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

@@ -1,9 +1,26 @@
using Content.Client.Buckle.Strap;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Robust.Shared.GameStates;
namespace Content.Client.Buckle
{
internal sealed class BuckleSystem : SharedBuckleSystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<StrapComponent, ComponentHandleState>(OnStrapHandleState);
}
private void OnStrapHandleState(EntityUid uid, StrapComponent component, ref ComponentHandleState args)
{
if (args.Current is not StrapComponentState state) return;
component.Position = state.Position;
component.BuckleOffsetUnclamped = state.BuckleOffsetClamped;
component.BuckledEntities.Clear();
component.BuckledEntities.UnionWith(state.BuckledEntities);
component.MaxBuckleDistance = state.MaxBuckleDistance;
}
}
}

View File

@@ -1,6 +1,5 @@
using Content.Shared.Buckle.Components;
using Content.Shared.DragDrop;
using Robust.Shared.GameObjects;
namespace Content.Client.Buckle.Strap
{

View File

@@ -172,6 +172,15 @@ namespace Content.Client.EscapeMenu.UI.Tabs
AddButton(ContentKeyFunctions.Loadout8);
AddButton(ContentKeyFunctions.Loadout9);
AddHeader("ui-options-header-shuttle");
AddButton(ContentKeyFunctions.ShuttleStrafeUp);
AddButton(ContentKeyFunctions.ShuttleStrafeRight);
AddButton(ContentKeyFunctions.ShuttleStrafeLeft);
AddButton(ContentKeyFunctions.ShuttleStrafeDown);
AddButton(ContentKeyFunctions.ShuttleRotateLeft);
AddButton(ContentKeyFunctions.ShuttleRotateRight);
AddButton(ContentKeyFunctions.ShuttleBrake);
AddHeader("ui-options-header-map-editor");
AddButton(EngineKeyFunctions.EditorPlaceObject);
AddButton(EngineKeyFunctions.EditorCancelPlace);

View File

@@ -94,7 +94,7 @@ public sealed class EyeLerpingSystem : EntitySystem
return;
// We can't lerp if the mob can't move!
if (!TryComp(mob, out IMoverComponent? mover))
if (!TryComp(mob, out InputMoverComponent? mover))
return;
LerpEye(_eyeManager.CurrentEye, frameTime, mover.LastGridAngle, _playerActiveEye);

View File

@@ -33,6 +33,11 @@ namespace Content.Client.Input
common.AddFunction(ContentKeyFunctions.EditorCopyObject);
var human = contexts.GetContext("human");
human.AddFunction(EngineKeyFunctions.MoveUp);
human.AddFunction(EngineKeyFunctions.MoveDown);
human.AddFunction(EngineKeyFunctions.MoveLeft);
human.AddFunction(EngineKeyFunctions.MoveRight);
human.AddFunction(EngineKeyFunctions.Walk);
human.AddFunction(ContentKeyFunctions.SwapHands);
human.AddFunction(ContentKeyFunctions.Drop);
human.AddFunction(ContentKeyFunctions.UseItemInHand);
@@ -89,7 +94,7 @@ namespace Content.Client.Input
aghost.AddFunction(ContentKeyFunctions.Drop);
aghost.AddFunction(ContentKeyFunctions.ThrowItemInHand);
var ghost = contexts.New("ghost", "common");
var ghost = contexts.New("ghost", "human");
ghost.AddFunction(EngineKeyFunctions.MoveUp);
ghost.AddFunction(EngineKeyFunctions.MoveDown);
ghost.AddFunction(EngineKeyFunctions.MoveLeft);

View File

@@ -1,10 +1,7 @@
using Content.Shared.MobState.Components;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using Robust.Client.Player;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Timing;
@@ -20,10 +17,32 @@ namespace Content.Client.Physics.Controllers
{
base.UpdateBeforeSolve(prediction, frameTime);
if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player ||
!TryComp(player, out IMoverComponent? mover) ||
!TryComp(player, out PhysicsComponent? body) ||
!TryComp(player, out TransformComponent? xform))
if (_playerManager.LocalPlayer?.ControlledEntity is not {Valid: true} player)
return;
if (TryComp<RelayInputMoverComponent>(player, out var relayMover))
{
if (relayMover.RelayEntity != null)
HandleClientsideMovement(relayMover.RelayEntity.Value, frameTime);
return;
}
HandleClientsideMovement(player, frameTime);
}
private void HandleClientsideMovement(EntityUid player, float frameTime)
{
if (!TryComp(player, out InputMoverComponent? mover) ||
!TryComp(player, out TransformComponent? xform)) return;
PhysicsComponent? body = null;
if (mover.ToParent && HasComp<RelayInputMoverComponent>(xform.ParentUid))
{
if (!TryComp(xform.ParentUid, out body)) return;
}
else if (!TryComp(player, out body))
{
return;
}
@@ -65,13 +84,7 @@ namespace Content.Client.Physics.Controllers
}
// Server-side should just be handled on its own so we'll just do this shizznit
if (TryComp(player, out IMobMoverComponent? mobMover))
{
HandleMobMovement(mover, body, mobMover, xform, frameTime);
return;
}
HandleKinematicMovement(mover, body);
HandleMobMovement(mover, body, xform, frameTime);
}
protected override Filter GetSoundPlayers(EntityUid mover)

View File

@@ -18,7 +18,6 @@ public sealed class ShuttleConsoleBoundUserInterface : BoundUserInterface
{
base.Open();
_window = new ShuttleConsoleWindow();
_window.ShuttleModePressed += OnShuttleModePressed;
_window.UndockPressed += OnUndockPressed;
_window.StartAutodockPressed += OnAutodockPressed;
_window.StopAutodockPressed += OnStopAutodockPressed;
@@ -65,11 +64,6 @@ public sealed class ShuttleConsoleBoundUserInterface : BoundUserInterface
SendMessage(new UndockRequestMessage() {DockEntity = obj});
}
private void OnShuttleModePressed(ShuttleMode obj)
{
SendMessage(new ShuttleModeRequestMessage() {Mode = obj});
}
protected override void UpdateState(BoundUserInterfaceState state)
{
base.UpdateState(state);

View File

@@ -1,16 +1,43 @@
using Content.Shared.Input;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Events;
using Content.Shared.Shuttles.Systems;
using Robust.Client.Input;
using Robust.Client.Player;
using Robust.Shared.GameStates;
namespace Content.Client.Shuttles.Systems
{
public sealed class ShuttleConsoleSystem : SharedShuttleConsoleSystem
{
[Dependency] private readonly IInputManager _input = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PilotComponent, ComponentHandleState>(OnHandleState);
var shuttle = _input.Contexts.New("shuttle", "common");
shuttle.AddFunction(ContentKeyFunctions.ShuttleStrafeUp);
shuttle.AddFunction(ContentKeyFunctions.ShuttleStrafeDown);
shuttle.AddFunction(ContentKeyFunctions.ShuttleStrafeLeft);
shuttle.AddFunction(ContentKeyFunctions.ShuttleStrafeRight);
shuttle.AddFunction(ContentKeyFunctions.ShuttleRotateLeft);
shuttle.AddFunction(ContentKeyFunctions.ShuttleRotateRight);
shuttle.AddFunction(ContentKeyFunctions.ShuttleBrake);
}
public override void Shutdown()
{
base.Shutdown();
_input.Contexts.Remove("shuttle");
}
protected override void HandlePilotShutdown(EntityUid uid, PilotComponent component, ComponentShutdown args)
{
base.HandlePilotShutdown(uid, component, args);
if (_playerManager.LocalPlayer?.ControlledEntity != uid) return;
_input.Contexts.SetActiveContext("human");
}
private void OnHandleState(EntityUid uid, PilotComponent component, ref ComponentHandleState args)
@@ -21,6 +48,7 @@ namespace Content.Client.Shuttles.Systems
if (!console.IsValid())
{
component.Console = null;
_input.Contexts.SetActiveContext("human");
return;
}
@@ -32,6 +60,7 @@ namespace Content.Client.Shuttles.Systems
component.Console = shuttleConsoleComponent;
ActionBlockerSystem.UpdateCanMove(uid);
_input.Contexts.SetActiveContext("shuttle");
}
}
}

View File

@@ -83,10 +83,6 @@
Align="Right"/>
</GridContainer>
</BoxContainer>
<Button Name="ShuttleModeDisplay"
Text="{Loc 'shuttle-console-strafing'}"
TextAlign="Center"
ToggleMode="True"/>
<Button Name="IFFToggle"
Text="{Loc 'shuttle-console-iff-toggle'}"
TextAlign="Center"

View File

@@ -40,7 +40,6 @@ public sealed partial class ShuttleConsoleWindow : FancyWindow,
/// </summary>
public TimeSpan FTLTime;
public Action<ShuttleMode>? ShuttleModePressed;
public Action<EntityUid>? UndockPressed;
public Action<EntityUid>? StartAutodockPressed;
public Action<EntityUid>? StopAutodockPressed;
@@ -61,8 +60,6 @@ public sealed partial class ShuttleConsoleWindow : FancyWindow,
DockToggle.OnToggled += OnDockTogglePressed;
DockToggle.Pressed = RadarScreen.ShowDocks;
ShuttleModeDisplay.OnToggled += OnShuttleModePressed;
UndockButton.OnPressed += OnUndockPressed;
}
@@ -71,11 +68,6 @@ public sealed partial class ShuttleConsoleWindow : FancyWindow,
RadarRange.Text = $"{value:0}";
}
private void OnShuttleModePressed(BaseButton.ButtonEventArgs obj)
{
ShuttleModePressed?.Invoke(obj.Button.Pressed ? ShuttleMode.Strafing : ShuttleMode.Cruise);
}
private void OnIFFTogglePressed(BaseButton.ButtonEventArgs args)
{
RadarScreen.ShowIFF ^= true;
@@ -106,7 +98,6 @@ public sealed partial class ShuttleConsoleWindow : FancyWindow,
UpdateFTL(scc.Destinations, scc.FTLState, scc.FTLTime);
RadarScreen.UpdateState(scc);
MaxRadarRange.Text = $"{scc.MaxRange:0}";
ShuttleModeDisplay.Pressed = scc.Mode == ShuttleMode.Strafing;
}
private void UpdateFTL(List<(EntityUid Entity, string Destination, bool Enabled)> destinations, FTLState state, TimeSpan time)

View File

@@ -1,34 +1,62 @@
using Content.Client.Buckle.Strap;
using Content.Shared.Vehicle;
using Robust.Client.Graphics;
using Content.Shared.Vehicle.Components;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.GameStates;
namespace Content.Client.Vehicle
{
public sealed class VehicleSystem : EntitySystem
public sealed class VehicleSystem : SharedVehicleSystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
{
base.Initialize();
SubscribeNetworkEvent<BuckledToVehicleEvent>(OnBuckle);
SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
SubscribeLocalEvent<RiderComponent, ComponentHandleState>(OnRiderHandleState);
SubscribeLocalEvent<RiderComponent, PlayerAttachedEvent>(OnRiderAttached);
SubscribeLocalEvent<RiderComponent, PlayerDetachedEvent>(OnRiderDetached);
}
private void OnBuckle(BuckledToVehicleEvent args)
private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args)
{
// Use the vehicle's eye if we get buckled
if (args.Buckling)
{
if (!TryComp<EyeComponent>(args.Vehicle, out var vehicleEye) || vehicleEye.Eye == null)
return;
_eyeManager.CurrentEye = vehicleEye.Eye;
return;
}
// Reset if we get unbuckled.
if (!TryComp<EyeComponent>(args.Rider, out var component) || component.Eye == null)
return; // This probably will never happen but in this strange new world we probably want to maintain our old vision
_eyeManager.CurrentEye = component.Eye;
component.Vehicle = null;
UpdateEye(component);
}
private void OnRiderAttached(EntityUid uid, RiderComponent component, PlayerAttachedEvent args)
{
UpdateEye(component);
}
private void OnRiderDetached(EntityUid uid, RiderComponent component, PlayerDetachedEvent args)
{
UpdateEye(component);
}
private void UpdateEye(RiderComponent component)
{
if (!TryComp(component.Vehicle, out EyeComponent? eyeComponent))
{
TryComp(_playerManager.LocalPlayer?.ControlledEntity, out eyeComponent);
}
if (eyeComponent?.Eye == null) return;
_eyeManager.CurrentEye = eyeComponent.Eye;
}
private void OnRiderHandleState(EntityUid uid, RiderComponent component, ref ComponentHandleState args)
{
// Server should only be sending states for our entity.
if (args.Current is not RiderComponentState state) return;
component.Vehicle = state.Entity;
UpdateEye(component);
}
}
}

View File

@@ -14,12 +14,13 @@ namespace Content.Client.Vehicle
if (args.Sprite == null)
return;
/// First check is for the sprite itself
// First check is for the sprite itself
if (args.Component.TryGetData(VehicleVisuals.DrawDepth, out int drawDepth))
{
args.Sprite.DrawDepth = drawDepth;
}
/// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
// Set vehicle layer to animated or not (i.e. are the wheels turning or not)
if (args.Component.TryGetData(VehicleVisuals.AutoAnimate, out bool autoAnimate))
{
args.Sprite.LayerSetAutoAnimated(VehicleVisualLayers.AutoAnimate, autoAnimate);

View File

@@ -41,12 +41,6 @@ namespace Content.Server.AI.Commands
return;
}
// TODO: IMover refffaaccctttooorrr
if (_entities.HasComponent<IMoverComponent>(entId))
{
_entities.RemoveComponent<IMoverComponent>(entId);
}
var comp = _entities.AddComponent<UtilityAi>(entId);
var behaviorManager = IoCManager.Resolve<INpcBehaviorManager>();

View File

@@ -123,7 +123,7 @@ namespace Content.Server.AI.Steering
/// <exception cref="InvalidOperationException"></exception>
public void Unregister(EntityUid entity)
{
if (EntityManager.TryGetComponent(entity, out SharedPlayerInputMoverComponent? controller))
if (EntityManager.TryGetComponent(entity, out InputMoverComponent? controller))
{
controller.CurTickSprintMovement = Vector2.Zero;
}
@@ -231,11 +231,11 @@ namespace Content.Server.AI.Steering
_listIndex = (_listIndex + 1) % _agentLists.Count;
}
private void SetDirection(SharedPlayerInputMoverComponent component, Vector2 value)
private void SetDirection(InputMoverComponent component, Vector2 value)
{
component.CurTickSprintMovement = value;
component._lastInputTick = _timing.CurTick;
component._lastInputSubTick = ushort.MaxValue;
component.LastInputTick = _timing.CurTick;
component.LastInputSubTick = ushort.MaxValue;
}
/// <summary>
@@ -250,7 +250,7 @@ namespace Content.Server.AI.Steering
{
// Main optimisation to be done below is the redundant calls and adding more variables
if (Deleted(entity) ||
!EntityManager.TryGetComponent(entity, out SharedPlayerInputMoverComponent? controller) ||
!EntityManager.TryGetComponent(entity, out InputMoverComponent? controller) ||
!controller.CanMove ||
!TryComp(entity, out TransformComponent? xform) ||
xform.GridUid == null)

View File

@@ -18,12 +18,12 @@ namespace Content.Server.Body.Systems
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BodyComponent, RelayMoveInputEvent>(OnRelayMoveInput);
SubscribeLocalEvent<BodyComponent, MoveInputEvent>(OnRelayMoveInput);
SubscribeLocalEvent<BodyComponent, ApplyMetabolicMultiplierEvent>(OnApplyMetabolicMultiplier);
SubscribeLocalEvent<BodyComponent, BeingMicrowavedEvent>(OnBeingMicrowaved);
}
private void OnRelayMoveInput(EntityUid uid, BodyComponent component, RelayMoveInputEvent args)
private void OnRelayMoveInput(EntityUid uid, BodyComponent component, ref MoveInputEvent args)
{
if (EntityManager.TryGetComponent<MobStateComponent>(uid, out var mobState) &&
mobState.IsDead() &&

