Multi-threaded mob movement (#12611)
This commit is contained in:
@@ -1,11 +1,14 @@
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using Robust.Client.GameObjects;
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using Robust.Client.Player;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Client.Physics.Controllers
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{
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@@ -134,8 +137,30 @@ namespace Content.Client.Physics.Controllers
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}
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}
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var mobQuery = GetEntityQuery<MobMoverComponent>();
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var inventoryQuery = GetEntityQuery<InventoryComponent>();
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var containerQuery = GetEntityQuery<ContainerManagerComponent>();
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var footQuery = GetEntityQuery<FootstepModifierComponent>();
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(mover, body, xformMover, frameTime, xformQuery);
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HandleMobMovement(mover, body, xformMover, frameTime, xformQuery, mobQuery, inventoryQuery, containerQuery, footQuery, out var dirtyMover, out var linearVelocity, out var sound, out var audio);
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MetaDataComponent? metadata = null;
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if (dirtyMover)
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{
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Dirty(mover, metadata);
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}
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if (linearVelocity != null)
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{
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PhysicsSystem.SetLinearVelocity(body, linearVelocity.Value, false);
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PhysicsSystem.SetAngularVelocity(body, 0f, false);
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Dirty(body, metadata);
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}
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Audio.PlayPredicted(sound, mover.Owner, mover.Owner, audio);
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}
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protected override bool CanSound()
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@@ -1,20 +1,28 @@
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using System.Buffers;
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using System.Threading.Tasks;
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using Content.Server.Cargo.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Threading;
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using Robust.Shared.Utility;
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namespace Content.Server.Physics.Controllers
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{
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public sealed class MoverController : SharedMoverController
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IParallelManager _parallel = default!;
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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private Dictionary<ShuttleComponent, List<(PilotComponent, InputMoverComponent, TransformComponent)>> _shuttlePilots = new();
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@@ -64,7 +72,12 @@ namespace Content.Server.Physics.Controllers
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var xformQuery = GetEntityQuery<TransformComponent>();
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var moverQuery = GetEntityQuery<InputMoverComponent>();
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foreach (var mover in EntityQuery<InputMoverComponent>(true))
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var movers = AllEntityQuery<InputMoverComponent>();
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var totalCount = EntityManager.Count<InputMoverComponent>();
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var moveInput = ArrayPool<(InputMoverComponent Mover, TransformComponent Transform, PhysicsComponent Physics)>.Shared.Rent(totalCount);
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var count = 0;
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while (movers.MoveNext(out var mover))
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{
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if (relayQuery.TryGetComponent(mover.Owner, out var relayed) && relayed.RelayEntity != null)
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{
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@@ -83,13 +96,11 @@ namespace Content.Server.Physics.Controllers
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continue;
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}
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PhysicsComponent? body = null;
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TransformComponent? xformMover = xform;
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PhysicsComponent? body;
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if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
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{
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if (!bodyQuery.TryGetComponent(xform.ParentUid, out body) ||
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!TryComp(xform.ParentUid, out xformMover))
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!xformQuery.HasComponent(xform.ParentUid))
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{
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continue;
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}
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@@ -99,9 +110,64 @@ namespace Content.Server.Physics.Controllers
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continue;
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}
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HandleMobMovement(mover, body, xformMover, frameTime, xformQuery);
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
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// To avoid threading issues on adding dictionary entries later.
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UsedMobMovement[mover.Owner] = false;
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moveInput[count++] = (mover, xform, body);
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}
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var moveResults = ArrayPool<(bool DirtyMover, Vector2? LinearVelocity, SoundSpecifier? sound, AudioParams audio)>.Shared.Rent(count);
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var mobQuery = GetEntityQuery<MobMoverComponent>();
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var inventoryQuery = GetEntityQuery<InventoryComponent>();
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var containerQuery = GetEntityQuery<ContainerManagerComponent>();
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var footQuery = GetEntityQuery<FootstepModifierComponent>();
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var options = new ParallelOptions()
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{
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MaxDegreeOfParallelism = _parallel.ParallelProcessCount,
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};
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Parallel.For(0, count, options, i =>
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{
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var (mover, xform, body) = moveInput[i];
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HandleMobMovement(mover, body, xform, frameTime, xformQuery, mobQuery, inventoryQuery, containerQuery, footQuery, out var dirtyMover, out var linearVelocity, out var sound, out var audio);
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moveResults[i] = (dirtyMover, linearVelocity, sound, audio);
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});
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var metaQuery = GetEntityQuery<MetaDataComponent>();
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for (var i = 0; i < count; i++)
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{
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var results = moveResults[i];
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var input = moveInput[i];
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MetaDataComponent? metadata = null;
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// Calling dirty isn't thread-safe sadly.
