Refactor to use the new multiple controller system (#1462)
* Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method
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@@ -57,11 +57,7 @@ namespace Content.Shared.GameObjects.EntitySystems
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protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, IPhysicsComponent physics,
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ICollidableComponent? collider = null)
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{
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if (physics.Controller == null)
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{
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// Set up controller
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SetController(physics);
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}
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physics.EnsureController<MoverController>();
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var weightless = !transform.Owner.HasComponent<MovementIgnoreGravityComponent>() &&
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_physicsManager.IsWeightless(transform.GridPosition);
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@@ -82,7 +78,10 @@ namespace Content.Shared.GameObjects.EntitySystems
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var combined = walkDir + sprintDir;
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if (combined.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
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{
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(physics.Controller as MoverController)?.StopMoving();
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if (physics.TryGetController(out MoverController controller))
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{
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controller.StopMoving();
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}
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}
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else
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{
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@@ -90,7 +89,11 @@ namespace Content.Shared.GameObjects.EntitySystems
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if (weightless)
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{
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(physics.Controller as MoverController)?.Push(combined, mover.CurrentPushSpeed);
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if (physics.TryGetController(out MoverController controller))
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{
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controller.Push(combined, mover.CurrentPushSpeed);
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}
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transform.LocalRotation = walkDir.GetDir().ToAngle();
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return;
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}
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@@ -98,7 +101,11 @@ namespace Content.Shared.GameObjects.EntitySystems
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var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
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//Console.WriteLine($"{walkDir} ({mover.CurrentWalkSpeed}) + {sprintDir} ({mover.CurrentSprintSpeed}): {total}");
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(physics.Controller as MoverController)?.Move(total, 1);
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{if (physics.TryGetController(out MoverController controller))
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{
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controller.Move(total, 1);
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}}
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transform.LocalRotation = total.GetDir().ToAngle();
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HandleFootsteps(mover);
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@@ -110,8 +117,6 @@ namespace Content.Shared.GameObjects.EntitySystems
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}
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protected abstract void SetController(IPhysicsComponent physics);
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private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
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ICollidableComponent collider)
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{
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