View File

@@ -40,8 +40,7 @@ namespace Content.Server.Body.Systems
Comp<GhostOnMoveComponent>(newEntity).MustBeDead = true;
// TODO: This is an awful solution.
if (!EntityManager.HasComponent<IMoverComponent>(newEntity))
EntityManager.AddComponent<SharedDummyInputMoverComponent>(newEntity);
EnsureComp<InputMoverComponent>(newEntity);
oldMind.Mind?.TransferTo(newEntity);
}

View File

@@ -68,7 +68,7 @@ namespace Content.Server.Buckle.Components
_buckledTo = value;
_buckleTime = _gameTiming.CurTime;
_sysMan.GetEntitySystem<ActionBlockerSystem>().UpdateCanMove(Owner);
Dirty(_entMan);
Dirty(EntMan);
}
}
@@ -99,33 +99,6 @@ namespace Content.Server.Buckle.Components
}
}
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="strap">The strap to reattach to.</param>
public void ReAttach(StrapComponent strap)
{
var ownTransform = _entMan.GetComponent<TransformComponent>(Owner);
var strapTransform = _entMan.GetComponent<TransformComponent>(strap.Owner);
ownTransform.AttachParent(strapTransform);
ownTransform.LocalRotation = Angle.Zero;
switch (strap.Position)
{
case StrapPosition.None:
break;
case StrapPosition.Stand:
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
break;
case StrapPosition.Down:
EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
break;
}
ownTransform.LocalPosition = strap.BuckleOffset;
}
public bool CanBuckle(EntityUid user, EntityUid to, [NotNullWhen(true)] out StrapComponent? strap)
{
var popupSystem = EntitySystem.Get<SharedPopupSystem>();
@@ -136,7 +109,7 @@ namespace Content.Server.Buckle.Components
return false;
}
if (!_entMan.TryGetComponent(to, out strap))
if (!EntMan.TryGetComponent(to, out strap))
{
return false;
}
@@ -160,7 +133,7 @@ namespace Content.Server.Buckle.Components
}
}
if (!_entMan.HasComponent<HandsComponent>(user))
if (!EntMan.HasComponent<HandsComponent>(user))
{
popupSystem.PopupEntity(Loc.GetString("buckle-component-no-hands-message"), user, Filter.Entities(user));
return false;
@@ -176,10 +149,10 @@ namespace Content.Server.Buckle.Components
return false;
}
var parent = _entMan.GetComponent<TransformComponent>(to).Parent;
var parent = EntMan.GetComponent<TransformComponent>(to).Parent;
while (parent != null)
{
if (parent == _entMan.GetComponent<TransformComponent>(user))
if (parent == EntMan.GetComponent<TransformComponent>(user))
{
var message = Loc.GetString(Owner == user
? "buckle-component-cannot-buckle-message"
@@ -224,7 +197,7 @@ namespace Content.Server.Buckle.Components
return false;
}
if(_entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
if(EntMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
appearance.SetData(BuckleVisuals.Buckled, true);
ReAttach(strap);
@@ -236,10 +209,10 @@ namespace Content.Server.Buckle.Components
UpdateBuckleStatus();
var ev = new BuckleChangeEvent() { Buckling = true, Strap = BuckledTo.Owner, BuckledEntity = Owner };
_entMan.EventBus.RaiseLocalEvent(ev.BuckledEntity, ev, false);
_entMan.EventBus.RaiseLocalEvent(ev.Strap, ev, false);
EntMan.EventBus.RaiseLocalEvent(ev.BuckledEntity, ev, false);
EntMan.EventBus.RaiseLocalEvent(ev.Strap, ev, false);
if (_entMan.TryGetComponent(Owner, out SharedPullableComponent? ownerPullable))
if (EntMan.TryGetComponent(Owner, out SharedPullableComponent? ownerPullable))
{
if (ownerPullable.Puller != null)
{
@@ -247,7 +220,7 @@ namespace Content.Server.Buckle.Components
}
}
if (_entMan.TryGetComponent(to, out SharedPullableComponent? toPullable))
if (EntMan.TryGetComponent(to, out SharedPullableComponent? toPullable))
{
if (toPullable.Puller == Owner)
{
@@ -292,7 +265,7 @@ namespace Content.Server.Buckle.Components
return false;
}
// If the strap is a vehicle and the rider is not the person unbuckling, return.
if (_entMan.TryGetComponent<VehicleComponent>(oldBuckledTo.Owner, out var vehicle) &&
if (EntMan.TryGetComponent<VehicleComponent>(oldBuckledTo.Owner, out var vehicle) &&
vehicle.Rider != user)
return false;
}
@@ -312,11 +285,11 @@ namespace Content.Server.Buckle.Components
xform.Coordinates = oldBuckledXform.Coordinates.Offset(oldBuckledTo.UnbuckleOffset);
}
if(_entMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
if(EntMan.TryGetComponent<AppearanceComponent>(Owner, out var appearance))
appearance.SetData(BuckleVisuals.Buckled, false);
if (_entMan.HasComponent<KnockedDownComponent>(Owner)
| (_entMan.TryGetComponent<MobStateComponent>(Owner, out var mobState) && mobState.IsIncapacitated()))
if (EntMan.HasComponent<KnockedDownComponent>(Owner)
| (EntMan.TryGetComponent<MobStateComponent>(Owner, out var mobState) && mobState.IsIncapacitated()))
{
EntitySystem.Get<StandingStateSystem>().Down(Owner);
}
@@ -334,8 +307,8 @@ namespace Content.Server.Buckle.Components
SoundSystem.Play(oldBuckledTo.UnbuckleSound.GetSound(), Filter.Pvs(Owner), Owner);
var ev = new BuckleChangeEvent() { Buckling = false, Strap = oldBuckledTo.Owner, BuckledEntity = Owner };
_entMan.EventBus.RaiseLocalEvent(Owner, ev, false);
_entMan.EventBus.RaiseLocalEvent(oldBuckledTo.Owner, ev, false);
EntMan.EventBus.RaiseLocalEvent(Owner, ev, false);
EntMan.EventBus.RaiseLocalEvent(oldBuckledTo.Owner, ev, false);
return true;
}
@@ -386,8 +359,8 @@ namespace Content.Server.Buckle.Components
int? drawDepth = null;
if (BuckledTo != null &&
_entMan.GetComponent<TransformComponent>(BuckledTo.Owner).LocalRotation.GetCardinalDir() == Direction.North &&
_entMan.TryGetComponent<SpriteComponent>(BuckledTo.Owner, out var spriteComponent))
EntMan.GetComponent<TransformComponent>(BuckledTo.Owner).LocalRotation.GetCardinalDir() == Direction.North &&
EntMan.TryGetComponent<SpriteComponent>(BuckledTo.Owner, out var spriteComponent))
{
drawDepth = spriteComponent.DrawDepth - 1;
}

View File

@@ -10,12 +10,10 @@ namespace Content.Server.Buckle.Components
{
[RegisterComponent]
[ComponentReference(typeof(SharedStrapComponent))]
public sealed class StrapComponent : SharedStrapComponent, ISerializationHooks
public sealed class StrapComponent : SharedStrapComponent
{
[Dependency] private readonly IEntityManager _entityManager = default!;
private readonly HashSet<EntityUid> _buckledEntities = new();
/// <summary>
/// The angle in degrees to rotate the player by when they get strapped
/// </summary>
@@ -28,13 +26,6 @@ namespace Content.Server.Buckle.Components
[ViewVariables] [DataField("size")] private int _size = 100;
private int _occupiedSize;
/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
/// </summary>
[DataField("buckleOffset", required: false)]
public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
private bool _enabled = true;
/// <summary>
@@ -51,38 +42,11 @@ namespace Content.Server.Buckle.Components
}
}
/// <summary>
/// The distance above which a buckled entity will be automatically unbuckled.
/// Don't change it unless you really have to
/// </summary>
[DataField("maxBuckleDistance", required: false)]
public float MaxBuckleDistance = 0.1f;
/// <summary>
/// You can specify the offset the entity will have after unbuckling.
/// </summary>
[DataField("unbuckleOffset", required: false)]
public Vector2 UnbuckleOffset = Vector2.Zero;
/// <summary>
/// Gets and clamps the buckle offset to MaxBuckleDistance
/// </summary>
public Vector2 BuckleOffset => Vector2.Clamp(
BuckleOffsetUnclamped,
Vector2.One * -MaxBuckleDistance,
Vector2.One * MaxBuckleDistance);
/// <summary>
/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
/// </summary>
public IReadOnlyCollection<EntityUid> BuckledEntities => _buckledEntities;
/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField("position")]
public StrapPosition Position { get; } = StrapPosition.None;
/// <summary>
/// The sound to be played when a mob is buckled
/// </summary>
@@ -138,7 +102,7 @@ namespace Content.Server.Buckle.Components
return false;
}
if (!_buckledEntities.Add(buckle.Owner))
if (!BuckledEntities.Add(buckle.Owner))
{
return false;
}
@@ -154,6 +118,7 @@ namespace Content.Server.Buckle.Components
appearance.SetData("StrapState", true);
}
Dirty();
return true;
}
@@ -164,7 +129,7 @@ namespace Content.Server.Buckle.Components
/// <param name="buckle">The component to remove</param>
public void Remove(BuckleComponent buckle)
{
if (_buckledEntities.Remove(buckle.Owner))
if (BuckledEntities.Remove(buckle.Owner))
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent>(Owner, out var appearance))
{
@@ -172,6 +137,7 @@ namespace Content.Server.Buckle.Components
}
_occupiedSize -= buckle.Size;
Dirty();
}
}
@@ -186,7 +152,7 @@ namespace Content.Server.Buckle.Components
{
var entManager = IoCManager.Resolve<IEntityManager>();
foreach (var entity in _buckledEntities.ToArray())
foreach (var entity in BuckledEntities.ToArray())
{
if (entManager.TryGetComponent<BuckleComponent>(entity, out var buckle))
{
@@ -194,13 +160,9 @@ namespace Content.Server.Buckle.Components
}
}
_buckledEntities.Clear();
BuckledEntities.Clear();
_occupiedSize = 0;
}
public override ComponentState GetComponentState()
{
return new StrapComponentState(Position);
Dirty();
}
public override bool DragDropOn(DragDropEvent eventArgs)

View File

@@ -2,11 +2,13 @@ using Content.Server.Buckle.Components;
using Content.Server.Interaction;
using Content.Server.Storage.Components;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Interaction;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
namespace Content.Server.Buckle.Systems
{
@@ -20,20 +22,21 @@ namespace Content.Server.Buckle.Systems
UpdatesAfter.Add(typeof(InteractionSystem));
UpdatesAfter.Add(typeof(InputSystem));
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
SubscribeLocalEvent<StrapComponent, RotateEvent>(RotateEvent);
SubscribeLocalEvent<StrapComponent, ComponentGetState>(OnStrapGetState);
SubscribeLocalEvent<StrapComponent, EntInsertedIntoContainerMessage>(ContainerModifiedStrap);
SubscribeLocalEvent<StrapComponent, EntRemovedFromContainerMessage>(ContainerModifiedStrap);
SubscribeLocalEvent<BuckleComponent, MoveEvent>(MoveEvent);
SubscribeLocalEvent<BuckleComponent, InteractHandEvent>(HandleInteractHand);
SubscribeLocalEvent<BuckleComponent, GetVerbsEvent<InteractionVerb>>(AddUnbuckleVerb);
SubscribeLocalEvent<BuckleComponent, InsertIntoEntityStorageAttemptEvent>(OnEntityStorageInsertAttempt);
}
private void OnStrapGetState(EntityUid uid, StrapComponent component, ref ComponentGetState args)
{
args.State = new StrapComponentState(component.Position, component.BuckleOffset, component.BuckledEntities, component.MaxBuckleDistance);
}
private void AddUnbuckleVerb(EntityUid uid, BuckleComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || !component.Buckled)
@@ -80,21 +83,6 @@ namespace Content.Server.Buckle.Systems
buckle.TryUnbuckle(buckle.Owner, true);
}
private void RotateEvent(EntityUid uid, StrapComponent strap, ref RotateEvent ev)
{
// On rotation of a strap, reattach all buckled entities.
// This fixes buckle offsets and draw depths.
foreach (var buckledEntity in strap.BuckledEntities)
{
if (!EntityManager.TryGetComponent(buckledEntity, out BuckleComponent? buckled))
{
continue;
}
buckled.ReAttach(strap);
Dirty(buckled);
}
}
private void ContainerModifiedStrap(EntityUid uid, StrapComponent strap, ContainerModifiedMessage message)
{
foreach (var buckledEntity in strap.BuckledEntities)

View File

@@ -24,7 +24,7 @@ namespace Content.Server.Disposal.Tube
base.Initialize();
SubscribeLocalEvent<DisposalTubeComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
SubscribeLocalEvent<DisposalTubeComponent, RelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<DisposalTubeComponent, ContainerRelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<DisposalTubeComponent, BreakageEventArgs>(OnBreak);
SubscribeLocalEvent<DisposalTaggerComponent, GetVerbsEvent<InteractionVerb>>(AddOpenUIVerbs);
SubscribeLocalEvent<DisposalRouterComponent, GetVerbsEvent<InteractionVerb>>(AddOpenUIVerbs);
@@ -65,7 +65,7 @@ namespace Content.Server.Disposal.Tube
args.Verbs.Add(verb);
}
private void OnRelayMovement(EntityUid uid, DisposalTubeComponent component, RelayMovementEntityEvent args)
private void OnRelayMovement(EntityUid uid, DisposalTubeComponent component, ref ContainerRelayMovementEntityEvent args)
{
if (_gameTiming.CurTime < component.LastClang + DisposalTubeComponent.ClangDelay)
{

View File

@@ -53,7 +53,7 @@ namespace Content.Server.Disposal.Unit.EntitySystems
// Shouldn't need re-anchoring.
SubscribeLocalEvent<DisposalUnitComponent, AnchorStateChangedEvent>(OnAnchorChanged);
// TODO: Predict me when hands predicted
SubscribeLocalEvent<DisposalUnitComponent, RelayMovementEntityEvent>(HandleMovement);
SubscribeLocalEvent<DisposalUnitComponent, ContainerRelayMovementEntityEvent>(HandleMovement);
SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(HandlePowerChange);
// Component lifetime
@@ -376,7 +376,7 @@ namespace Content.Server.Disposal.Unit.EntitySystems
}
}
private void HandleMovement(EntityUid uid, DisposalUnitComponent component, RelayMovementEntityEvent args)
private void HandleMovement(EntityUid uid, DisposalUnitComponent component, ref ContainerRelayMovementEntityEvent args)
{
var currentTime = GameTiming.CurTime;

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@@ -44,7 +44,7 @@ namespace Content.Server.Ghost
SubscribeLocalEvent<GhostComponent, MindRemovedMessage>(OnMindRemovedMessage);
SubscribeLocalEvent<GhostComponent, MindUnvisitedMessage>(OnMindUnvisitedMessage);
SubscribeLocalEvent<GhostOnMoveComponent, RelayMoveInputEvent>(OnRelayMoveInput);
SubscribeLocalEvent<GhostOnMoveComponent, MoveInputEvent>(OnRelayMoveInput);
SubscribeNetworkEvent<GhostWarpsRequestEvent>(OnGhostWarpsRequest);
SubscribeNetworkEvent<GhostReturnToBodyRequest>(OnGhostReturnToBodyRequest);
@@ -77,7 +77,7 @@ namespace Content.Server.Ghost
args.Handled = true;
}
private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, RelayMoveInputEvent args)
private void OnRelayMoveInput(EntityUid uid, GhostOnMoveComponent component, ref MoveInputEvent args)
{
// Let's not ghost if our mind is visiting...
if (EntityManager.HasComponent<VisitingMindComponent>(uid)) return;

