||||
MobMoverQuery = GetEntityQuery<MobMoverComponent>();
|
|
||||||
ModifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
|
|
||||||
RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
|
|
||||||
PhysicsQuery = GetEntityQuery<PhysicsComponent>();
|
|
||||||
RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
|
|
||||||
PullableQuery = GetEntityQuery<PullableComponent>();
|
|
||||||
XformQuery = GetEntityQuery<TransformComponent>();
|
|
||||||
NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
|
|
||||||
CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
|
|
||||||
FootstepModifierQuery = GetEntityQuery<FootstepModifierComponent>();
|
|
||||||
MapGridQuery = GetEntityQuery<MapGridComponent>();
|
|
||||||
|
|
||||||
InitializeInput();
|
|
||||||
InitializeRelay();
|
|
||||||
Subs.CVar(_configManager, CCVars.RelativeMovement, value => _relativeMovement = value, true);
|
|
||||||
Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
|
|
||||||
UpdatesBefore.Add(typeof(TileFrictionController));
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void Shutdown()
|
|
||||||
{
|
|
||||||
base.Shutdown();
|
|
||||||
ShutdownInput();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void UpdateAfterSolve(bool prediction, float frameTime)
|
|
||||||
{
|
|
||||||
base.UpdateAfterSolve(prediction, frameTime);
|
|
||||||
UsedMobMovement.Clear();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Movement while considering actionblockers, weightlessness, etc.
|
|
||||||
/// </summary>
|
|
||||||
protected void HandleMobMovement(
|
|
||||||
EntityUid uid,
|
|
||||||
InputMoverComponent mover,
|
|
||||||
EntityUid physicsUid,
|
|
||||||
PhysicsComponent physicsComponent,
|
|
||||||
TransformComponent xform,
|
|
||||||
float frameTime)
|
|
||||||
{
|
|
||||||
var canMove = mover.CanMove;
|
|
||||||
if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
|
|
||||||
{
|
{
|
||||||
if (_mobState.IsIncapacitated(relayTarget.Source) ||
|
canMove = false;
|
||||||
TryComp<SleepingComponent>(relayTarget.Source, out _) ||
|
|
||||||
!MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
|
|
||||||
{
|
|
||||||
canMove = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
mover.RelativeEntity = relayedMover.RelativeEntity;
|
|
||||||
mover.RelativeRotation = relayedMover.RelativeRotation;
|
|
||||||
mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Update relative movement
|
|
||||||
if (mover.LerpTarget < Timing.CurTime)
|
|
||||||
{
|
|
||||||
if (TryUpdateRelative(mover, xform))
|
|
||||||
{
|
|
||||||
Dirty(uid, mover);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
LerpRotation(uid, mover, frameTime);
|
|
||||||
|
|
||||||
if (!canMove
|
|
||||||
|| physicsComponent.BodyStatus != BodyStatus.OnGround && !CanMoveInAirQuery.HasComponent(uid)
|
|
||||||
|| PullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
|
|
||||||
{
|
|
||||||
UsedMobMovement[uid] = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
UsedMobMovement[uid] = true;
|
|
||||||
// Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
|
|
||||||
var weightless = _gravity.IsWeightless(physicsUid, physicsComponent, xform);
|
|
||||||
var (walkDir, sprintDir) = GetVelocityInput(mover);
|
|
||||||
var touching = false;
|
|
||||||
|
|
||||||
// Handle wall-pushes.
|
|
||||||
if (weightless)
|
|
||||||
{
|
|
||||||
if (xform.GridUid != null)
|
|
||||||
touching = true;
|
|
||||||
|
|
||||||
if (!touching)
|
|
||||||
{
|
|
||||||
var ev = new CanWeightlessMoveEvent(uid);
|
|
||||||
RaiseLocalEvent(uid, ref ev, true);
|
|
||||||
// No gravity: is our entity touching anything?
