WiP movement prediction.

This commit is contained in:
Pieter-Jan Briers
2020-06-24 02:21:20 +02:00
parent 822436bb81
commit da45a52325
48 changed files with 1101 additions and 540 deletions

View File

@@ -107,7 +107,6 @@ namespace Content.Client
"WeaponCapacitorCharger", "WeaponCapacitorCharger",
"PowerCellCharger", "PowerCellCharger",
"AiController", "AiController",
"PlayerInputMover",
"Computer", "Computer",
"AsteroidRock", "AsteroidRock",
"ResearchServer", "ResearchServer",
@@ -125,8 +124,6 @@ namespace Content.Client
"Food", "Food",
"FoodContainer", "FoodContainer",
"Stomach", "Stomach",
"Hunger",
"Thirst",
"Rotatable", "Rotatable",
"MagicMirror", "MagicMirror",
"MedkitFill", "MedkitFill",
@@ -142,7 +139,6 @@ namespace Content.Client
"Bloodstream", "Bloodstream",
"TransformableContainer", "TransformableContainer",
"Mind", "Mind",
"MovementSpeedModifier",
"StorageFill", "StorageFill",
"Mop", "Mop",
"Bucket", "Bucket",
@@ -154,7 +150,6 @@ namespace Content.Client
"DroppedBodyPart", "DroppedBodyPart",
"DroppedMechanism", "DroppedMechanism",
"BodyManager", "BodyManager",
"Stunnable",
"SolarPanel", "SolarPanel",
"BodyScanner", "BodyScanner",
"Stunbaton", "Stunbaton",

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@@ -0,0 +1,43 @@
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
#nullable enable
namespace Content.Client.GameObjects.Components.Mobs
{
[RegisterComponent]
[ComponentReference(typeof(SharedStunnableComponent))]
public class StunnableComponent : SharedStunnableComponent
{
private bool _stunned;
private bool _knockedDown;
private bool _slowedDown;
public override bool Stunned => _stunned;
public override bool KnockedDown => _knockedDown;
public override bool SlowedDown => _slowedDown;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is StunnableComponentState state))
{
return;
}
_stunned = state.Stunned;
_knockedDown = state.KnockedDown;
_slowedDown = state.SlowedDown;
WalkModifierOverride = state.WalkModifierOverride;
RunModifierOverride = state.RunModifierOverride;
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
{
movement.RefreshMovementSpeedModifiers();
}
}
}
}

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@@ -0,0 +1,26 @@
using Content.Shared.GameObjects.Components.Movement;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
#nullable enable
namespace Content.Client.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent
{
public override GridCoordinates LastPosition { get; set; }
public override float StepSoundDistance { get; set; }
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (IoCManager.Resolve<IPlayerManager>().LocalPlayer!.ControlledEntity == Owner)
{
base.HandleComponentState(curState, nextState);
}
}
}
}

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@@ -0,0 +1,30 @@
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Nutrition;
using Robust.Shared.GameObjects;
#nullable enable
namespace Content.Client.GameObjects.Components.Nutrition
{
[RegisterComponent]
public class HungerComponent : SharedHungerComponent
{
private HungerThreshold _currentHungerThreshold;
public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (!(curState is HungerComponentState hunger))
{
return;
}
_currentHungerThreshold = hunger.CurrentThreshold;
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
{
movement.RefreshMovementSpeedModifiers();
}
}
}
}

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@@ -0,0 +1,30 @@
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Nutrition;
using Robust.Shared.GameObjects;
#nullable enable
namespace Content.Client.GameObjects.Components.Nutrition
{
[RegisterComponent]
public class ThirstComponent : SharedThirstComponent
{
private ThirstThreshold _currentThirstThreshold;
public override ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (!(curState is ThirstComponentState thirst))
{
return;
}
_currentThirstThreshold = thirst.CurrentThreshold;
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
{
movement.RefreshMovementSpeedModifiers();
}
}
}
}

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@@ -0,0 +1,53 @@
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.IoC;
using Robust.Shared.Physics;
#nullable enable
namespace Content.Client.GameObjects.EntitySystems
{
[UsedImplicitly]
public class MoverSystem : SharedMoverSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override void Initialize()
{
base.Initialize();
UpdatesBefore.Add(typeof(PhysicsSystem));
}
public override void FrameUpdate(float frameTime)
{
var playerEnt = _playerManager.LocalPlayer?.ControlledEntity;
if (playerEnt == null || !playerEnt.TryGetComponent(out IMoverComponent mover))
{
return;
}
var physics = playerEnt.GetComponent<PhysicsComponent>();
playerEnt.TryGetComponent(out CollidableComponent? collidable);
UpdateKinematics(playerEnt.Transform, mover, physics, collidable);
}
public override void Update(float frameTime)
{
FrameUpdate(frameTime);
}
protected override void SetController(SharedPhysicsComponent physics)
{
((PhysicsComponent)physics).SetController<MoverController>();
}
}
}

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@@ -444,7 +444,7 @@ namespace Content.Client.GameObjects.EntitySystems
var func = args.Function; var func = args.Function;
var funcId = _master._inputManager.NetworkBindMap.KeyFunctionID(args.Function); var funcId = _master._inputManager.NetworkBindMap.KeyFunctionID(args.Function);
var message = new FullInputCmdMessage(_master._gameTiming.CurTick, funcId, BoundKeyState.Down, var message = new FullInputCmdMessage(_master._gameTiming.CurTick, _master._gameTiming.TickFraction, funcId, BoundKeyState.Down,
_entity.Transform.GridPosition, _entity.Transform.GridPosition,
args.PointerLocation, _entity.Uid); args.PointerLocation, _entity.Uid);