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if (results.DirtyMover)
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{
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metadata ??= metaQuery.GetComponent(input.Mover.Owner);
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Dirty(input.Mover, metadata);
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}
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if (results.LinearVelocity != null)
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{
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metadata ??= metaQuery.GetComponent(input.Physics.Owner);
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PhysicsSystem.SetLinearVelocity(input.Physics, results.LinearVelocity.Value, false);
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PhysicsSystem.SetAngularVelocity(input.Physics, 0f, false);
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Dirty(input.Physics, metadata);
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}
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if (results.sound != null)
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{
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Audio.PlayPredicted(results.sound, input.Mover.Owner, input.Mover.Owner, results.audio);
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}
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moveInput[i] = default;
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}
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ArrayPool<(bool DirtyMover, Vector2? LinearVelocity, SoundSpecifier? Sound, AudioParams Audio)>.Shared.Return(moveResults);
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ArrayPool<(InputMoverComponent, TransformComponent, PhysicsComponent)>.Shared.Return(moveInput);
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HandleShuttleMovement(frameTime);
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}
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@@ -1,5 +1,6 @@
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Timing;
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namespace Content.Shared.Movement.Components
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@@ -61,8 +62,8 @@ namespace Content.Shared.Movement.Components
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/// <summary>
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/// If we traverse on / off a grid then set a timer to update our relative inputs.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float LerpAccumulator;
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[ViewVariables(VVAccess.ReadWrite), DataField("lerpTarget", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan LerpTarget;
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public const float LerpTime = 1.0f;
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@@ -80,7 +80,7 @@ namespace Content.Shared.Movement.Systems
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component.RelativeRotation = state.RelativeRotation;
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component.TargetRelativeRotation = state.TargetRelativeRotation;
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component.RelativeEntity = state.RelativeEntity;
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component.LerpAccumulator = state.LerpAccumulator;
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component.LerpTarget = state.LerpTarget;
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}
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private void OnInputGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
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@@ -91,7 +91,7 @@ namespace Content.Shared.Movement.Systems
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component.RelativeRotation,
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component.TargetRelativeRotation,
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component.RelativeEntity,
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component.LerpAccumulator);
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component.LerpTarget);
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}
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private void ShutdownInput()
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@@ -118,13 +118,73 @@ namespace Content.Shared.Movement.Systems
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public void ResetCamera(EntityUid uid)
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{
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if (CameraRotationLocked || !TryComp<InputMoverComponent>(uid, out var mover) || mover.TargetRelativeRotation.Equals(Angle.Zero))
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if (CameraRotationLocked ||
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!TryComp<InputMoverComponent>(uid, out var mover))
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{
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return;
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}
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// If we updated parent then cancel the accumulator and force it now.
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!TryUpdateRelative(mover, xformQuery.GetComponent(uid), xformQuery) && mover.TargetRelativeRotation.Equals(Angle.Zero))
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return;
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mover.LerpTarget = TimeSpan.Zero;
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mover.TargetRelativeRotation = Angle.Zero;
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Dirty(mover);
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}
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private bool TryUpdateRelative(InputMoverComponent mover, TransformComponent xform, EntityQuery<TransformComponent> xformQuery)
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{
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var relative = xform.GridUid;
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relative ??= xform.MapUid;
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// So essentially what we want:
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// 1. If we go from grid to map then preserve our rotation and continue as usual
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// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
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// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
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if (mover.RelativeEntity.Equals(relative))
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return false;
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// Okay need to get our old relative rotation with respect to our new relative rotation
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// e.g. if we were right side up on our current grid need to get what that is on our new grid.
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var currentRotation = Angle.Zero;
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var targetRotation = Angle.Zero;
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// Get our current relative rotation
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if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
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{
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currentRotation = _transform.GetWorldRotation(oldRelativeXform, xformQuery) + mover.RelativeRotation;
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}
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if (xformQuery.TryGetComponent(relative, out var relativeXform))
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{
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// This is our current rotation relative to our new parent.