|
|
||||||
touching = ev.CanMove;
|
|
||||||
|
|
||||||
if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
|
|
||||||
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Get current tile def for things like speed/friction mods
|
|
||||||
ContentTileDefinition? tileDef = null;
|
|
||||||
|
|
||||||
// Don't bother getting the tiledef here if we're weightless or in-air
|
|
||||||
// since no tile-based modifiers should be applying in that situation
|
|
||||||
if (MapGridQuery.TryComp(xform.GridUid, out var gridComp)
|
|
||||||
&& _mapSystem.TryGetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates, out var tile)
|
|
||||||
&& !(weightless || physicsComponent.BodyStatus == BodyStatus.InAir))
|
|
||||||
{
|
|
||||||
tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
|
||||||
}
|
|
||||||
|
|
||||||
// Regular movement.
|
|
||||||
// Target velocity.
|
|
||||||
// This is relative to the map / grid we're on.
|
|
||||||
var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
|
|
||||||
|
|
||||||
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
|
||||||
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
|
||||||
|
|
||||||
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
|
|
||||||
|
|
||||||
var parentRotation = GetParentGridAngle(mover);
|
|
||||||
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
|
|
||||||
|
|
||||||
DebugTools.Assert(MathHelper.CloseToPercent(total.Length(), worldTotal.Length()));
|
|
||||||
|
|
||||||
var velocity = physicsComponent.LinearVelocity;
|
|
||||||
float friction;
|
|
||||||
float weightlessModifier;
|
|
||||||
float accel;
|
|
||||||
|
|
||||||
if (weightless)
|
|
||||||
{
|
|
||||||
if (gridComp == null && !MapGridQuery.HasComp(xform.GridUid))
|
|
||||||
friction = moveSpeedComponent?.OffGridFriction ?? MovementSpeedModifierComponent.DefaultOffGridFriction;
|
|
||||||
else if (worldTotal != Vector2.Zero && touching)
|
|
||||||
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
|
|
||||||
else
|
|
||||||
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
|
|
||||||
|
|
||||||
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
|
|
||||||
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
|
mover.RelativeEntity = relayedMover.RelativeEntity;
|
||||||
{
|
mover.RelativeRotation = relayedMover.RelativeRotation;
|
||||||
friction = tileDef?.MobFriction ?? moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
|
mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
friction = tileDef?.MobFrictionNoInput ?? moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
|
|
||||||
}
|
|
||||||
|
|
||||||
weightlessModifier = 1f;
|
|
||||||
accel = tileDef?.MobAcceleration ?? moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
|
|
||||||
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
|
|
||||||
|
|
||||||
if (worldTotal != Vector2.Zero)
|
|
||||||
{
|
|
||||||
if (!NoRotateQuery.HasComponent(uid))
|
|
||||||
{
|
|
||||||
// TODO apparently this results in a duplicate move event because "This should have its event run during
|
|
||||||
// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
|
|
||||||
var worldRot = _transform.GetWorldRotation(xform);
|
|
||||||
_transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
|
|
||||||
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))
|
|
||||||
{
|
|
||||||
var soundModifier = mover.Sprinting ? 3.5f : 1.5f;
|
|
||||||
|
|
||||||
var audioParams = sound.Params
|
|
||||||
.WithVolume(sound.Params.Volume + soundModifier)
|
|
||||||
.WithVariation(sound.Params.Variation ?? mobMover.FootstepVariation);
|
|
||||||
|
|
||||||
// If we're a relay target then predict the sound for all relays.
|
|
||||||
if (relayTarget != null)
|
|
||||||
{
|
|
||||||
_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_audio.PlayPredicted(sound, uid, uid, audioParams);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
worldTotal *= weightlessModifier;
|
|
||||||
|
|
||||||
if (!weightless || touching)
|
|
||||||
Accelerate(ref velocity, in worldTotal, accel, frameTime);
|
|
||||||
|
|
||||||
PhysicsSystem.SetLinearVelocity(physicsUid, velocity, body: physicsComponent);
|
|
||||||
|
|
||||||
// Ensures that players do not spiiiiiiin
|
|
||||||
PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LerpRotation(EntityUid uid, InputMoverComponent mover, float frameTime)
|
// Update relative movement
|
||||||
|
if (mover.LerpTarget < Timing.CurTime)
|
||||||
{
|
{
|
||||||
var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
|
if (TryUpdateRelative(mover, xform))
|
||||||
|
|
||||||
// if we've just traversed then lerp to our target rotation.
