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:
metalgearsloth
2022-07-16 13:51:52 +10:00
committed by GitHub
parent e0b7b48cae
commit b9e876ca92
109 changed files with 1752 additions and 1584 deletions

View File

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