The real movement refactor (#9645)
* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
This commit is contained in:
@@ -1,11 +1,14 @@
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using Content.Shared.MobState.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Input;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Vehicle.Components;
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using Robust.Shared.Containers;
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using Content.Shared.Shuttles.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Input;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Movement.Systems
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{
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@@ -27,7 +30,41 @@ namespace Content.Shared.Movement.Systems
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.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
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.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
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.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler(this))
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// TODO: Relay
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// Shuttle
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.Bind(ContentKeyFunctions.ShuttleStrafeUp, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeUp))
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.Bind(ContentKeyFunctions.ShuttleStrafeLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeLeft))
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.Bind(ContentKeyFunctions.ShuttleStrafeRight, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeRight))
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.Bind(ContentKeyFunctions.ShuttleStrafeDown, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeDown))
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.Bind(ContentKeyFunctions.ShuttleRotateLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateLeft))
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.Bind(ContentKeyFunctions.ShuttleRotateRight, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateRight))
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.Bind(ContentKeyFunctions.ShuttleBrake, new ShuttleInputCmdHandler(this, ShuttleButtons.Brake))
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.Register<SharedMoverController>();
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SubscribeLocalEvent<InputMoverComponent, ComponentInit>(OnInputInit);
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SubscribeLocalEvent<InputMoverComponent, ComponentGetState>(OnInputGetState);
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SubscribeLocalEvent<InputMoverComponent, ComponentHandleState>(OnInputHandleState);
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}
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private void SetMoveInput(InputMoverComponent component, MoveButtons buttons)
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{
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if (component.HeldMoveButtons == buttons) return;
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component.HeldMoveButtons = buttons;
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Dirty(component);
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}
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private void OnInputHandleState(EntityUid uid, InputMoverComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not InputMoverComponentState state) return;
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component.HeldMoveButtons = state.Buttons;
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component.LastInputTick = GameTick.Zero;
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component.LastInputSubTick = 0;
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component.CanMove = state.CanMove;
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}
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private void OnInputGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
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{
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args.State = new InputMoverComponentState(component.HeldMoveButtons, component.CanMove);
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}
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private void ShutdownInput()
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@@ -35,46 +72,229 @@ namespace Content.Shared.Movement.Systems
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CommandBinds.Unregister<SharedMoverController>();
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}
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private void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
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public bool DiagonalMovementEnabled => _configManager.GetCVar(CCVars.GameDiagonalMovement);
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protected virtual void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state) {}
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private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
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{
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if (!TryComp<IMoverComponent>(session?.AttachedEntity, out var moverComp))
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return;
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TryComp<InputMoverComponent>(entity, out var moverComp);
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var owner = session?.AttachedEntity;
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if (owner != null && session != null)
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if (TryComp<RelayInputMoverComponent>(entity, out var relayMover))
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{
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EntityManager.EventBus.RaiseLocalEvent(owner.Value, new RelayMoveInputEvent(session), true);
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// if we swap to relay then stop our existing input if we ever change back.
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if (moverComp != null)
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{
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SetMoveInput(moverComp, MoveButtons.None);
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}
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// For stuff like "Moving out of locker" or the likes
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if (owner.Value.IsInContainer() &&
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(!EntityManager.TryGetComponent(owner.Value, out MobStateComponent? mobState) ||
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mobState.IsAlive()))
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{
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var relayMoveEvent = new RelayMovementEntityEvent(owner.Value);
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EntityManager.EventBus.RaiseLocalEvent(EntityManager.GetComponent<TransformComponent>(owner.Value).ParentUid, relayMoveEvent, true);
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}
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// Pass the rider's inputs to the vehicle (the rider itself is on the ignored list in C.S/MoverController.cs)
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if (TryComp<RiderComponent>(owner.Value, out var rider) && rider.Vehicle != null && rider.Vehicle.HasKey)
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{
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if (TryComp<IMoverComponent>(rider.Vehicle.Owner, out var vehicleMover))
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{
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vehicleMover.SetVelocityDirection(dir, subTick, state);
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}
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}
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if (relayMover.RelayEntity == null) return;
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HandleDirChange(relayMover.RelayEntity.Value, dir, subTick, state);
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return;
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}
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moverComp.SetVelocityDirection(dir, subTick, state);
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if (moverComp == null)
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return;
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// Relay the fact we had any movement event.