|
|
||||||
if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
|
|
||||||
{
|
{
|
||||||
var adjustment = angleDiff * 5f * frameTime;
|
|
||||||
var minAdjustment = 0.01 * frameTime;
|
|
||||||
|
|
||||||
if (angleDiff < 0)
|
|
||||||
{
|
|
||||||
adjustment = Math.Min(adjustment, -minAdjustment);
|
|
||||||
adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
adjustment = Math.Max(adjustment, minAdjustment);
|
|
||||||
adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
|
|
||||||
}
|
|
||||||
|
|
||||||
mover.RelativeRotation += adjustment;
|
|
||||||
mover.RelativeRotation.FlipPositive();
|
|
||||||
Dirty(uid, mover);
|
|
||||||
}
|
|
||||||
else if (!angleDiff.Equals(Angle.Zero))
|
|
||||||
{
|
|
||||||
mover.TargetRelativeRotation.FlipPositive();
|
|
||||||
mover.RelativeRotation = mover.TargetRelativeRotation;
|
|
||||||
Dirty(uid, mover);
|
Dirty(uid, mover);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
|
LerpRotation(uid, mover, frameTime);
|
||||||
|
|
||||||
|
if (!canMove
|
||||||
|
|| physicsComponent.BodyStatus != BodyStatus.OnGround && !CanMoveInAirQuery.HasComponent(uid)
|
||||||
|
|| PullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
|
||||||
{
|
{
|
||||||
var speed = velocity.Length();
|
UsedMobMovement[uid] = false;
|
||||||
|
return;
|
||||||
if (speed < minimumFrictionSpeed)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var drop = 0f;
|
|
||||||
|
|
||||||
var control = MathF.Max(_stopSpeed, speed);
|
|
||||||
drop += control * friction * frameTime;
|
|
||||||
|
|
||||||
var newSpeed = MathF.Max(0f, speed - drop);
|
|
||||||
|
|
||||||
if (newSpeed.Equals(speed))
|
|
||||||
return;
|
|
||||||
|
|
||||||
newSpeed /= speed;
|
|
||||||
velocity *= newSpeed;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
|
|
||||||
|
UsedMobMovement[uid] = true;
|
||||||
|
// Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
|
||||||
|
var weightless = _gravity.IsWeightless(physicsUid, physicsComponent, xform);
|
||||||
|
var (walkDir, sprintDir) = GetVelocityInput(mover);
|
||||||
|
var touching = false;
|
||||||
|
|
||||||
|
// Handle wall-pushes.
|
||||||
|
if (weightless)
|
||||||
{
|
{
|
||||||
var wishDir = velocity != Vector2.Zero ? velocity.Normalized() : Vector2.Zero;
|
if (xform.GridUid != null)
|
||||||
var wishSpeed = velocity.Length();
|
touching = true;
|
||||||
|
|
||||||
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
|
if (!touching)
|
||||||
var addSpeed = wishSpeed - currentSpeed;
|
|
||||||
|
|
||||||
if (addSpeed <= 0f)
|
|
||||||
return;
|
|
||||||
|
|
||||||
var accelSpeed = accel * frameTime * wishSpeed;
|
|
||||||
accelSpeed = MathF.Min(accelSpeed, addSpeed);
|
|
||||||
|
|
||||||
currentVelocity += wishDir * accelSpeed;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool UseMobMovement(EntityUid uid)
|
|
||||||
{
|
|
||||||
return UsedMobMovement.TryGetValue(uid, out var used) && used;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Used for weightlessness to determine if we are near a wall.
|
|
||||||
/// </summary>
|
|
||||||
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
|
|
||||||
{
|
|
||||||
var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
|
|
||||||
|
|
||||||
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
|
|
||||||
{
|
{
|
||||||
if (otherCollider == collider)
|
var ev = new CanWeightlessMoveEvent(uid);
|
||||||
continue; // Don't try to push off of yourself!