View File

@@ -75,7 +75,7 @@ namespace Content.Server.Medical.CrewMonitoring
// the monitor. But in the special case where the monitor IS a player (i.e., admin ghost), we base it off
// the players eye rotation. We don't know what that is for sure, but we know their last grid angle, which
// should work well enough?
if (TryComp(uid, out IMoverComponent? mover))
if (TryComp(uid, out InputMoverComponent? mover))
worldRot = mover.LastGridAngle;
else if (_mapManager.TryGetGrid(xform.GridUid, out var grid))
worldRot = grid.WorldRotation;

View File

@@ -41,7 +41,7 @@ namespace Content.Server.Medical
SubscribeLocalEvent<MedicalScannerComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<MedicalScannerComponent, ActivateInWorldEvent>(OnActivated);
SubscribeLocalEvent<MedicalScannerComponent, RelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<MedicalScannerComponent, ContainerRelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<MedicalScannerComponent, GetVerbsEvent<InteractionVerb>>(AddInsertOtherVerb);
SubscribeLocalEvent<MedicalScannerComponent, GetVerbsEvent<AlternativeVerb>>(AddAlternativeVerbs);
SubscribeLocalEvent<MedicalScannerComponent, DestructionEventArgs>(OnDestroyed);
@@ -65,7 +65,7 @@ namespace Content.Server.Medical
UpdateUserInterface(uid, scannerComponent);
}
private void OnRelayMovement(EntityUid uid, MedicalScannerComponent scannerComponent, RelayMovementEntityEvent args)
private void OnRelayMovement(EntityUid uid, MedicalScannerComponent scannerComponent, ref ContainerRelayMovementEntityEvent args)
{
if (!_blocker.CanInteract(args.Entity, scannerComponent.Owner))
return;

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@@ -44,13 +44,12 @@ namespace Content.Server.Mind.Commands
public static void MakeSentient(EntityUid uid, IEntityManager entityManager)
{
if(entityManager.HasComponent<AiControllerComponent>(uid))
entityManager.RemoveComponent<AiControllerComponent>(uid);
entityManager.EnsureComponent<MindComponent>(uid);
entityManager.EnsureComponent<SharedPlayerInputMoverComponent>(uid);
entityManager.EnsureComponent<SharedPlayerMobMoverComponent>(uid);
entityManager.EnsureComponent<InputMoverComponent>(uid);
entityManager.EnsureComponent<MobMoverComponent>(uid);
entityManager.EnsureComponent<MovementSpeedModifierComponent>(uid);
entityManager.EnsureComponent<SharedSpeechComponent>(uid);
entityManager.EnsureComponent<SharedEmotingComponent>(uid);
entityManager.EnsureComponent<ExaminerComponent>(uid);

View File

@@ -1,15 +1,12 @@
using Content.Server.Cargo.Components;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Vehicle.Components;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Physics.Controllers
{
@@ -18,14 +15,8 @@ namespace Content.Server.Physics.Controllers
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ShuttleSystem _shuttle = default!;
[Dependency] private readonly ThrusterSystem _thruster = default!;
/// <summary>
/// These mobs will get skipped over when checking which mobs
/// should be moved. Prediction is handled elsewhere by
/// cancelling the movement attempt in the shared and
/// client namespace.
/// </summary>
private HashSet<EntityUid> _excludedMobs = new();
private Dictionary<ShuttleComponent, List<(PilotComponent, IMoverComponent, TransformComponent)>> _shuttlePilots = new();
private Dictionary<ShuttleComponent, List<(PilotComponent, InputMoverComponent, TransformComponent)>> _shuttlePilots = new();
protected override Filter GetSoundPlayers(EntityUid mover)
{
@@ -40,31 +31,166 @@ namespace Content.Server.Physics.Controllers
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
_excludedMobs.Clear();
foreach (var (mobMover, mover, physics, xform) in EntityManager.EntityQuery<IMobMoverComponent, IMoverComponent, PhysicsComponent, TransformComponent>())
var bodyQuery = GetEntityQuery<PhysicsComponent>();
var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
foreach (var (mover, xform) in EntityQuery<InputMoverComponent, TransformComponent>())
{
_excludedMobs.Add(mover.Owner);
HandleMobMovement(mover, physics, mobMover, xform, frameTime);
if (relayQuery.TryGetComponent(mover.Owner, out var relayed) && relayed != null)
{
continue;
}
PhysicsComponent? body = null;
if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
{
if (!bodyQuery.TryGetComponent(xform.ParentUid, out body)) continue;
}
else if (!bodyQuery.TryGetComponent(mover.Owner, out body))
{
continue;
}
HandleMobMovement(mover, body, xform, frameTime);
}
HandleShuttleMovement(frameTime);
HandleVehicleMovement();
foreach (var (mover, physics) in EntityManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
{
if (_excludedMobs.Contains(mover.Owner)) continue;
HandleKinematicMovement(mover, physics);
}
public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
{
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.
ResetSubtick(component);
ApplyTick(component, 1f);
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
float remainingFraction;
if (Timing.CurTick > component.LastInputTick)
{
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
remainingFraction = 1;
}
else
{
remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
}
ApplyTick(component, remainingFraction);
// Logger.Info($"{curDir}{walk}{sprint}");
return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
}
private void ResetSubtick(PilotComponent component)
{
if (Timing.CurTick <= component.LastInputTick) return;
component.CurTickStrafeMovement = Vector2.Zero;
component.CurTickRotationMovement = 0f;
component.CurTickBraking = 0f;
component.LastInputTick = Timing.CurTick;
component.LastInputSubTick = 0;
}
protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
{
if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null) return;
ResetSubtick(pilot);
if (subTick >= pilot.LastInputSubTick)
{
var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
ApplyTick(pilot, fraction);
pilot.LastInputSubTick = subTick;
}
var buttons = pilot.HeldButtons;
if (state)
{
buttons |= button;
}
else
{
buttons &= ~button;
}
pilot.HeldButtons = buttons;
}
private void ApplyTick(PilotComponent component, float fraction)
{
var x = 0;
var y = 0;
var rot = 0;
int brake;
if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
{
x -= 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
{
x += 1;
}
component.CurTickStrafeMovement.X += x * fraction;
if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
{
y += 1;
}
if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
{
y -= 1;
}
component.CurTickStrafeMovement.Y += y * fraction;
if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
{
rot -= 1;
}
if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
{
rot += 1;
}
component.CurTickRotationMovement += rot * fraction;
if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
{
brake = 1;
}
else
{
brake = 0;
}
component.CurTickBraking += brake * fraction;
}
private void HandleShuttleMovement(float frameTime)
{
var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent Pilot, IMoverComponent Mover, TransformComponent ConsoleXform)>>();
var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>>();
// We just mark off their movement and the shuttle itself does its own movement
foreach (var (pilot, mover) in EntityManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent>())
foreach (var (pilot, mover) in EntityManager.EntityQuery<PilotComponent, InputMoverComponent>())
{
var consoleEnt = pilot.Console?.Owner;
@@ -76,8 +202,6 @@ namespace Content.Server.Physics.Controllers
if (!TryComp<TransformComponent>(consoleEnt, out var xform)) continue;
_excludedMobs.Add(mover.Owner);
var gridId = xform.GridUid;
// This tries to see if the grid is a shuttle and if the console should work.
if (!_mapManager.TryGetGrid(gridId, out var grid) ||
@@ -86,7 +210,7 @@ namespace Content.Server.Physics.Controllers
if (!newPilots.TryGetValue(shuttleComponent, out var pilots))
{
pilots = new List<(PilotComponent, IMoverComponent, TransformComponent)>();
pilots = new List<(PilotComponent, InputMoverComponent, TransformComponent)>();
newPilots[shuttleComponent] = pilots;
}
@@ -113,37 +237,57 @@ namespace Content.Server.Physics.Controllers
var linearInput = Vector2.Zero;
var angularInput = 0f;
switch (shuttle.Mode)
foreach (var (pilot, _, consoleXform) in pilots)
{
case ShuttleMode.Cruise:
foreach (var (pilot, mover, consoleXform) in pilots)
var pilotInput = GetPilotVelocityInput(pilot);
// On the one hand we could just make it relay inputs to brake
// but uhh may be disorienting? n
if (pilotInput.Brakes > 0f)
{
var sprint = mover.VelocityDir.sprinting;
if (body.LinearVelocity.Length > 0f)
{
var force = body.LinearVelocity.Normalized * pilotInput.Brakes / body.InvMass * 3f;
var impulse = force * body.InvMass * frameTime;
if (sprint.Equals(Vector2.Zero)) continue;
var offsetRotation = consoleXform.LocalRotation;
linearInput += offsetRotation.RotateVec(new Vector2(0f, sprint.Y));
angularInput += sprint.X;
if (impulse.Length > body.LinearVelocity.Length)
{
body.LinearVelocity = Vector2.Zero;
}
break;
case ShuttleMode.Strafing:
// No angular input possible
foreach (var (pilot, mover, consoleXform) in pilots)
else
{
var sprint = mover.VelocityDir.sprinting;
if (sprint.Equals(Vector2.Zero)) continue;
var offsetRotation = consoleXform.LocalRotation;
sprint = offsetRotation.RotateVec(sprint);
linearInput += sprint;
body.ApplyLinearImpulse(-force * frameTime);
}
}
if (body.AngularVelocity != 0f)
{
var force = body.AngularVelocity * pilotInput.Brakes / body.InvI * 2f;
var impulse = force * body.InvI * frameTime;
if (MathF.Abs(impulse) > MathF.Abs(body.AngularVelocity))
{
body.AngularVelocity = 0f;
}
else
{
body.ApplyAngularImpulse(-force * frameTime);
}
}
continue;
}
if (pilotInput.Strafe.Length > 0f)
{
var offsetRotation = consoleXform.LocalRotation;
linearInput += offsetRotation.RotateVec(pilotInput.Strafe);
}
if (pilotInput.Rotation != 0f)
{
angularInput += pilotInput.Rotation;
}
break;
default:
throw new ArgumentOutOfRangeException();
}
var count = pilots.Count;
@@ -224,8 +368,7 @@ namespace Content.Server.Physics.Controllers
totalForce += force;
}
var dragForce = body.LinearVelocity * (totalForce.Length / _shuttle.ShuttleMaxLinearSpeed);
body.ApplyLinearImpulse((totalForce - dragForce) * frameTime);
body.ApplyLinearImpulse(totalForce * frameTime);
}
if (MathHelper.CloseTo(angularInput, 0f))
@@ -263,26 +406,5 @@ namespace Content.Server.Physics.Controllers
(ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0);
}
/// <summary>
/// Add mobs riding vehicles to the list of mobs whose input
/// should be ignored.
/// </summary>
private void HandleVehicleMovement()
{
// TODO: Nuke this code. It's on my list.
foreach (var (rider, mover) in EntityQuery<RiderComponent, SharedPlayerInputMoverComponent>())
{
if (rider.Vehicle == null) continue;
_excludedMobs.Add(mover.Owner);
if (!_excludedMobs.Add(rider.Vehicle.Owner)) continue;
if (!TryComp<IMoverComponent>(rider.Vehicle.Owner, out var vehicleMover) ||
!TryComp<PhysicsComponent>(rider.Vehicle.Owner, out var vehicleBody) ||
rider.Vehicle.Owner.IsWeightless(vehicleBody, mapManager: _mapManager, entityManager: EntityManager)) continue;
HandleKinematicMovement(vehicleMover, vehicleBody);
}
}
}
}

View File

@@ -22,13 +22,13 @@ public sealed class EscapeInventorySystem : EntitySystem
{
base.Initialize();
SubscribeLocalEvent<CanEscapeInventoryComponent, RelayMoveInputEvent>(OnRelayMovement);
SubscribeLocalEvent<CanEscapeInventoryComponent, MoveInputEvent>(OnRelayMovement);
SubscribeLocalEvent<CanEscapeInventoryComponent, UpdateCanMoveEvent>(OnMoveAttempt);
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterComplete>(OnEscapeComplete);
SubscribeLocalEvent<CanEscapeInventoryComponent, EscapeDoAfterCancel>(OnEscapeFail);
}
private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent component, RelayMoveInputEvent args)
private void OnRelayMovement(EntityUid uid, CanEscapeInventoryComponent component, ref MoveInputEvent args)
{
//Prevents the user from creating multiple DoAfters if they're already resisting.
if (component.IsResisting == true)

View File

@@ -21,13 +21,13 @@ public sealed class ResistLockerSystem : EntitySystem
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ResistLockerComponent, RelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<ResistLockerComponent, ContainerRelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<ResistLockerComponent, ResistDoAfterComplete>(OnDoAfterComplete);
SubscribeLocalEvent<ResistLockerComponent, ResistDoAfterCancelled>(OnDoAfterCancelled);
SubscribeLocalEvent<ResistLockerComponent, EntRemovedFromContainerMessage>(OnRemovedFromContainer);
}
private void OnRelayMovement(EntityUid uid, ResistLockerComponent component, RelayMovementEntityEvent args)
private void OnRelayMovement(EntityUid uid, ResistLockerComponent component, ref ContainerRelayMovementEntityEvent args)
{
if (component.IsResisting)
return;

View File

@@ -8,9 +8,6 @@ namespace Content.Server.Shuttles.Components
[ViewVariables]
public bool Enabled = true;
[ViewVariables]
public ShuttleMode Mode = ShuttleMode.Cruise;
/// <summary>
/// The cached thrust available for each cardinal direction
/// </summary>

View File

@@ -1,4 +1,3 @@
using Content.Server.Cargo.Components;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Shuttles.Components;
@@ -38,7 +37,6 @@ namespace Content.Server.Shuttles.Systems
SubscribeLocalEvent<ShuttleConsoleComponent, PowerChangedEvent>(OnConsolePowerChange);
SubscribeLocalEvent<ShuttleConsoleComponent, AnchorStateChangedEvent>(OnConsoleAnchorChange);
SubscribeLocalEvent<ShuttleConsoleComponent, ActivatableUIOpenAttemptEvent>(OnConsoleUIOpenAttempt);
SubscribeLocalEvent<ShuttleConsoleComponent, ShuttleModeRequestMessage>(OnModeRequest);
SubscribeLocalEvent<ShuttleConsoleComponent, ShuttleConsoleDestinationMessage>(OnDestinationMessage);
SubscribeLocalEvent<ShuttleConsoleComponent, BoundUIClosedEvent>(OnConsoleUIClose);
@@ -47,6 +45,13 @@ namespace Content.Server.Shuttles.Systems
SubscribeLocalEvent<PilotComponent, MoveEvent>(HandlePilotMove);
SubscribeLocalEvent<PilotComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<PilotComponent, ComponentGetStateAttemptEvent>(OnGetStateAttempt);
}
private void OnGetStateAttempt(EntityUid uid, PilotComponent component, ref ComponentGetStateAttemptEvent args)
{
if (args.Cancelled || !TryComp<ActorComponent>(uid, out var actor) || actor.PlayerSession != args.Player)
args.Cancelled = true;
}
private void OnDestinationMessage(EntityUid uid, ShuttleConsoleComponent component, ShuttleConsoleDestinationMessage args)
@@ -184,64 +189,6 @@ namespace Content.Server.Shuttles.Systems
args.State = new PilotComponentState(component.Console?.Owner);
}
/// <summary>
/// Client is requesting a change in the shuttle's driving mode.
/// </summary>
private void OnModeRequest(EntityUid uid, ShuttleConsoleComponent component, ShuttleModeRequestMessage args)
{
var consoleUid = uid;
if (TryComp<CargoPilotConsoleComponent>(uid, out var cargoPilot) && cargoPilot.Entity != null)
{
consoleUid = cargoPilot.Entity.Value;
}
if (args.Session.AttachedEntity is not { } player ||
!TryComp<PilotComponent>(player, out var pilot) ||
!TryComp<ShuttleConsoleComponent>(consoleUid, out var console) ||
!TryComp<TransformComponent>(consoleUid, out var consoleXform)) return;
// Can't check console pilots as it may be remotely piloted!
if (!component.SubscribedPilots.Contains(pilot) ||
!TryComp<ShuttleComponent>(consoleXform.GridUid, out var shuttle)) return;
SetShuttleMode(args.Mode, console, shuttle);
UpdateState(component);
if (uid != consoleUid)
{
UpdateState(console);
}
}
/// <summary>
/// Sets the shuttle's movement mode. Does minimal revalidation.
/// </summary>
private void SetShuttleMode(ShuttleMode mode, ShuttleConsoleComponent consoleComponent,
ShuttleComponent shuttleComponent, TransformComponent? consoleXform = null)
{
// Re-validate
if (!this.IsPowered(consoleComponent.Owner, EntityManager) ||
!Resolve(consoleComponent.Owner, ref consoleXform) ||
!consoleXform.Anchored ||
consoleXform.GridUid != Transform(shuttleComponent.Owner).GridUid)
{
return;
}
shuttleComponent.Mode = mode;
switch (mode)
{
case ShuttleMode.Strafing:
break;
case ShuttleMode.Cruise:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
/// <summary>
/// Returns the position and angle of all dockingcomponents.
/// </summary>
@@ -286,7 +233,6 @@ namespace Content.Server.Shuttles.Systems
var range = radar?.MaxRange ?? 0f;
TryComp<ShuttleComponent>(consoleXform?.GridUid, out var shuttle);
var mode = shuttle?.Mode ?? ShuttleMode.Cruise;
var destinations = new List<(EntityUid, string, bool)>();
var ftlState = FTLState.Available;
@@ -342,7 +288,6 @@ namespace Content.Server.Shuttles.Systems
?.SetState(new ShuttleConsoleBoundInterfaceState(
ftlState,
ftlTime,
mode,
destinations,
range,
consoleXform?.Coordinates,