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mover.RelativeRotation = (currentRotation - _transform.GetWorldRotation(relativeXform, xformQuery)).FlipPositive();
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}
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// If we went from grid -> map we'll preserve our worldrotation
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if (relative != null && _mapManager.IsMap(relative.Value))
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{
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targetRotation = currentRotation.FlipPositive().Reduced();
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}
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// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
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// OR just rotate to zero (depending on cvar)
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else if (relative != null && _mapManager.IsGrid(relative.Value))
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{
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if (CameraRotationLocked)
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targetRotation = Angle.Zero;
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else
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targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
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}
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mover.RelativeEntity = relative;
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mover.TargetRelativeRotation = targetRotation;
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return true;
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}
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public Angle GetParentGridAngle(InputMoverComponent mover, EntityQuery<TransformComponent> xformQuery)
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{
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var rotation = mover.RelativeRotation;
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@@ -161,16 +221,16 @@ namespace Content.Shared.Movement.Systems
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// If we go on a grid and back off then just reset the accumulator.
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if (relative == component.RelativeEntity)
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{
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if (component.LerpAccumulator != 0f)
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if (component.LerpTarget >= Timing.CurTime)
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{
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component.LerpAccumulator = 0f;
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component.LerpTarget = TimeSpan.Zero;
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Dirty(component);
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}
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return;
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}
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component.LerpAccumulator = InputMoverComponent.LerpTime;
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component.LerpTarget = TimeSpan.FromSeconds(InputMoverComponent.LerpTime) + Timing.CurTime;
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Dirty(component);
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}
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@@ -499,16 +559,16 @@ namespace Content.Shared.Movement.Systems
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/// </summary>
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public Angle TargetRelativeRotation;
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public EntityUid? RelativeEntity;
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public float LerpAccumulator = 0f;
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public TimeSpan LerpTarget;
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public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, float lerpAccumulator)
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public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, TimeSpan lerpTarget)
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{
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Buttons = buttons;
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CanMove = canMove;
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RelativeRotation = relativeRotation;
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TargetRelativeRotation = targetRelativeRotation;
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RelativeEntity = relativeEntity;
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LerpAccumulator = lerpAccumulator;
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LerpTarget = lerpTarget;
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}
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}
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@@ -28,17 +28,17 @@ namespace Content.Shared.Movement.Systems
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/// </summary>
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public abstract partial class SharedMoverController : VirtualController
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedMobStateSystem _mobState = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tags = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedMobStateSystem _mobState = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tags = default!;
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private const float StepSoundMoveDistanceRunning = 2;
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private const float StepSoundMoveDistanceWalking = 1.5f;
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@@ -96,69 +96,35 @@ namespace Content.Shared.Movement.Systems
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/// <summary>
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/// Movement while considering actionblockers, weightlessness, etc.
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/// </summary>
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/// <remarks>
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/// Yes this signature is massive but this is also called a lot.
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/// </remarks>
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protected void HandleMobMovement(
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InputMoverComponent mover,
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PhysicsComponent physicsComponent,
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TransformComponent xform,
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float frameTime,
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EntityQuery<TransformComponent> xformQuery)
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EntityQuery<TransformComponent> xformQuery,
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EntityQuery<MobMoverComponent> mobQuery,
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EntityQuery<InventoryComponent> inventoryQuery,
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EntityQuery<ContainerManagerComponent> containerQuery,
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EntityQuery<FootstepModifierComponent> footQuery,
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out bool dirtyMover,
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out Vector2? linearVelocity,
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out SoundSpecifier? sound,
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out AudioParams audio)
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{
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
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dirtyMover = false;
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linearVelocity = Vector2.Zero;
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sound = null;
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audio = default;
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// Update relative movement
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if (mover.LerpAccumulator > 0f)
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if (mover.LerpTarget < Timing.CurTime)
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{
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Dirty(mover);
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mover.LerpAccumulator -= frameTime;
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if (mover.LerpAccumulator <= 0f)
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if (TryUpdateRelative(mover, xform, xformQuery))
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{
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mover.LerpAccumulator = 0f;
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var relative = xform.GridUid;
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relative ??= xform.MapUid;
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// So essentially what we want:
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// 1. If we go from grid to map then preserve our rotation and continue as usual
|
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// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
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// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
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if (!mover.RelativeEntity.Equals(relative))
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{
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// Okay need to get our old relative rotation with respect to our new relative rotation
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// e.g. if we were right side up on our current grid need to get what that is on our new grid.