|
RaiseLocalEvent(uid, ref ev, true);
|
||||||
|
// No gravity: is our entity touching anything?
|
||||||
|
touching = ev.CanMove;
|
||||||
|
|
||||||
// Only allow pushing off of anchored things that have collision.
|
if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
|
||||||
if (otherCollider.BodyType != BodyType.Static ||
|
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
|
||||||
!otherCollider.CanCollide ||
|
}
|
||||||
((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
|
}
|
||||||
(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
|
|
||||||
(TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
|
// Get current tile def for things like speed/friction mods
|
||||||
|
ContentTileDefinition? tileDef = null;
|
||||||
|
|
||||||
|
// Don't bother getting the tiledef here if we're weightless or in-air
|
||||||
|
// since no tile-based modifiers should be applying in that situation
|
||||||
|
if (MapGridQuery.TryComp(xform.GridUid, out var gridComp)
|
||||||
|
&& _mapSystem.TryGetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates, out var tile)
|
||||||
|
&& !(weightless || physicsComponent.BodyStatus == BodyStatus.InAir))
|
||||||
|
{
|
||||||
|
tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
||||||
|
}
|
||||||
|
|
||||||
|
// Regular movement.
|
||||||
|
// Target velocity.
|
||||||
|
// This is relative to the map / grid we're on.
|
||||||
|
var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
|
||||||
|
|
||||||
|
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
||||||
|
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
||||||
|
|
||||||
|
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
|
||||||
|
|
||||||
|
var parentRotation = GetParentGridAngle(mover);
|
||||||
|
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
|
||||||
|
|
||||||
|
DebugTools.Assert(MathHelper.CloseToPercent(total.Length(), worldTotal.Length()));
|
||||||
|
|
||||||
|
var velocity = physicsComponent.LinearVelocity;
|
||||||
|
float friction;
|
||||||
|
float weightlessModifier;
|
||||||
|
float accel;
|
||||||
|
|
||||||
|
if (weightless)
|
||||||
|
{
|
||||||
|
if (gridComp == null && !MapGridQuery.HasComp(xform.GridUid))
|
||||||
|
friction = moveSpeedComponent?.OffGridFriction ?? MovementSpeedModifierComponent.DefaultOffGridFriction;
|
||||||
|
else if (worldTotal != Vector2.Zero && touching)
|
||||||
|
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
|
||||||
|
else
|
||||||
|
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
|
||||||
|
|
||||||
|
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
|
||||||
|
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
|
||||||
|
{
|
||||||
|
friction = tileDef?.MobFriction ?? moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
friction = tileDef?.MobFrictionNoInput ?? moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
|
||||||
|
}
|
||||||
|
|
||||||
|
weightlessModifier = 1f;
|
||||||
|
accel = tileDef?.MobAcceleration ?? moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
|
||||||
|
}
|
||||||
|
|
||||||
|
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
|
||||||
|
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
|
||||||
|
|
||||||
|
if (worldTotal != Vector2.Zero)
|
||||||
|
{
|
||||||
|
if (!NoRotateQuery.HasComponent(uid))
|
||||||
|
{
|
||||||
|
// TODO apparently this results in a duplicate move event because "This should have its event run during
|
||||||
|
// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
|
||||||
|
var worldRot = _transform.GetWorldRotation(xform);
|
||||||
|
_transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
|
||||||
|
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))
|
||||||
|
{
|
||||||
|
var soundModifier = mover.Sprinting ? 3.5f : 1.5f;
|
||||||
|
|
||||||
|
var audioParams = sound.Params
|
||||||
|
.WithVolume(sound.Params.Volume + soundModifier)
|
||||||
|
.WithVariation(sound.Params.Variation ?? mobMover.FootstepVariation);
|
||||||
|
|
||||||
|
// If we're a relay target then predict the sound for all relays.