View File

@@ -67,7 +67,7 @@ namespace Content.Server.Storage.EntitySystems
SubscribeLocalEvent<ServerStorageComponent, EntRemovedFromContainerMessage>(OnStorageItemRemoved);
SubscribeLocalEvent<EntityStorageComponent, GetVerbsEvent<InteractionVerb>>(AddToggleOpenVerb);
SubscribeLocalEvent<EntityStorageComponent, RelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<EntityStorageComponent, ContainerRelayMovementEntityEvent>(OnRelayMovement);
SubscribeLocalEvent<StorageFillComponent, MapInitEvent>(OnStorageFillMapInit);
}
@@ -84,7 +84,7 @@ namespace Content.Server.Storage.EntitySystems
UpdateStorageUI(uid, storageComp);
}
private void OnRelayMovement(EntityUid uid, EntityStorageComponent component, RelayMovementEntityEvent args)
private void OnRelayMovement(EntityUid uid, EntityStorageComponent component, ref ContainerRelayMovementEntityEvent args)
{
if (!EntityManager.HasComponent<HandsComponent>(args.Entity))
return;

View File

@@ -1,57 +0,0 @@
using Content.Shared.Vehicle.Components;
using Content.Shared.Vehicle;
using Content.Shared.Toggleable;
using Content.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Audio;
namespace Content.Server.Vehicle
{
/// <summary>
/// Controls all the vehicle horns.
/// </summary>
public sealed class HonkSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonk);
SubscribeLocalEvent<VehicleComponent, ToggleActionEvent>(OnSirenToggle);
}
/// <summary>
/// This fires when the rider presses the honk action
/// </summary>
private void OnHonk(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
{
if (args.Handled)
return;
if (vehicle.HornSound != null)
{
SoundSystem.Play(vehicle.HornSound.GetSound(), Filter.Pvs(uid), uid, AudioHelpers.WithVariation(0.1f).WithVolume(8f));
args.Handled = true;
}
}
/// <summary>
/// For vehicles with horn sirens (like the secway) this uses different logic that makes the siren
/// loop instead of using a normal honk.
/// </summary>
private void OnSirenToggle(EntityUid uid, VehicleComponent vehicle, ToggleActionEvent args)
{
if (args.Handled || !vehicle.HornIsLooping)
return;
if (!vehicle.LoopingHornIsPlaying)
{
vehicle.SirenPlayingStream?.Stop();
vehicle.LoopingHornIsPlaying = true;
if (vehicle.HornSound != null)
vehicle.SirenPlayingStream = SoundSystem.Play(vehicle.HornSound.GetSound(), Filter.Pvs(uid), uid, AudioParams.Default.WithLoop(true).WithVolume(1.8f));
return;
}
vehicle.SirenPlayingStream?.Stop();
vehicle.LoopingHornIsPlaying = false;
}
}
}

View File

@@ -1,57 +0,0 @@
using Content.Server.Buckle.Components;
using Content.Shared.Vehicle.Components;
using Content.Shared.MobState;
using Content.Server.Standing;
using Content.Shared.Hands;
namespace Content.Server.Vehicle
{
public sealed class RiderSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RiderComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<RiderComponent, FellDownEvent>(OnFallDown);
SubscribeLocalEvent<RiderComponent, MobStateChangedEvent>(OnMobStateChanged);
}
/// <summary>
/// Kick the rider off the vehicle if they press q / drop the virtual item
/// </summary>
private void OnVirtualItemDeleted(EntityUid uid, RiderComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == component.Vehicle?.Owner)
{
UnbuckleFromVehicle(uid);
}
}
/// <summary>
/// Kick the rider off the vehicle if they get stunned
/// </summary>
private void OnFallDown(EntityUid uid, RiderComponent rider, FellDownEvent args)
{
UnbuckleFromVehicle(uid);
}
/// <summary>
/// Kick the rider off the vehicle if they go into crit or die.
/// </summary>
private void OnMobStateChanged(EntityUid uid, RiderComponent rider, MobStateChangedEvent args)
{
if (args.Component.IsCritical() || args.Component.IsDead())
{
UnbuckleFromVehicle(uid);
}
}
public void UnbuckleFromVehicle(EntityUid uid)
{
if (!TryComp<BuckleComponent>(uid, out var buckle))
return;
buckle.TryUnbuckle(uid, true);
}
}
}

View File

@@ -0,0 +1,92 @@
using Content.Server.Buckle.Components;
using Content.Shared.Vehicle.Components;
using Content.Shared.MobState;
using Content.Server.Standing;
using Content.Shared.Hands;
using Robust.Shared.GameStates;
namespace Content.Server.Vehicle
{
public sealed partial class VehicleSystem
{
private void InitializeRider()
{
SubscribeLocalEvent<RiderComponent, ComponentStartup>(OnRiderStartup);
SubscribeLocalEvent<RiderComponent, ComponentShutdown>(OnRiderShutdown);
SubscribeLocalEvent<RiderComponent, MetaFlagRemoveAttemptEvent>(OnRiderRemoval);
SubscribeLocalEvent<RiderComponent, ComponentGetState>(OnRiderGetState);
SubscribeLocalEvent<RiderComponent, ComponentGetStateAttemptEvent>(OnRiderGetStateAttempt);
SubscribeLocalEvent<RiderComponent, VirtualItemDeletedEvent>(OnVirtualItemDeleted);
SubscribeLocalEvent<RiderComponent, FellDownEvent>(OnFallDown);
SubscribeLocalEvent<RiderComponent, MobStateChangedEvent>(OnMobStateChanged);
}
private void OnRiderRemoval(EntityUid uid, RiderComponent component, ref MetaFlagRemoveAttemptEvent args)
{
if ((args.ToRemove & MetaDataFlags.EntitySpecific) != 0x0)
args.ToRemove = MetaDataFlags.None;
}
private void OnRiderStartup(EntityUid uid, RiderComponent component, ComponentStartup args)
{
_metadata.AddFlag(uid, MetaDataFlags.EntitySpecific);
}
private void OnRiderShutdown(EntityUid uid, RiderComponent component, ComponentShutdown args)
{
_metadata.RemoveFlag(uid, MetaDataFlags.EntitySpecific);
}
private void OnRiderGetStateAttempt(EntityUid uid, RiderComponent component, ref ComponentGetStateAttemptEvent args)
{
if (uid != args.Player.AttachedEntity)
args.Cancelled = true;
}
private void OnRiderGetState(EntityUid uid, RiderComponent component, ref ComponentGetState args)
{
args.State = new RiderComponentState()
{
Entity = component.Vehicle,
};
}
/// <summary>
/// Kick the rider off the vehicle if they press q / drop the virtual item
/// </summary>
private void OnVirtualItemDeleted(EntityUid uid, RiderComponent component, VirtualItemDeletedEvent args)
{
if (args.BlockingEntity == component.Vehicle)
{
UnbuckleFromVehicle(uid);
}
}
/// <summary>
/// Kick the rider off the vehicle if they get stunned
/// </summary>
private void OnFallDown(EntityUid uid, RiderComponent rider, FellDownEvent args)
{
UnbuckleFromVehicle(uid);
}
/// <summary>
/// Kick the rider off the vehicle if they go into crit or die.
/// </summary>
private void OnMobStateChanged(EntityUid uid, RiderComponent rider, MobStateChangedEvent args)
{
if (args.Component.IsCritical() || args.Component.IsDead())
{
UnbuckleFromVehicle(uid);
}
}
public void UnbuckleFromVehicle(EntityUid uid)
{
if (!TryComp<BuckleComponent>(uid, out var buckle))
return;
buckle.TryUnbuckle(uid, true);
}
}
}

View File

@@ -1,3 +1,4 @@
using Content.Server.Buckle.Components;
using Content.Shared.Vehicle.Components;
using Content.Shared.Vehicle;
using Content.Shared.Buckle.Components;
@@ -5,44 +6,64 @@ using Content.Shared.Movement.Components;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.Actions;
using Content.Shared.Audio;
using Content.Shared.Pulling.Components;
using Content.Server.Light.Components;
using Content.Server.Buckle.Components;
using Content.Server.Hands.Systems;
using Content.Shared.Tag;
using Content.Server.Mind.Components;
using Robust.Shared.Random;
using Content.Shared.Movement.Systems;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.Player;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Server.Vehicle
{
public sealed class VehicleSystem : EntitySystem
public sealed partial class VehicleSystem : SharedVehicleSystem
{
[Dependency] private readonly HandVirtualItemSystem _virtualItemSystem = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambientSound = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly TagSystem _tagSystem = default!;
[Dependency] private readonly ItemSlotsSystem _itemSlotsSystem = default!;
[Dependency] private readonly RiderSystem _riderSystem = default!;
private const string KeySlot = "key_slot";
public override void Initialize()
{
base.Initialize();
InitializeRider();
SubscribeLocalEvent<VehicleComponent, HonkActionEvent>(OnHonk);
SubscribeLocalEvent<VehicleComponent, BuckleChangeEvent>(OnBuckleChange);
SubscribeLocalEvent<VehicleComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<VehicleComponent, MoveEvent>(OnMove);
SubscribeLocalEvent<VehicleComponent, EntInsertedIntoContainerMessage>(OnEntInserted);
SubscribeLocalEvent<VehicleComponent, EntRemovedFromContainerMessage>(OnEntRemoved);
}
/// <summary>
/// This fires when the rider presses the honk action
/// </summary>
private void OnHonk(EntityUid uid, VehicleComponent vehicle, HonkActionEvent args)
{
if (args.Handled || vehicle.HornSound == null)
return;
// TODO: Need audio refactor maybe, just some way to null it when the stream is over.
// For now better to just not loop to keep the code much cleaner.
vehicle.HonkPlayingStream?.Stop();
vehicle.HonkPlayingStream = SoundSystem.Play(vehicle.HornSound.GetSound(), Filter.Pvs(uid), uid, vehicle.HornSound.Params);
args.Handled = true;
}
/// <summary>
/// This just controls whether the wheels are turning.
/// </summary>
public override void Update(float frameTime)
{
foreach (var (vehicle, mover) in EntityQuery<VehicleComponent, SharedPlayerInputMoverComponent>())
foreach (var (vehicle, mover) in EntityQuery<VehicleComponent, InputMoverComponent>())
{
if (mover.VelocityDir.sprinting == Vector2.Zero)
if (_mover.GetVelocityInput(mover).Sprinting == Vector2.Zero)
{
UpdateAutoAnimate(vehicle.Owner, false);
continue;
@@ -50,103 +71,63 @@ namespace Content.Server.Vehicle
UpdateAutoAnimate(vehicle.Owner, true);
}
}
/// <summary>
/// Sets the initial appearance / sound, then stores the initial buckle offset and resets it.
/// </summary>
private void OnComponentInit(EntityUid uid, VehicleComponent component, ComponentInit args)
{
UpdateDrawDepth(uid, 2);
_ambientSound.SetAmbience(uid, false);
if (!TryComp<StrapComponent>(uid, out var strap))
return;
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero; //You're going to align these facing east, so...
}
/// <summary>
/// Give the user the rider component if they're buckling to the vehicle,
/// otherwise remove it.
/// </summary>
private void OnBuckleChange(EntityUid uid, VehicleComponent component, BuckleChangeEvent args)
{
// Send an event that our vehicle buckle changed
if (TryComp<MindComponent>(args.BuckledEntity, out var mind) && mind.Mind != null && mind.Mind.TryGetSession(out var session))
RaiseNetworkEvent(new BuckledToVehicleEvent(uid, args.BuckledEntity, args.Buckling), Filter.SinglePlayer(session));
// Add Rider
if (args.Buckling)
{
// Add a virtual item to rider's hand, unbuckle if we can't.
if (!_virtualItemSystem.TrySpawnVirtualItemInHand(uid, args.BuckledEntity))
{
_riderSystem.UnbuckleFromVehicle(args.BuckledEntity);
UnbuckleFromVehicle(args.BuckledEntity);
return;
}
// Set up the rider and vehicle with each other
EnsureComp<SharedPlayerInputMoverComponent>(uid);
EnsureComp<InputMoverComponent>(uid);
var rider = EnsureComp<RiderComponent>(args.BuckledEntity);
component.Rider = args.BuckledEntity;
rider.Vehicle = component;
var relay = EnsureComp<RelayInputMoverComponent>(args.BuckledEntity);
relay.RelayEntity = uid;
rider.Vehicle = uid;
component.HasRider = true;
// Handle pulling
RemComp<SharedPullableComponent>(args.BuckledEntity);
RemComp<SharedPullableComponent>(uid);
// Let this open doors if it has the key in it
if (component.HasKey)
{
_tagSystem.AddTag(uid, "DoorBumpOpener");
}
// Update appearance stuff, add actions
UpdateBuckleOffset(Transform(uid), component);
UpdateDrawDepth(uid, GetDrawDepth(Transform(uid), component.NorthOnly));
if (TryComp<ActionsComponent>(args.BuckledEntity, out var actions) && TryComp<UnpoweredFlashlightComponent>(uid, out var flashlight))
{
_actionsSystem.AddAction(args.BuckledEntity, flashlight.ToggleAction, uid, actions);
}
if (component.HornSound != null)
{
_actionsSystem.AddAction(args.BuckledEntity, component.HornAction, uid, actions);
}
_itemSlotsSystem.SetLock(uid, component.Name, true);
return;
}
// Remove rider
// Clean up actions and virtual items
_actionsSystem.RemoveProvidedActions(args.BuckledEntity, uid);
_virtualItemSystem.DeleteInHandsMatching(args.BuckledEntity, uid);
// Go back to old pullable behavior
_tagSystem.RemoveTag(uid, "DoorBumpOpener");
EnsureComp<SharedPullableComponent>(args.BuckledEntity);
EnsureComp<SharedPullableComponent>(uid);
// Entity is no longer riding
RemComp<RiderComponent>(args.BuckledEntity);
RemComp<RelayInputMoverComponent>(args.BuckledEntity);
// Reset component
component.HasRider = false;
component.Rider = null;
_itemSlotsSystem.SetLock(uid, component.Name, false);
}
/// <summary>
/// Every time the vehicle moves we update its visual and buckle positions.
/// Not the most beautiful thing but it works.
/// </summary>
private void OnMove(EntityUid uid, VehicleComponent component, ref MoveEvent args)
{
// This first check is just for safety
if (!HasComp<SharedPlayerInputMoverComponent>(uid))
{
UpdateAutoAnimate(uid, false);
return;
}
// The random check means the vehicle will stop after a few tiles without a key or without a rider
if ((!component.HasRider || !component.HasKey) && _random.Prob(0.015f))
{
RemComp<SharedPlayerInputMoverComponent>(uid);
UpdateAutoAnimate(uid, false);
}
UpdateBuckleOffset(args.Component, component);
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component.NorthOnly));
}
/// <summary>
@@ -155,29 +136,19 @@ namespace Content.Server.Vehicle
/// </summary>
private void OnEntInserted(EntityUid uid, VehicleComponent component, EntInsertedIntoContainerMessage args)
{
if (args.Container.ID != KeySlot ||
!_tagSystem.HasTag(args.Entity, "VehicleKey")) return;
// Enable vehicle
var inVehicle = AddComp<InVehicleComponent>(args.Entity);
inVehicle.Vehicle = component;
if (_tagSystem.HasTag(args.Entity, "VehicleKey"))
{
// Return if the slot is not the key slot
// That slot ID should be inherited from basevehicle in the .yml
if (args.Container.ID != "key_slot")
{
return;
}
// This lets the vehicle move
EnsureComp<SharedPlayerInputMoverComponent>(uid);
// This lets the vehicle open doors
if (component.HasRider)
_tagSystem.AddTag(uid, "DoorBumpOpener");
component.HasKey = true;
// Audiovisual feedback
_ambientSound.SetAmbience(uid, true);
}
_tagSystem.AddTag(uid, "DoorBumpOpener");
_modifier.RefreshMovementSpeedModifiers(uid);
}
/// <summary>
@@ -185,84 +156,13 @@ namespace Content.Server.Vehicle
/// </summary>
private void OnEntRemoved(EntityUid uid, VehicleComponent component, EntRemovedFromContainerMessage args)
{
RemComp<InVehicleComponent>(args.Entity);
if (args.Container.ID != KeySlot || !RemComp<InVehicleComponent>(args.Entity)) return;
if (_tagSystem.HasTag(args.Entity, "VehicleKey"))
{
// Disable vehicle
component.HasKey = false;
_ambientSound.SetAmbience(uid, false);
}
}
/// <summary>
/// Depending on which direction the vehicle is facing,
/// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy.
/// </summary>
private int GetDrawDepth(TransformComponent xform, bool northOnly)
{
if (northOnly)
{
return xform.LocalRotation.Degrees switch
{
< 135f => 5,
<= 225f => 2,
_ => 5
};
}
return xform.LocalRotation.Degrees switch
{
< 45f => 5,
<= 315f => 2,
_ => 5
};
}
/// <summary>
/// Change the buckle offset based on what direction the vehicle is facing and
/// teleport any buckled entities to it. This is the most crucial part of making
/// buckled vehicles work.
/// </summary>
private void UpdateBuckleOffset(TransformComponent xform, VehicleComponent component)
{
if (!TryComp<StrapComponent>(component.Owner, out var strap))
return;
strap.BuckleOffsetUnclamped = xform.LocalRotation.Degrees switch
{
< 45f => (0, component.SouthOverride),
<= 135f => component.BaseBuckleOffset,
< 225f => (0, component.NorthOverride),
<= 315f => (component.BaseBuckleOffset.X * -1, component.BaseBuckleOffset.Y),
_ => (0, component.SouthOverride)
};
foreach (var buckledEntity in strap.BuckledEntities)
{
var buckleXform = Transform(buckledEntity);
buckleXform.LocalPosition = strap.BuckleOffset;
}
}
/// <summary>
/// Set the draw depth for the sprite.
/// </summary>
private void UpdateDrawDepth(EntityUid uid, int drawDepth)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(VehicleVisuals.DrawDepth, drawDepth);
}
/// <summary>
/// Set whether the vehicle's base layer is animating or not.
/// </summary>
private void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(VehicleVisuals.AutoAnimate, autoAnimate);
_tagSystem.RemoveTag(uid, "DoorBumpOpener");
_modifier.RefreshMovementSpeedModifiers(uid);
}
}
}