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var currentRotation = Angle.Zero;
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var targetRotation = Angle.Zero;
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// Get our current relative rotation
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if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
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{
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currentRotation = oldRelativeXform.WorldRotation + mover.RelativeRotation;
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}
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if (xformQuery.TryGetComponent(relative, out var relativeXform))
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{
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// This is our current rotation relative to our new parent.
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mover.RelativeRotation = (currentRotation - relativeXform.WorldRotation).FlipPositive();
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}
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// If we went from grid -> map we'll preserve our worldrotation
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if (relative != null && _mapManager.IsMap(relative.Value))
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{
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targetRotation = currentRotation.FlipPositive().Reduced();
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}
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// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
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// OR just rotate to zero (depending on cvar)
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else if (relative != null && _mapManager.IsGrid(relative.Value))
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{
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if (CameraRotationLocked)
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targetRotation = Angle.Zero;
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else
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targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
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}
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mover.RelativeEntity = relative;
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mover.TargetRelativeRotation = targetRotation;
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}
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dirtyMover = true;
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}
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}
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@@ -183,13 +149,13 @@ namespace Content.Shared.Movement.Systems
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mover.RelativeRotation += adjustment;
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mover.RelativeRotation.FlipPositive();
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Dirty(mover);
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dirtyMover = true;
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}
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else if (!angleDiff.Equals(Angle.Zero))
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{
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mover.TargetRelativeRotation.FlipPositive();
|
||||
mover.RelativeRotation = mover.TargetRelativeRotation;
|
||||
Dirty(mover);
|
||||
dirtyMover = true;
|
||||
}
|
||||
|
||||
if (!UseMobMovement(mover, physicsComponent))
|
||||
@@ -217,7 +183,7 @@ namespace Content.Shared.Movement.Systems
|
||||
// No gravity: is our entity touching anything?
|
||||
touching = ev.CanMove;
|
||||
|
||||
if (!touching && TryComp<MobMoverComponent>(xform.Owner, out var mobMover))
|
||||
if (!touching && mobQuery.TryGetComponent(xform.Owner, out var mobMover))
|
||||
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsComponent);
|
||||
}
|
||||
}
|
||||
@@ -274,19 +240,20 @@ namespace Content.Shared.Movement.Systems
|
||||
{
|
||||
// This should have its event run during island solver soooo
|
||||
xform.DeferUpdates = true;
|
||||
xform.WorldRotation = worldTotal.ToWorldAngle();
|
||||
_transform.SetWorldRotation(xform, worldTotal.ToWorldAngle(), xformQuery);
|
||||
xform.DeferUpdates = false;
|
||||
|
||||
if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) &&
|
||||
TryGetSound(weightless, mover, mobMover, xform, out var sound))
|
||||
TryGetSound(weightless, mover, mobMover, xform, inventoryQuery, containerQuery, footQuery, out var soundSpec))
|
||||
{
|
||||
var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