|
||||||
|
if (relayTarget != null)
|
||||||
{
|
{
|
||||||
continue;
|
_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_audio.PlayPredicted(sound, uid, uid, audioParams);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
worldTotal *= weightlessModifier;
|
||||||
|
|
||||||
|
if (!weightless || touching)
|
||||||
|
Accelerate(ref velocity, in worldTotal, accel, frameTime);
|
||||||
|
|
||||||
|
PhysicsSystem.SetLinearVelocity(physicsUid, velocity, body: physicsComponent);
|
||||||
|
|
||||||
|
// Ensures that players do not spiiiiiiin
|
||||||
|
PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void LerpRotation(EntityUid uid, InputMoverComponent mover, float frameTime)
|
||||||
|
{
|
||||||
|
var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
|
||||||
|
|
||||||
|
// if we've just traversed then lerp to our target rotation.
|
||||||
|
if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
|
||||||
|
{
|
||||||
|
var adjustment = angleDiff * 5f * frameTime;
|
||||||
|
var minAdjustment = 0.01 * frameTime;
|
||||||
|
|
||||||
|
if (angleDiff < 0)
|
||||||
|
{
|
||||||
|
adjustment = Math.Min(adjustment, -minAdjustment);
|
||||||
|
adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
adjustment = Math.Max(adjustment, minAdjustment);
|
||||||
|
adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
|
||||||
|
}
|
||||||
|
|
||||||
|
mover.RelativeRotation += adjustment;
|
||||||
|
mover.RelativeRotation.FlipPositive();
|
||||||
|
Dirty(uid, mover);
|
||||||
|
}
|
||||||
|
else if (!angleDiff.Equals(Angle.Zero))
|
||||||
|
{
|
||||||
|
mover.TargetRelativeRotation.FlipPositive();
|
||||||
|
mover.RelativeRotation = mover.TargetRelativeRotation;
|
||||||
|
Dirty(uid, mover);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
|
||||||
|
{
|
||||||
|
var speed = velocity.Length();
|
||||||
|
|
||||||
|
if (speed < minimumFrictionSpeed)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var drop = 0f;
|
||||||
|
|
||||||
|
var control = MathF.Max(_stopSpeed, speed);
|
||||||
|
drop += control * friction * frameTime;
|
||||||
|
|
||||||
|
var newSpeed = MathF.Max(0f, speed - drop);
|
||||||
|
|
||||||
|
if (newSpeed.Equals(speed))
|
||||||
|
return;
|
||||||
|
|
||||||
|
newSpeed /= speed;
|
||||||
|
velocity *= newSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
|
||||||
|
{
|
||||||
|
var wishDir = velocity != Vector2.Zero ? velocity.Normalized() : Vector2.Zero;
|
||||||
|
var wishSpeed = velocity.Length();
|
||||||
|
|
||||||
|
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
|
||||||
|
var addSpeed = wishSpeed - currentSpeed;
|
||||||
|
|
||||||
|
if (addSpeed <= 0f)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var accelSpeed = accel * frameTime * wishSpeed;
|
||||||
|
accelSpeed = MathF.Min(accelSpeed, addSpeed);
|
||||||
|
|
||||||
|
currentVelocity += wishDir * accelSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool UseMobMovement(EntityUid uid)
|
||||||
|
{
|
||||||
|
return UsedMobMovement.TryGetValue(uid, out var used) && used;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Used for weightlessness to determine if we are near a wall.
|
||||||
|
/// </summary>
|
||||||
|
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
|
||||||
|
{
|
||||||
|
var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
|
||||||
|
|
||||||
|
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
|
||||||
|
{
|
||||||
|
if (otherCollider == collider)
|
||||||
|
continue; // Don't try to push off of yourself!
|
||||||
|
|
||||||
|
// Only allow pushing off of anchored things that have collision.