View File

@@ -145,7 +145,7 @@ namespace Content.Server.Zombies
_popupSystem.PopupEntity(Loc.GetString("zombie-transform", ("target", target)), target, Filter.Pvs(target));
//Make it sentient if it's an animal or something
if (!HasComp<SharedDummyInputMoverComponent>(target)) //this component is cursed and fucks shit up
if (!HasComp<InputMoverComponent>(target)) //this component is cursed and fucks shit up
MakeSentientCommand.MakeSentient(target, EntityManager);
//Make the zombie not die in the cold. Good for space zombies

View File

@@ -22,20 +22,20 @@ namespace Content.Shared.ActionBlocker
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IMoverComponent, ComponentStartup>(OnMoverStartup);
SubscribeLocalEvent<InputMoverComponent, ComponentStartup>(OnMoverStartup);
}
private void OnMoverStartup(EntityUid uid, IMoverComponent component, ComponentStartup args)
private void OnMoverStartup(EntityUid uid, InputMoverComponent component, ComponentStartup args)
{
UpdateCanMove(uid, component);
}
public bool CanMove(EntityUid uid, IMoverComponent? component = null)
public bool CanMove(EntityUid uid, InputMoverComponent? component = null)
{
return Resolve(uid, ref component, false) && component.CanMove;
}
public bool UpdateCanMove(EntityUid uid, IMoverComponent? component = null)
public bool UpdateCanMove(EntityUid uid, InputMoverComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return false;

View File

@@ -1,5 +1,6 @@
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Standing;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
@@ -8,6 +9,8 @@ namespace Content.Shared.Buckle.Components
[NetworkedComponent()]
public abstract class SharedBuckleComponent : Component, IDraggable
{
[Dependency] protected readonly IEntityManager EntMan = default!;
/// <summary>
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
/// </summary>
@@ -35,6 +38,33 @@ namespace Content.Shared.Buckle.Components
{
return TryBuckle(args.User, args.Target);
}
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="strap">The strap to reattach to.</param>
public void ReAttach(SharedStrapComponent strap)
{
var ownTransform = EntMan.GetComponent<TransformComponent>(Owner);
var strapTransform = EntMan.GetComponent<TransformComponent>(strap.Owner);
ownTransform.AttachParent(strapTransform);
ownTransform.LocalRotation = Angle.Zero;
switch (strap.Position)
{
case StrapPosition.None:
break;
case StrapPosition.Stand:
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
break;
case StrapPosition.Down:
EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
break;
}
ownTransform.LocalPosition = strap.BuckleOffset;
}
}
[Serializable, NetSerializable]

View File

@@ -26,6 +26,40 @@ namespace Content.Shared.Buckle.Components
[NetworkedComponent()]
public abstract class SharedStrapComponent : Component, IDragDropOn
{
/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField("position")]
public StrapPosition Position { get; set; } = StrapPosition.None;
/// <summary>
/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
/// </summary>
public readonly HashSet<EntityUid> BuckledEntities = new();
/// <summary>
/// The distance above which a buckled entity will be automatically unbuckled.
/// Don't change it unless you really have to
/// </summary>
[DataField("maxBuckleDistance", required: false)]
public float MaxBuckleDistance = 0.1f;
/// <summary>
/// Gets and clamps the buckle offset to MaxBuckleDistance
/// </summary>
public Vector2 BuckleOffset => Vector2.Clamp(
BuckleOffsetUnclamped,
Vector2.One * -MaxBuckleDistance,
Vector2.One * MaxBuckleDistance);
/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
/// </summary>
[DataField("buckleOffset", required: false)]
public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
bool IDragDropOn.CanDragDropOn(DragDropEvent eventArgs)
{
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(eventArgs.Dragged, out SharedBuckleComponent? buckleComponent)) return false;
@@ -40,15 +74,22 @@ namespace Content.Shared.Buckle.Components
[Serializable, NetSerializable]
public sealed class StrapComponentState : ComponentState
{
public StrapComponentState(StrapPosition position)
{
Position = position;
}
/// <summary>
/// The change in position that this strap makes to the strapped mob
/// </summary>
public StrapPosition Position { get; }
public StrapPosition Position;
public float MaxBuckleDistance;
public Vector2 BuckleOffsetClamped;
public HashSet<EntityUid> BuckledEntities;
public StrapComponentState(StrapPosition position, Vector2 offset, HashSet<EntityUid> buckled, float maxBuckleDistance)
{
Position = position;
BuckleOffsetClamped = offset;
BuckledEntities = buckled;
MaxBuckleDistance = maxBuckleDistance;
}
}
[Serializable, NetSerializable]

View File

@@ -13,6 +13,8 @@ namespace Content.Shared.Buckle
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedStrapComponent, RotateEvent>(OnStrapRotate);
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
@@ -21,6 +23,23 @@ namespace Content.Shared.Buckle
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
}
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref RotateEvent args)
{
// TODO: This looks dirty af.
// On rotation of a strap, reattach all buckled entities.
// This fixes buckle offsets and draw depths.
foreach (var buckledEntity in component.BuckledEntities)
{
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
{
continue;
}
buckled.ReAttach(component);
Dirty(buckled);
}
}
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
{
if (component.Buckled)

View File

@@ -406,54 +406,6 @@ namespace Content.Shared.CCVar
* Physics
*/
/*
* WARNING: These are liable to get changed to datafields whenever movement refactor occurs and may no longer be valid.
* You were warned!
*/
/// <summary>
/// Minimum speed a mob has to be moving before applying movement friction.
/// </summary>
public static readonly CVarDef<float> MinimumFrictionSpeed =
CVarDef.Create("physics.minimum_friction_speed", 0.005f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The acceleration applied to mobs when moving.
/// </summary>
public static readonly CVarDef<float> MobAcceleration =
CVarDef.Create("physics.mob_acceleration", 14f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
public static readonly CVarDef<float> MobFriction =
CVarDef.Create("physics.mob_friction", 14f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The acceleration applied to mobs when moving and weightless.
/// </summary>
public static readonly CVarDef<float> MobWeightlessAcceleration =
CVarDef.Create("physics.mob_weightless_acceleration", 1f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction when weightless and providing inputs.
/// </summary>
public static readonly CVarDef<float> MobWeightlessFriction =
CVarDef.Create("physics.mob_weightless_friction", 1f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction when weightless and not providing inputs.
/// This is essentially how much their speed decreases per second.
/// </summary>
public static readonly CVarDef<float> MobWeightlessFrictionNoInput =
CVarDef.Create("physics.mob_weightless_friction_no_input", 0.2f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The movement speed modifier applied to a mob's total input velocity when weightless.
/// </summary>
public static readonly CVarDef<float> MobWeightlessModifier =
CVarDef.Create("physics.mob_weightless_modifier", 0.7f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// When a mob is walking should its X / Y movement be relative to its parent (true) or the map (false).
/// </summary>

View File

@@ -14,7 +14,7 @@ public sealed class FollowerSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<GetVerbsEvent<AlternativeVerb>>(OnGetAlternativeVerbs);
SubscribeLocalEvent<FollowerComponent, RelayMoveInputEvent>(OnFollowerMove);
SubscribeLocalEvent<FollowerComponent, MoveInputEvent>(OnFollowerMove);
SubscribeLocalEvent<FollowedComponent, EntityTerminatingEvent>(OnFollowedTerminating);
}
@@ -41,7 +41,7 @@ public sealed class FollowerSystem : EntitySystem
ev.Verbs.Add(verb);
}
private void OnFollowerMove(EntityUid uid, FollowerComponent component, RelayMoveInputEvent args)
private void OnFollowerMove(EntityUid uid, FollowerComponent component, ref MoveInputEvent args)
{
StopFollowingEntity(uid, component.Following);
}

View File

@@ -50,6 +50,13 @@ namespace Content.Shared.Input
public static readonly BoundKeyFunction Arcade2 = "Arcade2";
public static readonly BoundKeyFunction Arcade3 = "Arcade3";
public static readonly BoundKeyFunction OpenActionsMenu = "OpenAbilitiesMenu";
public static readonly BoundKeyFunction ShuttleStrafeLeft = "ShuttleStrafeLeft";
public static readonly BoundKeyFunction ShuttleStrafeUp = "ShuttleStrafeUp";
public static readonly BoundKeyFunction ShuttleStrafeRight = "ShuttleStrafeRight";
public static readonly BoundKeyFunction ShuttleStrafeDown = "ShuttleStrafeDown";
public static readonly BoundKeyFunction ShuttleRotateLeft = "ShuttleRotateLeft";
public static readonly BoundKeyFunction ShuttleRotateRight = "ShuttleRotateRight";
public static readonly BoundKeyFunction ShuttleBrake = "ShuttleBrake";
public static readonly BoundKeyFunction Hotbar0 = "Hotbar0";
public static readonly BoundKeyFunction Hotbar1 = "Hotbar1";
public static readonly BoundKeyFunction Hotbar2 = "Hotbar2";

View File

@@ -1,19 +0,0 @@
using Robust.Shared.Map;
namespace Content.Shared.Movement.Components
{
public interface IMobMoverComponent : IComponent
{
const float GrabRangeDefault = 0.6f;
const float PushStrengthDefault = 600.0f;
const float WeightlessStrengthDefault = 0.4f;
EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
float GrabRange { get; set; }
float PushStrength { get; set; }
}
}

View File

@@ -1,37 +0,0 @@
namespace Content.Shared.Movement.Components
{
// Does nothing except ensure uniqueness between mover components.
// There can only be one.
public interface IMoverComponent : IComponent
{
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
bool Sprinting { get; }
/// <summary>
/// Can the entity currently move. Avoids having to raise move-attempt events every time a player moves.
/// Note that this value will be overridden by the action blocker system, and shouldn't just be set directly.
/// </summary>
bool CanMove { get; set; }
Angle LastGridAngle { get; set; }
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
/// <param name="direction">Direction to toggle.</param>
/// <param name="subTick"></param>
/// <param name="enabled">If the direction is active.</param>
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool walking);
}
}

View File

@@ -0,0 +1,51 @@
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[NetworkedComponent]
public sealed class InputMoverComponent : Component
{
// This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side.
// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
// and then building a total movement vector based on those sub-tick steps.
//
// We keep track of the last sub-tick a movement input came in,
// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
// (new sub-tick - last sub-tick)
// and then add to the total-this-tick movement vector
// by multiplying that fraction by the movement direction for the last input.
// This allows us to incrementally build the movement vector for the current tick,
// without having to keep track of some kind of list of inputs and calculating it later.
//
// We have to keep track of a separate movement vector for walking and sprinting,
// since we don't actually know our current movement speed while processing inputs.
// We change which vector we write into based on whether we were sprinting after the previous input.
// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
// (and I'm not changing that)
/// <summary>
/// Should our velocity be applied to our parent?
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("toParent")]
public bool ToParent = false;
public GameTick LastInputTick;
public ushort LastInputSubTick;
public Vector2 CurTickWalkMovement;
public Vector2 CurTickSprintMovement;
public MoveButtons HeldMoveButtons = MoveButtons.None;
[ViewVariables]
public Angle LastGridAngle { get; set; } = new(0);
public bool Sprinting => (HeldMoveButtons & MoveButtons.Walk) == 0x0;
[ViewVariables(VVAccess.ReadWrite)]
public bool CanMove { get; set; } = true;
}
}

View File

@@ -8,8 +8,5 @@ namespace Content.Shared.Movement.Components;
[RegisterComponent, NetworkedComponent]
public sealed class JetpackUserComponent : Component
{
public float Acceleration = 1f;
public float Friction = 0.3f;
public float WeightlessModifier = 1.2f;
public EntityUid Jetpack;
}