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// TODO: Ideally we'd do these in a tick instead of out of sim.
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var owner = moverComp.Owner;
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var moveEvent = new MoveInputEvent(entity);
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RaiseLocalEvent(owner, ref moveEvent);
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// For stuff like "Moving out of locker" or the likes
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// We'll relay a movement input to the parent.
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if (_container.IsEntityInContainer(owner) &&
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TryComp<TransformComponent>(owner, out var xform) &&
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xform.ParentUid.IsValid() &&
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_mobState.IsAlive(owner))
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{
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var relayMoveEvent = new ContainerRelayMovementEntityEvent(owner);
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RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
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}
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SetVelocityDirection(moverComp, dir, subTick, state);
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}
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private void HandleRunChange(ICommonSession? session, ushort subTick, bool walking)
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private void OnInputInit(EntityUid uid, InputMoverComponent component, ComponentInit args)
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{
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if (!TryComp<IMoverComponent>(session?.AttachedEntity, out var moverComp))
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var xform = Transform(uid);
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if (!xform.ParentUid.IsValid()) return;
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component.LastGridAngle = Transform(xform.ParentUid).WorldRotation;
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}
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private void HandleRunChange(EntityUid uid, ushort subTick, bool walking)
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{
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TryComp<InputMoverComponent>(uid, out var moverComp);
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if (TryComp<RelayInputMoverComponent>(uid, out var relayMover))
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{
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// if we swap to relay then stop our existing input if we ever change back.
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if (moverComp != null)
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{
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SetMoveInput(moverComp, MoveButtons.None);
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}
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if (relayMover.RelayEntity == null) return;
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HandleRunChange(relayMover.RelayEntity.Value, subTick, walking);
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return;
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}
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moverComp.SetSprinting(subTick, walking);
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if (moverComp == null) return;
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SetSprinting(moverComp, subTick, walking);
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}
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public (Vector2 Walking, Vector2 Sprinting) GetVelocityInput(InputMoverComponent mover)
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{
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if (!Timing.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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var immediateDir = DirVecForButtons(mover.HeldMoveButtons);
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return mover.Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
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}
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Vector2 walk;
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Vector2 sprint;
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float remainingFraction;
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if (Timing.CurTick > mover.LastInputTick)
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{
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walk = Vector2.Zero;
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sprint = Vector2.Zero;
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remainingFraction = 1;
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}
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else
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{
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walk = mover.CurTickWalkMovement;
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sprint = mover.CurTickSprintMovement;
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remainingFraction = (ushort.MaxValue - mover.LastInputSubTick) / (float) ushort.MaxValue;
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}
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var curDir = DirVecForButtons(mover.HeldMoveButtons) * remainingFraction;
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if (mover.Sprinting)
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{
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sprint += curDir;
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}
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else
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{
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walk += curDir;
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}
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (walk, sprint);
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}
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
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/// opposite directions will cancel each other out, resulting in no direction.