|
||||||
|
if (otherCollider.BodyType != BodyType.Static ||
|
||||||
|
!otherCollider.CanCollide ||
|
||||||
|
((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
|
||||||
|
(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
|
||||||
|
(TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected abstract bool CanSound();
|
||||||
|
|
||||||
|
private bool TryGetSound(
|
||||||
|
bool weightless,
|
||||||
|
EntityUid uid,
|
||||||
|
InputMoverComponent mover,
|
||||||
|
MobMoverComponent mobMover,
|
||||||
|
TransformComponent xform,
|
||||||
|
[NotNullWhen(true)] out SoundSpecifier? sound,
|
||||||
|
ContentTileDefinition? tileDef = null)
|
||||||
|
{
|
||||||
|
sound = null;
|
||||||
|
|
||||||
|
if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
var coordinates = xform.Coordinates;
|
||||||
|
var distanceNeeded = mover.Sprinting
|
||||||
|
? mobMover.StepSoundMoveDistanceRunning
|
||||||
|
: mobMover.StepSoundMoveDistanceWalking;
|
||||||
|
|
||||||
|
// Handle footsteps.
|
||||||
|
if (!weightless)
|
||||||
|
{
|
||||||
|
// Can happen when teleporting between grids.
|
||||||
|
if (!coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance) ||
|
||||||
|
distance > distanceNeeded)
|
||||||
|
{
|
||||||
|
mobMover.StepSoundDistance = distanceNeeded;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
mobMover.StepSoundDistance += distance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// In space no one can hear you squeak
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
mobMover.LastPosition = coordinates;
|
||||||
|
|
||||||
|
if (mobMover.StepSoundDistance < distanceNeeded)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
mobMover.StepSoundDistance -= distanceNeeded;
|
||||||
|
|
||||||
|
if (FootstepModifierQuery.TryComp(uid, out var moverModifier))
|
||||||
|
{
|
||||||
|
sound = moverModifier.FootstepSoundCollection;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
|
||||||
|
FootstepModifierQuery.TryComp(shoes, out var modifier))
|
||||||
|
{
|
||||||
|
sound = modifier.FootstepSoundCollection;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return TryGetFootstepSound(uid, xform, shoes != null, out sound, tileDef: tileDef);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool TryGetFootstepSound(
|
||||||
|
EntityUid uid,
|
||||||
|
TransformComponent xform,
|
||||||
|
bool haveShoes,
|
||||||
|
[NotNullWhen(true)] out SoundSpecifier? sound,
|
||||||
|
ContentTileDefinition? tileDef = null)
|
||||||
|
{
|
||||||
|
sound = null;
|
||||||
|
|
||||||
|
// Fallback to the map?
|
||||||
|
if (!MapGridQuery.TryComp(xform.GridUid, out var grid))
|
||||||
|
{
|
||||||
|
if (FootstepModifierQuery.TryComp(xform.MapUid, out var modifier))
|
||||||
|
{
|
||||||
|
sound = modifier.FootstepSoundCollection;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected abstract bool CanSound();
|
var position = grid.LocalToTile(xform.Coordinates);
|
||||||
|
var soundEv = new GetFootstepSoundEvent(uid);
|
||||||
|
|
||||||
private bool TryGetSound(
|
// If the coordinates have a FootstepModifier component
|
||||||
bool weightless,
|
// i.e. component that emit sound on footsteps emit that sound
|
||||||
EntityUid uid,
|
var anchored = grid.GetAnchoredEntitiesEnumerator(position);
|
||||||
InputMoverComponent mover,
|
|
||||||
MobMoverComponent mobMover,
|
while (anchored.MoveNext(out var maybeFootstep))
|
||||||
TransformComponent xform,
|
|
||||||
[NotNullWhen(true)] out SoundSpecifier? sound,
|
|
||||||
ContentTileDefinition? tileDef = null)
|
|
||||||
{
|
{
|
||||||
sound = null;
|
RaiseLocalEvent(maybeFootstep.Value, ref soundEv);
|
||||||
|
|
||||||
if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
|
if (soundEv.Sound != null)
|
||||||
return false;
|
|
||||||
|
|
||||||
var coordinates = xform.Coordinates;
|
|
||||||
var distanceNeeded = mover.Sprinting
|
|
||||||
? mobMover.StepSoundMoveDistanceRunning
|
|
||||||
: mobMover.StepSoundMoveDistanceWalking;
|
|
||||||
|
|
||||||
// Handle footsteps.