View File

@@ -0,0 +1,59 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// Has additional movement data such as footsteps and weightless grab range for an entity.
/// </summary>
[RegisterComponent]
[NetworkedComponent()]
public sealed class MobMoverComponent : Component
{
private float _stepSoundDistance;
[DataField("grabRange")] public float GrabRange = 1.0f;
[DataField("pushStrength")] public float PushStrength = 600f;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
/// <summary>
/// Used to keep track of how far we have moved before playing a step sound
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRangeVV
{
get => GrabRange;
set
{
if (MathHelper.CloseToPercent(GrabRange, value)) return;
GrabRange = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrengthVV
{
get => PushStrength;
set
{
if (MathHelper.CloseToPercent(PushStrength, value)) return;
PushStrength = value;
Dirty();
}
}
}
}

View File

@@ -3,12 +3,27 @@ using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// Applies basic movement speed and movement modifiers for an entity.
/// If this is not present on the entity then they will use defaults for movement.
/// </summary>
[RegisterComponent]
[NetworkedComponent, Access(typeof(MovementSpeedModifierSystem))]
public sealed class MovementSpeedModifierComponent : Component
{
public const float DefaultBaseWalkSpeed = 3.0f;
public const float DefaultBaseSprintSpeed = 5.0f;
// Weightless
public const float DefaultMinimumFrictionSpeed = 0.005f;
public const float DefaultWeightlessFriction = 1f;
public const float DefaultWeightlessFrictionNoInput = 0.2f;
public const float DefaultWeightlessModifier = 0.7f;
public const float DefaultWeightlessAcceleration = 1f;
public const float DefaultAcceleration = 20f;
public const float DefaultFriction = 20f;
public const float DefaultFrictionNoInput = 20f;
public const float DefaultBaseWalkSpeed = 2.5f;
public const float DefaultBaseSprintSpeed = 4.5f;
[ViewVariables]
public float WalkSpeedModifier = 1.0f;
@@ -38,6 +53,54 @@ namespace Content.Shared.Movement.Components
}
}
/// <summary>
/// Minimum speed a mob has to be moving before applying movement friction.
/// </summary>
[DataField("minimumFrictionSpeed")]
public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
/// <summary>
/// The negative velocity applied for friction when weightless and providing inputs.
/// </summary>
[DataField("weightlessFriction")]
public float WeightlessFriction = DefaultWeightlessFriction;
/// <summary>
/// The negative velocity applied for friction when weightless and not providing inputs.
/// This is essentially how much their speed decreases per second.
/// </summary>
[DataField("weightlessFrictionNoInput")]
public float WeightlessFrictionNoInput = DefaultWeightlessFrictionNoInput;
/// <summary>
/// The movement speed modifier applied to a mob's total input velocity when weightless.
/// </summary>
[DataField("weightlessModifier")]
public float WeightlessModifier = DefaultWeightlessModifier;
/// <summary>
/// The acceleration applied to mobs when moving and weightless.
/// </summary>
[DataField("weightlessAcceleration")]
public float WeightlessAcceleration = DefaultWeightlessAcceleration;
/// <summary>
/// The acceleration applied to mobs when moving.
/// </summary>
[DataField("acceleration")]
public float Acceleration = DefaultAcceleration;
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
[DataField("friction")]
public float Friction = DefaultFriction;
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
[DataField("frictionNoInput")] public float? FrictionNoInput = null;
[DataField("baseWalkSpeed")]
public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;

View File

@@ -0,0 +1,13 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Raises the engine movement inputs for a particular entity onto the designated entity
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class RelayInputMoverComponent : Component
{
[ViewVariables]
public EntityUid? RelayEntity;
}

View File

@@ -1,24 +0,0 @@
namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public sealed class SharedDummyInputMoverComponent : Component, IMoverComponent
{
public bool IgnorePaused => false;
public bool CanMove { get; set; } = true;
public Angle LastGridAngle { get => Angle.Zero; set {} }
public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
}
public void SetSprinting(ushort subTick, bool walking)
{
}
}
}

View File

@@ -1,257 +0,0 @@
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
[NetworkedComponent()]
public sealed class SharedPlayerInputMoverComponent : Component, IMoverComponent
{
// This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side.
// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
// and then building a total movement vector based on those sub-tick steps.
//
// We keep track of the last sub-tick a movement input came in,
// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
// (new sub-tick - last sub-tick)
// and then add to the total-this-tick movement vector
// by multiplying that fraction by the movement direction for the last input.
// This allows us to incrementally build the movement vector for the current tick,
// without having to keep track of some kind of list of inputs and calculating it later.
//
// We have to keep track of a separate movement vector for walking and sprinting,
// since we don't actually know our current movement speed while processing inputs.
// We change which vector we write into based on whether we were sprinting after the previous input.
// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
// (and I'm not changing that)
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public GameTick _lastInputTick;
public ushort _lastInputSubTick;
public Vector2 CurTickWalkMovement;
public Vector2 CurTickSprintMovement;
private MoveButtons _heldMoveButtons = MoveButtons.None;
[ViewVariables]
public Angle LastGridAngle { get; set; } = new(0);
public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
[ViewVariables(VVAccess.ReadWrite)]
public bool CanMove { get; set; } = true;
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public (Vector2 walking, Vector2 sprinting) VelocityDir
{
get
{
if (!_gameTiming.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(_heldMoveButtons);
return Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
}
Vector2 walk;
Vector2 sprint;
float remainingFraction;
if (_gameTiming.CurTick > _lastInputTick)
{
walk = Vector2.Zero;
sprint = Vector2.Zero;
remainingFraction = 1;
}
else
{
walk = CurTickWalkMovement;
sprint = CurTickSprintMovement;
remainingFraction = (ushort.MaxValue - _lastInputSubTick) / (float) ushort.MaxValue;
}
var curDir = DirVecForButtons(_heldMoveButtons) * remainingFraction;
if (Sprinting)
{
sprint += curDir;
}
else
{
walk += curDir;
}
// Logger.Info($"{curDir}{walk}{sprint}");
return (walk, sprint);
}
}
/// <summary>
/// Whether or not the player can move diagonally.
/// </summary>
[ViewVariables]
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
/// <inheritdoc />
protected override void Initialize()
{
base.Initialize();
LastGridAngle = _entityManager.GetComponent<TransformComponent>(Owner).Parent?.WorldRotation ?? new Angle(0);
}
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
/// <param name="direction">Direction to toggle.</param>
/// <param name="subTick"></param>
/// <param name="enabled">If the direction is active.</param>
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
// Logger.Info($"[{_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(subTick, enabled, bit);
}
private void SetMoveInput(ushort subTick, bool enabled, MoveButtons bit)
{
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
if (_gameTiming.CurTick > _lastInputTick)
{
CurTickWalkMovement = Vector2.Zero;
CurTickSprintMovement = Vector2.Zero;
_lastInputTick = _gameTiming.CurTick;
_lastInputSubTick = 0;
}
if (subTick >= _lastInputSubTick)
{
var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
ref var lastMoveAmount = ref Sprinting ? ref CurTickSprintMovement : ref CurTickWalkMovement;
lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
_lastInputSubTick = subTick;
}
if (enabled)
{
_heldMoveButtons |= bit;
}
else
{
_heldMoveButtons &= ~bit;
}
Dirty();
}
public void SetSprinting(ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(subTick, walking, MoveButtons.Walk);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is MoverComponentState state)
{
_heldMoveButtons = state.Buttons;
_lastInputTick = GameTick.Zero;
_lastInputSubTick = 0;
CanMove = state.CanMove;
}
}
public override ComponentState GetComponentState()
{
return new MoverComponentState(_heldMoveButtons, CanMove);
}
/// <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;
}
[Serializable, NetSerializable]
private sealed class MoverComponentState : ComponentState
{
public MoveButtons Buttons { get; }
public readonly bool CanMove;
public MoverComponentState(MoveButtons buttons, bool canMove)
{
Buttons = buttons;
CanMove = canMove;
}
}
[Flags]
private enum MoveButtons : byte
{
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Walk = 16,
}
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
{
return (buttons & flag) == flag;
}
}
}

View File

@@ -1,88 +0,0 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// The basic player mover with footsteps and grabbing
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]
[NetworkedComponent()]
public sealed class SharedPlayerMobMoverComponent : Component, IMobMoverComponent
{
private float _stepSoundDistance;
[DataField("grabRange")]
private float _grabRange = IMobMoverComponent.GrabRangeDefault;
[DataField("pushStrength")]
private float _pushStrength = IMobMoverComponent.PushStrengthDefault;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
/// <summary>
/// Used to keep track of how far we have moved before playing a step sound
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRange
{
get => _grabRange;
set
{
if (MathHelper.CloseToPercent(_grabRange, value)) return;
_grabRange = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrength
{
get => _pushStrength;
set
{
if (MathHelper.CloseToPercent(_pushStrength, value)) return;
_pushStrength = value;
Dirty();
}
}
public override ComponentState GetComponentState()
{
return new PlayerMobMoverComponentState(_grabRange, _pushStrength);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not PlayerMobMoverComponentState playerMoverState) return;
GrabRange = playerMoverState.GrabRange;
PushStrength = playerMoverState.PushStrength;
}
[Serializable, NetSerializable]
private sealed class PlayerMobMoverComponentState : ComponentState
{
public float GrabRange;
public float PushStrength;
public PlayerMobMoverComponentState(float grabRange, float pushStrength)
{
GrabRange = grabRange;
PushStrength = pushStrength;
}
}
}
}

View File

@@ -0,0 +1,16 @@
namespace Content.Shared.Movement.Events
{
/// <summary>
/// Raised on an entity's parent when it has movement inputs while in a container.
/// </summary>
[ByRefEvent]
public readonly struct ContainerRelayMovementEntityEvent
{
public readonly EntityUid Entity;
public ContainerRelayMovementEntityEvent(EntityUid entity)
{
Entity = entity;
}
}
}

View File

@@ -0,0 +1,17 @@
using Robust.Shared.Players;
namespace Content.Shared.Movement.Events;
/// <summary>
/// Raised on an entity whenever it has a movement input.
/// </summary>
[ByRefEvent]
public readonly struct MoveInputEvent
{
public readonly EntityUid Entity;
public MoveInputEvent(EntityUid entity)
{
Entity = entity;
}
}

View File

@@ -1,13 +0,0 @@
using Robust.Shared.Players;
namespace Content.Shared.Movement.Events;
public sealed class RelayMoveInputEvent : EntityEventArgs
{
public ICommonSession Session { get; }
public RelayMoveInputEvent(ICommonSession session)
{
Session = session;
}
}

View File

@@ -1,12 +0,0 @@
namespace Content.Shared.Movement.Events
{
public sealed class RelayMovementEntityEvent : EntityEventArgs
{
public EntityUid Entity { get; }
public RelayMovementEntityEvent(EntityUid entity)
{
Entity = entity;
}
}
}

View File

@@ -1,35 +0,0 @@
namespace Content.Shared.Movement;
/// <summary>
/// Contains all of the relevant data for mob movement.
/// Raised on a mob if something wants to overwrite its movement characteristics.
/// </summary>
[ByRefEvent]
public struct MobMovementProfileEvent
{
/// <summary>
/// Should we use this profile instead of the entity's default?
/// </summary>
public bool Override = false;
public readonly bool Touching;
public readonly bool Weightless;
public float Friction;
public float WeightlessModifier;
public float Acceleration;
public MobMovementProfileEvent(
bool touching,
bool weightless,
float friction,
float weightlessModifier,
float acceleration)
{
Touching = touching;
Weightless = weightless;
Friction = friction;
WeightlessModifier = weightlessModifier;
Acceleration = acceleration;
}
}

View File

@@ -29,8 +29,9 @@ public abstract class SharedJetpackSystem : EntitySystem
SubscribeLocalEvent<JetpackComponent, GetItemActionsEvent>(OnJetpackGetAction);
SubscribeLocalEvent<JetpackComponent, DroppedEvent>(OnJetpackDropped);
SubscribeLocalEvent<JetpackComponent, ToggleJetpackEvent>(OnJetpackToggle);
SubscribeLocalEvent<JetpackComponent, CanWeightlessMoveEvent>(OnJetpackCanWeightlessMove);
SubscribeLocalEvent<JetpackUserComponent, CanWeightlessMoveEvent>(OnJetpackUserCanWeightless);
SubscribeLocalEvent<JetpackUserComponent, MobMovementProfileEvent>(OnJetpackUserMovement);
SubscribeLocalEvent<JetpackUserComponent, EntParentChangedMessage>(OnJetpackUserEntParentChanged);
SubscribeLocalEvent<JetpackUserComponent, ComponentGetState>(OnJetpackUserGetState);
SubscribeLocalEvent<JetpackUserComponent, ComponentHandleState>(OnJetpackUserHandleState);
@@ -38,6 +39,11 @@ public abstract class SharedJetpackSystem : EntitySystem
SubscribeLocalEvent<GravityChangedMessage>(OnJetpackUserGravityChanged);
}
private void OnJetpackCanWeightlessMove(EntityUid uid, JetpackComponent component, ref CanWeightlessMoveEvent args)
{
args.CanMove = true;
}
private void OnJetpackUserGravityChanged(GravityChangedMessage ev)
{
var gridUid = ev.ChangedGridIndex;
@@ -75,17 +81,6 @@ public abstract class SharedJetpackSystem : EntitySystem
SetEnabled(component, false, args.User);
}
private void OnJetpackUserMovement(EntityUid uid, JetpackUserComponent component, ref MobMovementProfileEvent args)
{
// Only overwrite jetpack movement if they're offgrid.
if (args.Override || !args.Weightless) return;
args.Override = true;
args.Acceleration = component.Acceleration;
args.WeightlessModifier = component.WeightlessModifier;
args.Friction = component.Friction;
}
private void OnJetpackUserCanWeightless(EntityUid uid, JetpackUserComponent component, ref CanWeightlessMoveEvent args)
{
args.CanMove = true;
@@ -106,12 +101,17 @@ public abstract class SharedJetpackSystem : EntitySystem
private void SetupUser(EntityUid uid, JetpackComponent component)
{
var user = EnsureComp<JetpackUserComponent>(uid);
user.Acceleration = component.Acceleration;
user.Friction = component.Friction;
user.WeightlessModifier = component.WeightlessModifier;
var relay = EnsureComp<RelayInputMoverComponent>(uid);
relay.RelayEntity = component.Owner;
user.Jetpack = component.Owner;
}
private void RemoveUser(EntityUid uid)
{
if (!RemComp<JetpackUserComponent>(uid)) return;
RemComp<RelayInputMoverComponent>(uid);
}
private void OnJetpackToggle(EntityUid uid, JetpackComponent component, ToggleJetpackEvent args)
{
if (args.Handled) return;
@@ -175,7 +175,7 @@ public abstract class SharedJetpackSystem : EntitySystem
}
else
{
RemComp<JetpackUserComponent>(user.Value);
RemoveUser(user.Value);
}
_movementSpeedModifier.RefreshMovementSpeedModifiers(user.Value);

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))
TryComp<InputMoverComponent>(entity, out var moverComp);
if (TryComp<RelayInputMoverComponent>(entity, 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;
HandleDirChange(relayMover.RelayEntity.Value, dir, subTick, state);
return;
}
if (moverComp == null)
return;
var owner = session?.AttachedEntity;
if (owner != null && session != null)
{
EntityManager.EventBus.RaiseLocalEvent(owner.Value, new RelayMoveInputEvent(session), true);
// 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
if (owner.Value.IsInContainer() &&
(!EntityManager.TryGetComponent(owner.Value, out MobStateComponent? mobState) ||
mobState.IsAlive()))
// 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 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);
}
}
var relayMoveEvent = new ContainerRelayMovementEntityEvent(owner);
RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
}
moverComp.SetVelocityDirection(dir, subTick, state);
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,
}