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/// </summary>
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public void SetVelocityDirection(InputMoverComponent component, Direction direction, ushort subTick, bool enabled)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
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var bit = direction switch
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{
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Direction.East => MoveButtons.Right,
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Direction.North => MoveButtons.Up,
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Direction.West => MoveButtons.Left,
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Direction.South => MoveButtons.Down,
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_ => throw new ArgumentException(nameof(direction))
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};
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SetMoveInput(component, subTick, enabled, bit);
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}
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private void SetMoveInput(InputMoverComponent component, ushort subTick, bool enabled, MoveButtons bit)
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{
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// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
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ResetSubtick(component);
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if (subTick >= component.LastInputSubTick)
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{
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var fraction = (subTick - component.LastInputSubTick) / (float) ushort.MaxValue;
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ref var lastMoveAmount = ref component.Sprinting ? ref component.CurTickSprintMovement : ref component.CurTickWalkMovement;
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lastMoveAmount += DirVecForButtons(component.HeldMoveButtons) * fraction;
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component.LastInputSubTick = subTick;
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}
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var buttons = component.HeldMoveButtons;
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if (enabled)
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{
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buttons |= bit;
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}
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else
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{
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buttons &= ~bit;
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}
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SetMoveInput(component, buttons);
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}
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private void ResetSubtick(InputMoverComponent component)
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{
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if (Timing.CurTick <= component.LastInputTick) return;
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component.CurTickWalkMovement = Vector2.Zero;
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component.CurTickSprintMovement = Vector2.Zero;
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component.LastInputTick = Timing.CurTick;
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component.LastInputSubTick = 0;
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}
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public void SetSprinting(InputMoverComponent component, ushort subTick, bool walking)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
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SetMoveInput(component, subTick, walking, MoveButtons.Walk);
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}
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/// <summary>
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/// Retrieves the normalized direction vector for a specified combination of movement keys.
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/// </summary>
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private Vector2 DirVecForButtons(MoveButtons buttons)
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{
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// key directions are in screen coordinates
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// _moveDir is in world coordinates
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// if the camera is moved, this needs to be changed
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var x = 0;
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x -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
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x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
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var y = 0;
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if (DiagonalMovementEnabled || x == 0)
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{
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y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
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y += HasFlag(buttons, MoveButtons.Up) ? 1 : 0;
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}
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var vec = new Vector2(x, y);
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// can't normalize zero length vector
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if (vec.LengthSquared > 1.0e-6)
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{
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// Normalize so that diagonals aren't faster or something.
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vec = vec.Normalized;
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}
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return vec;
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}
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private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
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{
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return (buttons & flag) == flag;
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}
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private sealed class MoverDirInputCmdHandler : InputCmdHandler
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@@ -90,9 +310,9 @@ namespace Content.Shared.Movement.Systems
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public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
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{
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if (message is not FullInputCmdMessage full) return false;
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if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
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_controller.HandleDirChange(session, _dir, message.SubTick, full.State == BoundKeyState.Down);
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_controller.HandleDirChange(session.AttachedEntity.Value, _dir, message.SubTick, full.State == BoundKeyState.Down);
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return false;
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}
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}
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@@ -108,11 +328,68 @@ namespace Content.Shared.Movement.Systems
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public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
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{
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if (message is not FullInputCmdMessage full) return false;
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if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
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_controller.HandleRunChange(session, full.SubTick, full.State == BoundKeyState.Down);
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_controller.HandleRunChange(session.AttachedEntity.Value, full.SubTick, full.State == BoundKeyState.Down);
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return false;
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}
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}
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[Serializable, NetSerializable]
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private sealed class InputMoverComponentState : ComponentState
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{
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public MoveButtons Buttons { get; }
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public readonly bool CanMove;
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public InputMoverComponentState(MoveButtons buttons, bool canMove)
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{
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Buttons = buttons;
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CanMove = canMove;
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}
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}
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private sealed class ShuttleInputCmdHandler : InputCmdHandler
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{
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private SharedMoverController _controller;
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private ShuttleButtons _button;
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public ShuttleInputCmdHandler(SharedMoverController controller, ShuttleButtons button)
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{
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_controller = controller;
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_button = button;
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}
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public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
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{
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if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
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_controller.HandleShuttleInput(session.AttachedEntity.Value, _button, full.SubTick, full.State == BoundKeyState.Down);
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return false;
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}
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}
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}
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}
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[Flags]
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public enum MoveButtons : byte
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{
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None = 0,
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Up = 1,
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Down = 2,
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Left = 4,
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Right = 8,
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Walk = 16,
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}
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[Flags]
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public enum ShuttleButtons : byte
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{
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None = 0,
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StrafeUp = 1 << 0,
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StrafeDown = 1 << 1,
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StrafeLeft = 1 << 2,
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StrafeRight = 1 << 3,
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RotateLeft = 1 << 4,
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RotateRight = 1 << 5,
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Brake = 1 << 6,
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}
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Reference in New Issue
Block a user