|
||||
|
||||
var audioParams = sound.Params
|
||||
var audioParams = soundSpec.Params
|
||||
.WithVolume(FootstepVolume * soundModifier)
|
||||
.WithVariation(sound.Params.Variation ?? FootstepVariation);
|
||||
.WithVariation(soundSpec.Params.Variation ?? FootstepVariation);
|
||||
|
||||
_audio.PlayPredicted(sound, mover.Owner, mover.Owner, audioParams);
|
||||
sound = soundSpec;
|
||||
audio = audioParams;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -295,10 +262,13 @@ namespace Content.Shared.Movement.Systems
|
||||
if (!weightless || touching)
|
||||
Accelerate(ref velocity, in worldTotal, accel, frameTime);
|
||||
|
||||
PhysicsSystem.SetLinearVelocity(physicsComponent, velocity);
|
||||
if (physicsComponent.LinearVelocity.EqualsApprox(velocity, 0.0001f) &&
|
||||
MathHelper.CloseTo(physicsComponent.AngularVelocity, 0f))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Ensures that players do not spiiiiiiin
|
||||
PhysicsSystem.SetAngularVelocity(physicsComponent, 0);
|
||||
linearVelocity = velocity;
|
||||
}
|
||||
|
||||
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
|
||||
@@ -379,7 +349,16 @@ namespace Content.Shared.Movement.Systems
|
||||
|
||||
protected abstract bool CanSound();
|
||||
|
||||
private bool TryGetSound(bool weightless, InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, [NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
private bool TryGetSound(
|
||||
bool weightless,
|
||||
InputMoverComponent mover,
|
||||
MobMoverComponent mobMover,
|
||||
TransformComponent xform,
|
||||
EntityQuery<InventoryComponent> inventoryQuery,
|
||||
EntityQuery<ContainerManagerComponent> containerQuery,
|
||||
EntityQuery<FootstepModifierComponent> footQuery,
|
||||
|
||||
[NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
{
|
||||
sound = null;
|
||||
|
||||
@@ -413,18 +392,21 @@ namespace Content.Shared.Movement.Systems
|
||||
if (mobMover.StepSoundDistance < distanceNeeded) return false;
|
||||
|
||||
mobMover.StepSoundDistance -= distanceNeeded;
|
||||
EntityUid? shoes = null;
|
||||
|
||||
if (_inventory.TryGetSlotEntity(mover.Owner, "shoes", out var shoes) &&
|
||||
EntityManager.TryGetComponent<FootstepModifierComponent>(shoes, out var modifier))
|
||||
if (inventoryQuery.TryGetComponent(mover.Owner, out var inventory) &&
|
||||
containerQuery.TryGetComponent(mover.Owner, out var containerManager) &&
|
||||
_inventory.TryGetSlotEntity(mover.Owner, "shoes", out shoes, inventory, containerManager) &&
|
||||
footQuery.TryGetComponent(shoes, out var modifier))
|
||||
{
|
||||
sound = modifier.Sound;
|
||||
return true;
|
||||
}
|
||||
|
||||
return TryGetFootstepSound(coordinates, shoes != null, out sound);
|
||||
return TryGetFootstepSound(coordinates, shoes != null, footQuery, out sound);
|
||||
}
|
||||
|
||||
private bool TryGetFootstepSound(EntityCoordinates coordinates, bool haveShoes, [NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
private bool TryGetFootstepSound(EntityCoordinates coordinates, bool haveShoes, EntityQuery<FootstepModifierComponent> footQuery, [NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
{
|
||||
sound = null;
|
||||
var gridUid = coordinates.GetGridUid(EntityManager);
|
||||
@@ -432,7 +414,7 @@ namespace Content.Shared.Movement.Systems
|
||||
// Fallback to the map
|
||||
if (gridUid == null)
|
||||
{
|
||||
if (TryComp<FootstepModifierComponent>(coordinates.GetMapUid(EntityManager), out var modifier))
|
||||
if (footQuery.TryGetComponent(coordinates.GetMapUid(EntityManager), out var modifier))
|
||||
{
|
||||
sound = modifier.Sound;
|
||||
return true;
|
||||
@@ -444,17 +426,20 @@ namespace Content.Shared.Movement.Systems
|
||||
var grid = _mapManager.GetGrid(gridUid.Value);
|
||||
var tile = grid.GetTileRef(coordinates);
|
||||
|
||||
if (tile.IsSpace(_tileDefinitionManager)) return false;
|
||||
if (tile.IsSpace(_tileDefinitionManager))
|
||||
return false;
|
||||
|
||||
// If the coordinates have a FootstepModifier component
|
||||
// i.e. component that emit sound on footsteps emit that sound
|
||||
foreach (var maybeFootstep in grid.GetAnchoredEntities(tile.GridIndices))
|
||||
var anchoredEnumerator = grid.GetAnchoredEntitiesEnumerator(tile.GridIndices);
|
||||
|
||||
while (anchoredEnumerator.MoveNext(out var maybeFootstep))
|
||||
{
|
||||
if (EntityManager.TryGetComponent(maybeFootstep, out FootstepModifierComponent? footstep))
|
||||
{
|
||||
sound = footstep.Sound;
|
||||
return true;
|
||||
}
|
||||
if (!footQuery.TryGetComponent(maybeFootstep, out var footstep))
|
||||
continue;
|
||||
|
||||
sound = footstep.Sound;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Walking on a tile.
|
||||
|
||||
Reference in New Issue
Block a user