View File

@@ -0,0 +1,39 @@
using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeMob()
{
SubscribeLocalEvent<MobMoverComponent, ComponentGetState>(OnMobGetState);
SubscribeLocalEvent<MobMoverComponent, ComponentHandleState>(OnMobHandleState);
}
private void OnMobHandleState(EntityUid uid, MobMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not MobMoverComponentState state) return;
component.GrabRangeVV = state.GrabRange;
component.PushStrengthVV = state.PushStrength;
}
private void OnMobGetState(EntityUid uid, MobMoverComponent component, ref ComponentGetState args)
{
args.State = new MobMoverComponentState(component.GrabRange, component.PushStrength);
}
[Serializable, NetSerializable]
private sealed class MobMoverComponentState : ComponentState
{
public float GrabRange;
public float PushStrength;
public MobMoverComponentState(float grabRange, float pushStrength)
{
GrabRange = grabRange;
PushStrength = pushStrength;
}
}
}

View File

@@ -49,8 +49,8 @@ public abstract partial class SharedMoverController
if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out MobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrengthVV * frameTime);
}
}

View File

@@ -0,0 +1,43 @@
using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeRelay()
{
SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
}
private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
{
// If relay is removed then cancel all inputs.
if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover)) return;
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not RelayInputMoverComponentState state) return;
component.RelayEntity = state.Entity;
}
private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
{
args.State = new RelayInputMoverComponentState()
{
Entity = component.RelayEntity,
};
}
[Serializable, NetSerializable]
private sealed class RelayInputMoverComponentState : ComponentState
{
public EntityUid? Entity;
}
}

View File

@@ -5,16 +5,19 @@ using Content.Shared.Friction;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.EntitySystems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pulling.Components;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Movement.Systems
@@ -26,9 +29,12 @@ namespace Content.Shared.Movement.Systems
public abstract partial class SharedMoverController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMobStateSystem _mobState = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly TagSystem _tags = default!;
@@ -39,46 +45,11 @@ namespace Content.Shared.Movement.Systems
private const float FootstepVolume = 3f;
private const float FootstepWalkingAddedVolumeMultiplier = 0f;
/// <summary>
/// <see cref="CCVars.MinimumFrictionSpeed"/>
/// </summary>
private float _minimumFrictionSpeed;
/// <summary>
/// <see cref="CCVars.StopSpeed"/>
/// </summary>
private float _stopSpeed;
/// <summary>
/// <see cref="CCVars.MobAcceleration"/>
/// </summary>
private float _mobAcceleration;
/// <summary>
/// <see cref="CCVars.MobFriction"/>
/// </summary>
private float _frictionVelocity;
/// <summary>
/// <see cref="CCVars.MobWeightlessAcceleration"/>
/// </summary>
private float _mobWeightlessAcceleration;
/// <summary>
/// <see cref="CCVars.MobWeightlessFriction"/>
/// </summary>
private float _weightlessFrictionVelocity;
/// <summary>
/// <see cref="CCVars.MobWeightlessFrictionNoInput"/>
/// </summary>
private float _weightlessFrictionVelocityNoInput;
/// <summary>
/// <see cref="CCVars.MobWeightlessModifier"/>
/// </summary>
private float _mobWeightlessModifier;
private bool _relativeMovement;
/// <summary>
@@ -90,29 +61,16 @@ namespace Content.Shared.Movement.Systems
{
base.Initialize();
InitializeInput();
InitializeMob();
InitializePushing();
// Hello
InitializeRelay();
_configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, true);
_configManager.OnValueChanged(CCVars.MinimumFrictionSpeed, SetMinimumFrictionSpeed, true);
_configManager.OnValueChanged(CCVars.MobFriction, SetFrictionVelocity, true);
_configManager.OnValueChanged(CCVars.MobWeightlessFriction, SetWeightlessFrictionVelocity, true);
_configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
_configManager.OnValueChanged(CCVars.MobAcceleration, SetMobAcceleration, true);
_configManager.OnValueChanged(CCVars.MobWeightlessAcceleration, SetMobWeightlessAcceleration, true);
_configManager.OnValueChanged(CCVars.MobWeightlessFrictionNoInput, SetWeightlessFrictionNoInput, true);
_configManager.OnValueChanged(CCVars.MobWeightlessModifier, SetMobWeightlessModifier, true);
UpdatesBefore.Add(typeof(SharedTileFrictionController));
}
private void SetRelativeMovement(bool value) => _relativeMovement = value;
private void SetMinimumFrictionSpeed(float value) => _minimumFrictionSpeed = value;
private void SetStopSpeed(float value) => _stopSpeed = value;
private void SetFrictionVelocity(float value) => _frictionVelocity = value;
private void SetWeightlessFrictionVelocity(float value) => _weightlessFrictionVelocity = value;
private void SetMobAcceleration(float value) => _mobAcceleration = value;
private void SetMobWeightlessAcceleration(float value) => _mobWeightlessAcceleration = value;
private void SetWeightlessFrictionNoInput(float value) => _weightlessFrictionVelocityNoInput = value;
private void SetMobWeightlessModifier(float value) => _mobWeightlessModifier = value;
public override void Shutdown()
{
@@ -120,14 +78,7 @@ namespace Content.Shared.Movement.Systems
ShutdownInput();
ShutdownPushing();
_configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
_configManager.UnsubValueChanged(CCVars.MinimumFrictionSpeed, SetMinimumFrictionSpeed);
_configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
_configManager.UnsubValueChanged(CCVars.MobFriction, SetFrictionVelocity);
_configManager.UnsubValueChanged(CCVars.MobWeightlessFriction, SetWeightlessFrictionVelocity);
_configManager.UnsubValueChanged(CCVars.MobAcceleration, SetMobAcceleration);
_configManager.UnsubValueChanged(CCVars.MobWeightlessAcceleration, SetMobWeightlessAcceleration);
_configManager.UnsubValueChanged(CCVars.MobWeightlessFrictionNoInput, SetWeightlessFrictionNoInput);
_configManager.UnsubValueChanged(CCVars.MobWeightlessModifier, SetMobWeightlessModifier);
}
public override void UpdateAfterSolve(bool prediction, float frameTime)
@@ -136,7 +87,7 @@ namespace Content.Shared.Movement.Systems
UsedMobMovement.Clear();
}
protected Angle GetParentGridAngle(TransformComponent xform, IMoverComponent mover)
protected Angle GetParentGridAngle(TransformComponent xform, InputMoverComponent mover)
{
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
return mover.LastGridAngle;
@@ -144,43 +95,12 @@ namespace Content.Shared.Movement.Systems
return grid.WorldRotation;
}
/// <summary>
/// A generic kinematic mover for entities.
/// </summary>
protected void HandleKinematicMovement(IMoverComponent mover, PhysicsComponent physicsComponent)
{
var (walkDir, sprintDir) = mover.VelocityDir;
var transform = EntityManager.GetComponent<TransformComponent>(mover.Owner);
var parentRotation = GetParentGridAngle(transform, mover);
// Regular movement.
// Target velocity.
var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(mover.Owner);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
if (transform.GridUid != null)
mover.LastGridAngle = parentRotation;
if (worldTotal != Vector2.Zero)
transform.LocalRotation = transform.GridUid != null
? total.ToWorldAngle()
: worldTotal.ToWorldAngle();
_physics.SetLinearVelocity(physicsComponent, worldTotal);
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
protected void HandleMobMovement(
IMoverComponent mover,
InputMoverComponent mover,
PhysicsComponent physicsComponent,
IMobMoverComponent mobMover,
TransformComponent xform,
float frameTime)
{
@@ -194,7 +114,7 @@ namespace Content.Shared.Movement.Systems
UsedMobMovement[mover.Owner] = true;
var weightless = mover.Owner.IsWeightless(physicsComponent, mapManager: _mapManager, entityManager: EntityManager);
var (walkDir, sprintDir) = mover.VelocityDir;
var (walkDir, sprintDir) = GetVelocityInput(mover);
var touching = false;
// Handle wall-pushes.
@@ -208,7 +128,10 @@ namespace Content.Shared.Movement.Systems
var ev = new CanWeightlessMoveEvent();
RaiseLocalEvent(xform.Owner, ref ev);
// No gravity: is our entity touching anything?
touching = ev.CanMove || IsAroundCollider(_physics, xform, mobMover, physicsComponent);
touching = ev.CanMove;
if (!touching && TryComp<MobMoverComponent>(xform.Owner, out var mobMover))
touching |= IsAroundCollider(_physics, xform, mobMover, physicsComponent);
}
if (!touching)
@@ -222,8 +145,10 @@ namespace Content.Shared.Movement.Systems
// Target velocity.
// This is relative to the map / grid we're on.
var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(mover.Owner);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
var parentRotation = GetParentGridAngle(xform, mover);
@@ -239,37 +164,30 @@ namespace Content.Shared.Movement.Systems
if (weightless)
{
if (worldTotal != Vector2.Zero && touching)
friction = _weightlessFrictionVelocity;
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
else
friction = _weightlessFrictionVelocityNoInput;
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
weightlessModifier = _mobWeightlessModifier;
accel = _mobWeightlessAcceleration;
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
}
else
{
friction = _frictionVelocity;
if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
{
friction = moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
}
else
{
friction = moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
}
weightlessModifier = 1f;
accel = _mobAcceleration;
accel = moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
}
var profile = new MobMovementProfileEvent(
touching,
weightless,
friction,
weightlessModifier,
accel);
RaiseLocalEvent(xform.Owner, ref profile);
if (profile.Override)
{
friction = profile.Friction;
weightlessModifier = profile.WeightlessModifier;
accel = profile.Acceleration;
}
Friction(frameTime, friction, ref velocity);
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
if (xform.GridUid != EntityUid.Invalid)
mover.LastGridAngle = parentRotation;
@@ -278,12 +196,24 @@ namespace Content.Shared.Movement.Systems
{
// This should have its event run during island solver soooo
xform.DeferUpdates = true;
xform.LocalRotation = xform.GridUid != null
TransformComponent rotateXform;
// If we're in a container then relay rotation to the parent instead
if (_container.TryGetContainingContainer(xform.Owner, out var container))
{
rotateXform = Transform(container.Owner);
}
else
{
rotateXform = xform;
}
rotateXform.LocalRotation = xform.GridUid != null
? total.ToWorldAngle()
: worldTotal.ToWorldAngle();
xform.DeferUpdates = false;
rotateXform.DeferUpdates = false;
if (!weightless && TryGetSound(mover, mobMover, xform, out var variation, out var sound))
if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) && TryGetSound(mover, mobMover, xform, out var variation, out var sound))
{
var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
SoundSystem.Play(sound,
@@ -300,11 +230,11 @@ namespace Content.Shared.Movement.Systems
_physics.SetLinearVelocity(physicsComponent, velocity);
}
private void Friction(float frameTime, float friction, ref Vector2 velocity)
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
{
var speed = velocity.Length;
if (speed < _minimumFrictionSpeed) return;
if (speed < minimumFrictionSpeed) return;
var drop = 0f;
@@ -340,11 +270,11 @@ namespace Content.Shared.Movement.Systems
return UsedMobMovement.TryGetValue(uid, out var used) && used;
}
protected bool UseMobMovement(IMoverComponent mover, PhysicsComponent body)
protected bool UseMobMovement(InputMoverComponent mover, PhysicsComponent body)
{
return mover.CanMove &&
body.BodyStatus == BodyStatus.OnGround &&
HasComp<MobStateComponent>(body.Owner) &&
HasComp<InputMoverComponent>(body.Owner) &&
// If we're being pulled then don't mess with our velocity.
(!TryComp(body.Owner, out SharedPullableComponent? pullable) || !pullable.BeingPulled);
}
@@ -352,9 +282,9 @@ namespace Content.Shared.Movement.Systems
/// <summary>
/// Used for weightlessness to determine if we are near a wall.
/// </summary>
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, IMobMoverComponent mover, IPhysBody collider)
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, IPhysBody collider)
{
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRange);
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRangeVV);
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
{
@@ -381,7 +311,7 @@ namespace Content.Shared.Movement.Systems
protected abstract bool CanSound();
private bool TryGetSound(IMoverComponent mover, IMobMoverComponent mobMover, TransformComponent xform, out float variation, [NotNullWhen(true)] out string? sound)
private bool TryGetSound(InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, out float variation, [NotNullWhen(true)] out string? sound)
{
sound = null;
variation = 0f;

View File

@@ -1,6 +1,6 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Pulling.Components;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.EntitySystems;
using Content.Shared.Movement.Events;
namespace Content.Shared.Pulling.Systems
@@ -8,19 +8,20 @@ namespace Content.Shared.Pulling.Systems
public sealed class SharedPullableSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly SharedMobStateSystem _mobState = default!;
[Dependency] private readonly SharedPullingSystem _pullSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedPullableComponent, RelayMoveInputEvent>(OnRelayMoveInput);
SubscribeLocalEvent<SharedPullableComponent, MoveInputEvent>(OnRelayMoveInput);
}
private void OnRelayMoveInput(EntityUid uid, SharedPullableComponent component, RelayMoveInputEvent args)
private void OnRelayMoveInput(EntityUid uid, SharedPullableComponent component, ref MoveInputEvent args)
{
var entity = args.Session.AttachedEntity;
if (entity == null || !_blocker.CanMove(entity.Value)) return;
if (TryComp<MobStateComponent>(component.Owner, out var mobState) && mobState.IsIncapacitated()) return;
var entity = args.Entity;
if (_mobState.IsIncapacitated(entity) || !_blocker.CanMove(entity)) return;
_pullSystem.TryStopPull(component);
}
}

View File

@@ -17,13 +17,12 @@ public sealed class ShuttleConsoleBoundInterfaceState : RadarConsoleBoundInterfa
/// When the next FTL state change happens.
/// </summary>
public readonly TimeSpan FTLTime;
public readonly ShuttleMode Mode;
public List<(EntityUid Entity, string Destination, bool Enabled)> Destinations;
public ShuttleConsoleBoundInterfaceState(
FTLState ftlState,
TimeSpan ftlTime,
ShuttleMode mode,
List<(EntityUid Entity, string Destination, bool Enabled)> destinations,
float maxRange,
EntityCoordinates? coordinates,
@@ -33,6 +32,5 @@ public sealed class ShuttleConsoleBoundInterfaceState : RadarConsoleBoundInterfa
FTLState = ftlState;
FTLTime = ftlTime;
Destinations = destinations;
Mode = mode;
}
}

View File

@@ -1,5 +1,6 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Shared.Shuttles.Components
{
@@ -18,5 +19,15 @@ namespace Content.Shared.Shuttles.Components
[ViewVariables] public EntityCoordinates? Position { get; set; }
public const float BreakDistance = 0.25f;
public Vector2 CurTickStrafeMovement = Vector2.Zero;
public float CurTickRotationMovement;
public float CurTickBraking;
public GameTick LastInputTick = GameTick.Zero;
public ushort LastInputSubTick = 0;
[ViewVariables]
public ShuttleButtons HeldButtons = ShuttleButtons.None;
}
}

View File

@@ -1,8 +0,0 @@
namespace Content.Shared.Shuttles.Components
{
public enum ShuttleMode : byte
{
Strafing,
Cruise,
}
}

View File

@@ -1,13 +0,0 @@
using Content.Shared.Shuttles.Components;
using Robust.Shared.Serialization;
namespace Content.Shared.Shuttles.Events;
/// <summary>
/// Raised by the client to request the server change a particular shuttle's mode.
/// </summary>
[Serializable, NetSerializable]
public sealed class ShuttleModeRequestMessage : BoundUserInterfaceMessage
{
public ShuttleMode Mode;
}

