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#nullable enable
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Physics.Controllers;
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namespace Content.Shared.Physics.Controllers
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{
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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 class SharedMoverController : VirtualController
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{
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[Dependency] private readonly IPhysicsManager _physicsManager = default!;
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private SharedBroadPhaseSystem _broadPhaseSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
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}
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/// <summary>
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/// A generic kinematic mover for entities.
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/// </summary>
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protected void HandleKinematicMovement(IMoverComponent mover, PhysicsComponent physicsComponent)
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{
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var (walkDir, sprintDir) = mover.VelocityDir;
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// Regular movement.
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// Target velocity.
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var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
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if (total != Vector2.Zero)
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{
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mover.Owner.Transform.LocalRotation = total.GetDir().ToAngle();
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}
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physicsComponent.LinearVelocity = total;
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}
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/// <summary>
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/// Movement while considering actionblockers, weightlessness, etc.
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/// </summary>
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/// <param name="mover"></param>
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/// <param name="physicsComponent"></param>
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/// <param name="mobMover"></param>
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protected void HandleMobMovement(IMoverComponent mover, PhysicsComponent physicsComponent, IMobMoverComponent mobMover)
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{
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// TODO: Look at https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/CharacterControllers.html?highlight=controller as it has some adviceo n kinematic controllersx
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if (!UseMobMovement(_broadPhaseSystem, physicsComponent, _physicsManager))
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{
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return;
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}
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var transform = mover.Owner.Transform;
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var (walkDir, sprintDir) = mover.VelocityDir;
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var weightless = transform.Owner.IsWeightless(_physicsManager);
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// Handle wall-pushes.
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if (weightless)
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{
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// No gravity: is our entity touching anything?
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var touching = IsAroundCollider(_broadPhaseSystem, transform, mobMover, physicsComponent);
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if (!touching)
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{
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transform.LocalRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
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return;
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}
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}
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// Regular movement.
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// Target velocity.
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var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
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if (total != Vector2.Zero)
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{
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// This should have its event run during island solver soooo
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transform.DeferUpdates = true;
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transform.LocalRotation = total.GetDir().ToAngle();
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HandleFootsteps(mover, mobMover);
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}
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physicsComponent.LinearVelocity = total;
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}
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public static bool UseMobMovement(SharedBroadPhaseSystem broadPhaseSystem, PhysicsComponent body, IPhysicsManager? physicsManager = null)
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{
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return (body.BodyStatus == BodyStatus.OnGround) &
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body.Owner.HasComponent<IMobStateComponent>() &&
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ActionBlockerSystem.CanMove(body.Owner) &&
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(!body.Owner.IsWeightless(physicsManager) ||
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body.Owner.TryGetComponent(out SharedPlayerMobMoverComponent? mover) &&
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IsAroundCollider(broadPhaseSystem, body.Owner.Transform, mover, body));
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}
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/// <summary>
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/// Used for weightlessness to determine if we are near a wall.
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/// </summary>
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/// <param name="broadPhaseSystem"></param>
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/// <param name="transform"></param>
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/// <param name="mover"></param>
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/// <param name="collider"></param>
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/// <returns></returns>
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public static bool IsAroundCollider(SharedBroadPhaseSystem broadPhaseSystem, ITransformComponent transform, IMobMoverComponent mover, IPhysBody collider)
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{
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var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRange);
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foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
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{
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if (otherCollider == collider) continue; // Don't try to push off of yourself!
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// Only allow pushing off of anchored things that have collision.
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if (otherCollider.BodyType != BodyType.Static ||
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!otherCollider.CanCollide ||
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((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
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(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
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(otherCollider.Entity.TryGetComponent(out SharedPullableComponent? pullable) && pullable.BeingPulled))
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{
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continue;
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}
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return true;
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}
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return false;
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}
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// TODO: Need a predicted client version that only plays for our own entity and then have server-side ignore our session (for that entity only)
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protected virtual void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover) {}
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}
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}
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