|
|
||||||
if (!weightless)
|
|
||||||
{
|
{
|
||||||
// Can happen when teleporting between grids.
|
sound = soundEv.Sound;
|
||||||
if (!coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance) ||
|
|
||||||
distance > distanceNeeded)
|
|
||||||
{
|
|
||||||
mobMover.StepSoundDistance = distanceNeeded;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
mobMover.StepSoundDistance += distance;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// In space no one can hear you squeak
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
mobMover.LastPosition = coordinates;
|
|
||||||
|
|
||||||
if (mobMover.StepSoundDistance < distanceNeeded)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
mobMover.StepSoundDistance -= distanceNeeded;
|
|
||||||
|
|
||||||
if (FootstepModifierQuery.TryComp(uid, out var moverModifier))
|
|
||||||
{
|
|
||||||
sound = moverModifier.FootstepSoundCollection;
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
|
if (FootstepModifierQuery.TryComp(maybeFootstep, out var footstep))
|
||||||
FootstepModifierQuery.TryComp(shoes, out var modifier))
|
|
||||||
{
|
{
|
||||||
sound = modifier.FootstepSoundCollection;
|
sound = footstep.FootstepSoundCollection;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return TryGetFootstepSound(uid, xform, shoes != null, out sound, tileDef: tileDef);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool TryGetFootstepSound(
|
// Walking on a tile.
|
||||||
EntityUid uid,
|
// Tile def might have been passed in already from previous methods, so use that
|
||||||
TransformComponent xform,
|
// if we have it
|
||||||
bool haveShoes,
|
if (tileDef == null && grid.TryGetTileRef(position, out var tileRef))
|
||||||
[NotNullWhen(true)] out SoundSpecifier? sound,
|
|
||||||
ContentTileDefinition? tileDef = null)
|
|
||||||
{
|
{
|
||||||
sound = null;
|
tileDef = (ContentTileDefinition) _tileDefinitionManager[tileRef.Tile.TypeId];
|
||||||
|
|
||||||
// Fallback to the map?
|
|
||||||
if (!MapGridQuery.TryComp(xform.GridUid, out var grid))
|
|
||||||
{
|
|
||||||
if (FootstepModifierQuery.TryComp(xform.MapUid, out var modifier))
|
|
||||||
{
|
|
||||||
sound = modifier.FootstepSoundCollection;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
var position = grid.LocalToTile(xform.Coordinates);
|
|
||||||
var soundEv = new GetFootstepSoundEvent(uid);
|
|
||||||
|
|
||||||
// If the coordinates have a FootstepModifier component
|
|
||||||
// i.e. component that emit sound on footsteps emit that sound
|
|
||||||
var anchored = grid.GetAnchoredEntitiesEnumerator(position);
|
|
||||||
|
|
||||||
while (anchored.MoveNext(out var maybeFootstep))
|
|
||||||
{
|
|
||||||
RaiseLocalEvent(maybeFootstep.Value, ref soundEv);
|
|
||||||
|
|
||||||
if (soundEv.Sound != null)
|
|
||||||
{
|
|
||||||
sound = soundEv.Sound;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (FootstepModifierQuery.TryComp(maybeFootstep, out var footstep))
|
|
||||||
{
|
|
||||||
sound = footstep.FootstepSoundCollection;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Walking on a tile.
|
|
||||||
// Tile def might have been passed in already from previous methods, so use that
|
|
||||||
// if we have it
|
|
||||||
if (tileDef == null && grid.TryGetTileRef(position, out var tileRef))
|
|
||||||
{
|
|
||||||
tileDef = (ContentTileDefinition) _tileDefinitionManager[tileRef.Tile.TypeId];
|
|
||||||
}
|
|
||||||
|
|
||||||
if (tileDef == null)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
sound = haveShoes ? tileDef.FootstepSounds : tileDef.BarestepSounds;
|
|
||||||
return sound != null;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (tileDef == null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
sound = haveShoes ? tileDef.FootstepSounds : tileDef.BarestepSounds;
|
||||||
|
return sound != null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user