View File

@@ -33,7 +33,7 @@ public sealed class ThrowingSystem : EntitySystem
Vector2 direction,
float strength = 1.0f,
EntityUid? user = null,
float pushbackRatio = 10.0f,
float pushbackRatio = 5.0f,
PhysicsComponent? physics = null,
TransformComponent? transform = null,
EntityQuery<PhysicsComponent>? physicsQuery = null,

View File

@@ -1,16 +1,17 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Vehicle.Components
{
/// <summary>
/// Added to objects inside a vehicle to stop people besides the rider from
/// removing them.
/// </summary>
[RegisterComponent]
[RegisterComponent, NetworkedComponent]
public sealed class InVehicleComponent : Component
{
/// <summary>
/// The vehicle this rider is currently riding.
/// </summary>
[ViewVariables]
public VehicleComponent Vehicle = default!;
[ViewVariables] public VehicleComponent? Vehicle;
}
}

View File

@@ -1,15 +1,17 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Vehicle.Components
{
/// <summary>
/// Added to people when they are riding in a vehicle
/// used mostly to keep track of them for entityquery.
/// </summary>
[RegisterComponent]
[RegisterComponent, NetworkedComponent]
public sealed class RiderComponent : Component
{
/// <summary>
/// The vehicle this rider is currently riding.
/// </summary>
[ViewVariables] public VehicleComponent? Vehicle;
[ViewVariables] public EntityUid? Vehicle;
}
}

View File

@@ -1,6 +1,5 @@
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Sound;
using Content.Shared.Containers.ItemSlots;
using Robust.Shared.Audio;
using Robust.Shared.Utility;
@@ -17,7 +16,7 @@ namespace Content.Shared.Vehicle.Components
{
/// <summary>
/// Whether someone is currently riding the vehicle
/// </summary
/// </summary>
public bool HasRider = false;
/// <summary>
@@ -26,24 +25,6 @@ namespace Content.Shared.Vehicle.Components
[ViewVariables]
public EntityUid? Rider;
/// <summary>
/// Whether the vehicle should treat north as it's unique direction in its visualizer
/// </summary>
[DataField("northOnly")]
public bool NorthOnly = false;
/// <summary>
/// What the y buckle offset should be in north / south
/// </summary>
[DataField("northOverride")]
public float NorthOverride = 0f;
/// <summary>
/// What the y buckle offset should be in north / south
/// </summary>
[DataField("southOverride")]
public float SouthOverride = 0f;
/// <summary>
/// The base offset for the vehicle (when facing east)
/// </summary>
@@ -52,21 +33,16 @@ namespace Content.Shared.Vehicle.Components
/// <summary>
/// The sound that the horn makes
/// </summary>
[DataField("hornSound")]
public SoundSpecifier? HornSound = new SoundPathSpecifier("/Audio/Effects/Vehicle/carhorn.ogg");
[DataField("hornSound")] public SoundSpecifier? HornSound =
new SoundPathSpecifier("/Audio/Effects/Vehicle/carhorn.ogg")
{
Params =
{
Volume = -3f,
}
};
/// <summary>
/// Whether the horn is a siren or not.
/// </summary>
[DataField("hornIsSiren")]
public bool HornIsLooping = false;
/// <summary>
/// If this vehicle has a siren currently playing.
/// </summary>
public bool LoopingHornIsPlaying = false;
public IPlayingAudioStream? SirenPlayingStream;
public IPlayingAudioStream? HonkPlayingStream;
/// Use ambient sound component for the idle sound.
@@ -83,15 +59,28 @@ namespace Content.Shared.Vehicle.Components
Event = new HonkActionEvent(),
};
/// <summary>
/// The prototype ID of the key that was inserted so it can be
/// spawned when the key is removed.
/// </summary>
public ItemSlot KeySlot = new();
/// <summary>
/// Whether the vehicle has a key currently inside it or not.
/// </summary>
public bool HasKey = false;
// TODO: Fix this
/// <summary>
/// Whether the vehicle should treat north as its unique direction in its visualizer
/// </summary>
[DataField("northOnly")]
public bool NorthOnly = false;
/// <summary>
/// What the y buckle offset should be in north / south
/// </summary>
[DataField("northOverride")]
public float NorthOverride = 0f;
/// <summary>
/// What the y buckle offset should be in north / south
/// </summary>
[DataField("southOverride")]
public float SouthOverride = 0f;
}
}

View File

@@ -0,0 +1,20 @@
using Content.Shared.Physics.Pull;
using Content.Shared.Vehicle.Components;
using Robust.Shared.Serialization;
namespace Content.Shared.Vehicle;
public abstract partial class SharedVehicleSystem
{
[Serializable, NetSerializable]
protected sealed class RiderComponentState : ComponentState
{
public EntityUid? Entity;
}
private void OnRiderPull(EntityUid uid, RiderComponent component, PullAttemptEvent args)
{
if (component.Vehicle != null)
args.Cancelled = true;
}
}

View File

@@ -1,33 +1,156 @@
using Content.Shared.Vehicle.Components;
using Content.Shared.Actions;
using Content.Shared.Buckle.Components;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics.Pull;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Vehicle;
/// <summary>
/// Stores the VehicleVisuals and shared event
/// Nothing for a system but these need to be put somewhere in
/// Content.Shared
/// </summary>
namespace Content.Shared.Vehicle
{
public sealed class SharedVehicleSystem : EntitySystem
public abstract partial class SharedVehicleSystem : EntitySystem
{
[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<RiderComponent, PullAttemptEvent>(OnRiderPull);
SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnVehicleModifier);
SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup);
SubscribeLocalEvent<VehicleComponent, RotateEvent>(OnVehicleRotate);
}
private void OnVehicleModifier(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!component.HasKey)
{
args.ModifySpeed(0f, 0f);
}
}
private void OnPickupAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{
if (component.Vehicle == null || !component.Vehicle.HasRider)
return;
if (component.Vehicle.Rider != args.User)
if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
}
// TODO: Shitcode, needs to use sprites instead of actual offsets.
private void OnVehicleRotate(EntityUid uid, VehicleComponent component, ref RotateEvent args)
{
// This first check is just for safety
if (!HasComp<InputMoverComponent>(uid))
{
UpdateAutoAnimate(uid, false);
return;
}
UpdateBuckleOffset(args.Component, component);
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component.NorthOnly));
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
{
UpdateDrawDepth(uid, 2);
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp<SharedStrapComponent>(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
}
/// <summary>
/// Depending on which direction the vehicle is facing,
/// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy.
/// </summary>
protected int GetDrawDepth(TransformComponent xform, bool northOnly)
{
// TODO: I can't even
if (northOnly)
{
return xform.LocalRotation.Degrees switch
{
< 135f => (int) DrawDepth.DrawDepth.Doors,
<= 225f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => 5
};
}
return xform.LocalRotation.Degrees switch
{
< 45f => (int) DrawDepth.DrawDepth.Doors,
<= 315f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => (int) DrawDepth.DrawDepth.Doors,
};
}
/// <summary>
/// Change the buckle offset based on what direction the vehicle is facing and
/// teleport any buckled entities to it. This is the most crucial part of making
/// buckled vehicles work.
/// </summary>
protected void UpdateBuckleOffset(TransformComponent xform, VehicleComponent component)
{
if (!TryComp<SharedStrapComponent>(component.Owner, out var strap))
return;
// TODO: Strap should handle this but buckle E/C moment.
var oldOffset = strap.BuckleOffsetUnclamped;
strap.BuckleOffsetUnclamped = xform.LocalRotation.Degrees switch
{
< 45f => (0, component.SouthOverride),
<= 135f => component.BaseBuckleOffset,
< 225f => (0, component.NorthOverride),
<= 315f => (component.BaseBuckleOffset.X * -1, component.BaseBuckleOffset.Y),
_ => (0, component.SouthOverride)
};
if (!oldOffset.Equals(strap.BuckleOffsetUnclamped))
Dirty(strap);
foreach (var buckledEntity in strap.BuckledEntities)
{
var buckleXform = Transform(buckledEntity);
_transform.SetLocalPositionNoLerp(buckleXform, strap.BuckleOffset);
}
}
/// <summary>
/// Set the draw depth for the sprite.
/// </summary>
protected void UpdateDrawDepth(EntityUid uid, int drawDepth)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(VehicleVisuals.DrawDepth, drawDepth);
}
/// <summary>
/// Set whether the vehicle's base layer is animating or not.
/// </summary>
protected void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(VehicleVisuals.AutoAnimate, autoAnimate);
}
}
/// <summary>
/// Stores the vehicle's draw depth mostly
@@ -49,25 +172,3 @@ namespace Content.Shared.Vehicle
/// </summary>
public sealed class HonkActionEvent : InstantActionEvent { }
/// <summary>
/// Raised on the rider when someone is buckled to a vehicle.
/// </summary>
[Serializable, NetSerializable]
public sealed class BuckledToVehicleEvent : EntityEventArgs
{
public EntityUid Vehicle;
public EntityUid Rider;
/// <summary>
/// Whether they were buckled or unbuckled
/// </summary>
public bool Buckling;
public BuckledToVehicleEvent(EntityUid vehicle, EntityUid rider, bool buckling)
{
Vehicle = vehicle;
Rider = rider;
Buckling = buckling;
}
}
}

View File

@@ -1,4 +1,2 @@
action-name-honk = Honk
action-desc-honk = Honk!
action-name-siren = Toggle Siren
action-desc-siren = Wee-woo.

View File

@@ -70,6 +70,7 @@ ui-options-header-interaction-adv = Advanced Interaction
ui-options-header-ui = User Interface
ui-options-header-misc = Miscellaneous
ui-options-header-hotbar = Hotbar
ui-options-header-shuttle = Shuttle
ui-options-header-map-editor = Map Editor
ui-options-header-dev = Development
ui-options-header-general = General
@@ -157,6 +158,14 @@ ui-options-function-loadout7 = Hotbar Loadout 7
ui-options-function-loadout8 = Hotbar Loadout 8
ui-options-function-loadout9 = Hotbar Loadout 9
ui-options-function-shuttle-strafe-up = Strafe up
ui-options-function-shuttle-strafe-right = Strafe right
ui-options-function-shuttle-strafe-left = Strafe left
ui-options-function-shuttle-strafe-down = Strafe down
ui-options-function-shuttle-rotate-left = Rotate left
ui-options-function-shuttle-rotate-right = Rotate right
ui-options-function-shuttle-brake = Brake
## Network menu
ui-options-net-interp-ratio = Network Smoothing

View File

@@ -30,7 +30,10 @@
compatibility: Biological
- type: Input
context: "ghost"
- type: DummyInputMover
- type: InputMover
- type: MovementSpeedModifier
baseWalkSpeed: 0
baseSprintSpeed: 0
- type: GhostOnMove
- type: Brain

View File

@@ -58,7 +58,10 @@
# deadThreshold: 120
- type: Input
context: "ghost"
- type: DummyInputMover
- type: MovementSpeedModifier
baseWalkSpeed: 0
baseSprintSpeed: 0
- type: InputMover
- type: GhostOnMove
- type: entity

View File

@@ -58,7 +58,10 @@
# deadThreshold: 120
- type: Input
context: "ghost"
- type: DummyInputMover
- type: MovementSpeedModifier
baseWalkSpeed: 0
baseSprintSpeed: 0
- type: InputMover
- type: GhostOnMove
- type: entity

View File

@@ -51,7 +51,10 @@
# deadThreshold: 120
- type: Input
context: "ghost"
- type: DummyInputMover
- type: MovementSpeedModifier
baseWalkSpeed: 0
baseSprintSpeed: 0
- type: InputMover
- type: GhostOnMove
- type: entity

View File

@@ -59,7 +59,10 @@
# deadThreshold: 120
- type: Input
context: "ghost"
- type: DummyInputMover
- type: MovementSpeedModifier
baseWalkSpeed: 0
baseSprintSpeed: 0
- type: InputMover
- type: GhostOnMove
- type: entity

View File

@@ -137,8 +137,8 @@
types:
Poison: 2
Piercing: 1
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- UnarmedAttackHostiles
@@ -668,8 +668,8 @@
damage:
types:
Blunt: 10
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- UnarmedAttackHostiles
@@ -1149,8 +1149,8 @@
- type: MovementSpeedModifier
baseWalkSpeed : 7
baseSprintSpeed : 7
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- UnarmedAttackHostiles
@@ -1317,8 +1317,8 @@
- type: AiFactionTag
factions:
- Xeno
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -4,8 +4,8 @@
parent: SimpleSpaceMobBase
description: It looks friendly. Why don't you give it a hug?
components:
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -4,8 +4,8 @@
parent: SimpleSpaceMobBase
description: It's a space carp.
components:
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -6,8 +6,8 @@
description: A miserable pile of secrets.
suffix: AI
components:
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
startingGear: PassengerGear
behaviorSets:

View File

@@ -4,8 +4,8 @@
id: MobCivilian
description: A miserable pile of secrets.
components:
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Clothing
@@ -24,8 +24,8 @@
id: MobSpirate
description: Yarr!
components:
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Clothing

View File

@@ -7,8 +7,8 @@
- type: Tag
tags:
- FootstepSound
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- UnarmedAttackHostiles

View File

@@ -82,8 +82,8 @@
types:
Piercing: 5
Slash: 5
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- UnarmedAttackHostiles

View File

@@ -8,8 +8,8 @@
- type: MovementSpeedModifier
baseWalkSpeed : 3.75
baseSprintSpeed : 3.75
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: Reactive
groups:
Flammable: [Touch]
@@ -123,8 +123,8 @@
- type: MovementSpeedModifier
baseWalkSpeed : 3.5
baseSprintSpeed : 3.5
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -87,8 +87,8 @@
acts: [ "Destruction" ]
- type: Input
context: "human"
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: entity
parent: MobSiliconBase

View File

@@ -12,8 +12,8 @@
Flammable: [Touch]
Extinguish: [Touch]
Acidic: [Touch, Ingestion]
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
# - Clothing
@@ -157,8 +157,8 @@
parent: SimpleSpaceMobBase
suffix: AI
components:
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -4,8 +4,8 @@
parent: SimpleSpaceMobBase
description: It's a space tick, watch out for its nasty bite. Centcomm reports that 90 percent of cargo leg amputations are due to space tick bites.
components:
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -10,8 +10,8 @@
protection: 1
- type: CombatMode
canDisarm: true
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle
@@ -349,8 +349,8 @@
attributes:
proper: true
gender: male
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -16,7 +16,7 @@
- type: DoAfter
- type: CombatMode
- type: Actions
- type: PlayerInputMover
- type: InputMover
- type: MovementSpeedModifier
baseSprintSpeed: 12
baseWalkSpeed: 8

View File

@@ -15,8 +15,8 @@
enabled: false
autoPopulate: false
name: action-name-disarm
- type: PlayerMobMover
- type: PlayerInputMover
- type: MobMover
- type: InputMover
- type: MovementSpeedModifier
baseWalkSpeed : 5
baseSprintSpeed : 5

View File

@@ -16,8 +16,8 @@
showExamineInfo: true
- type: Input
context: "human"
- type: PlayerMobMover
- type: PlayerInputMover
- type: MobMover
- type: InputMover
- type: Alerts
- type: Actions
- type: Eye

View File

@@ -43,8 +43,8 @@
types:
Piercing: 8
Slash: 7
- type: PlayerInputMover
- type: PlayerMobMover
- type: InputMover
- type: MobMover
- type: UtilityAI
behaviorSets:
- Idle

View File

@@ -11,8 +11,8 @@
description: Listen to your owner. Don't tank damage. Punch people hard.
- type: Input
context: "human"
- type: PlayerMobMover
- type: PlayerInputMover
- type: MobMover
- type: InputMover
- type: MovementSpeedModifier
baseWalkSpeed : 7
baseSprintSpeed : 7

View File

@@ -16,8 +16,8 @@
showExamineInfo: true
- type: Input
context: "human"
- type: PlayerMobMover
- type: PlayerInputMover
- type: MobMover
- type: InputMover
- type: Respirator
damage:
types:

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