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@@ -183,7 +183,7 @@ namespace Content.Client.State
if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid)) if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid))
grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId); grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId);
var message = new FullInputCmdMessage(_timing.CurTick, funcId, args.State, var message = new FullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId, args.State,
grid.MapToGrid(mousePosWorld), args.PointerLocation, grid.MapToGrid(mousePosWorld), args.PointerLocation,
entityToClick?.Uid ?? EntityUid.Invalid); entityToClick?.Uid ?? EntityUid.Invalid);

View File

@@ -77,7 +77,7 @@ namespace Content.Client.UserInterface
if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid)) if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid))
grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId); grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId);
var message = new FullInputCmdMessage(_gameTiming.CurTick, funcId, BoundKeyState.Down, var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId, BoundKeyState.Down,
grid.MapToGrid(mousePosWorld), args.PointerLocation, item.Uid); grid.MapToGrid(mousePosWorld), args.PointerLocation, item.Uid);
// client side command handlers will always be sent the local player session. // client side command handlers will always be sent the local player session.

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@@ -2,10 +2,10 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading; using System.Threading;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding; using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders; using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
using Content.Server.GameObjects.EntitySystems.JobQueues; using Content.Server.GameObjects.EntitySystems.JobQueues;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Components; using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Map;

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@@ -1,7 +1,7 @@
using Content.Server.AI.Utility.Curves; using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState; using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States; using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.EntitySystems; using Content.Shared.GameObjects.EntitySystems;
namespace Content.Server.AI.Utility.Considerations.ActionBlocker namespace Content.Server.AI.Utility.Considerations.ActionBlocker
{ {

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@@ -2,6 +2,7 @@ using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState; using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States; using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Nutrition; using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
{ {

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@@ -2,6 +2,7 @@ using Content.Server.AI.Utility.Curves;
using Content.Server.AI.WorldState; using Content.Server.AI.WorldState;
using Content.Server.AI.WorldState.States; using Content.Server.AI.WorldState.States;
using Content.Server.GameObjects.Components.Nutrition; using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
namespace Content.Server.AI.Utility.Considerations.Nutrition namespace Content.Server.AI.Utility.Considerations.Nutrition
{ {

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@@ -1,5 +1,6 @@
using System; using System;
using Content.Server.GameObjects.Components.Nutrition; using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using JetBrains.Annotations; using JetBrains.Annotations;
namespace Content.Server.AI.WorldState.States.Nutrition namespace Content.Server.AI.WorldState.States.Nutrition

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@@ -1,5 +1,6 @@
using System; using System;
using Content.Server.GameObjects.Components.Nutrition; using Content.Server.GameObjects.Components.Nutrition;
using Content.Shared.GameObjects.Components.Nutrition;
using JetBrains.Annotations; using JetBrains.Annotations;
using ThirstComponent = Content.Server.GameObjects.Components.Nutrition.ThirstComponent; using ThirstComponent = Content.Server.GameObjects.Components.Nutrition.ThirstComponent;

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@@ -6,6 +6,7 @@ using Content.Server.Interfaces.Chat;
using Content.Server.Observer; using Content.Server.Observer;
using Content.Server.Players; using Content.Server.Players;
using Content.Shared.Chat; using Content.Shared.Chat;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player; using Robust.Server.Interfaces.Player;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;

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@@ -8,6 +8,7 @@ using Content.Server.Interfaces.GameObjects;
using Content.Server.Utility; using Content.Server.Utility;
using Content.Shared.Chemistry; using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Chemistry; using Content.Shared.GameObjects.Components.Chemistry;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.Container;
using Robust.Server.GameObjects.Components.UserInterface; using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.GameObjects;

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@@ -5,6 +5,7 @@ using System.Threading.Tasks.Dataflow;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces; using Content.Server.Interfaces;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.Container;
using Robust.Server.Interfaces.Player; using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;

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@@ -3,11 +3,9 @@ using System.Linq;
using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces; using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Mobs; using Content.Server.Mobs;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Instruments; using Content.Shared.GameObjects.Components.Instruments;
using NFluidsynth; using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.UserInterface; using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.GameObjects;
@@ -15,16 +13,12 @@ using Robust.Server.Interfaces.Player;
using Robust.Server.Player; using Robust.Server.Player;
using Robust.Shared.Enums; using Robust.Shared.Enums;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Log;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Timing; using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Players; using Robust.Shared.Players;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using Logger = Robust.Shared.Log.Logger;
using MidiEvent = Robust.Shared.Audio.Midi.MidiEvent;
namespace Content.Server.GameObjects.Components.Instruments namespace Content.Server.GameObjects.Components.Instruments
{ {

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@@ -12,6 +12,7 @@ using Content.Shared.Chemistry;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components; using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Interactable; using Content.Shared.GameObjects.Components.Interactable;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Maps; using Content.Shared.Maps;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;

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@@ -7,6 +7,7 @@ using Content.Server.Throw;
using Content.Server.Utility; using Content.Server.Utility;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items; using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics; using Content.Shared.Physics;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.GameObjects;

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@@ -3,6 +3,7 @@ using Content.Server.GameObjects.EntitySystems;
using Content.Server.Mobs; using Content.Server.Mobs;
using Content.Shared.Audio; using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using Microsoft.EntityFrameworkCore.Metadata.Builders; using Microsoft.EntityFrameworkCore.Metadata.Builders;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;

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@@ -3,16 +3,18 @@ using System.Collections.Generic;
using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces; using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Content.Server.Observer; using Content.Server.Observer;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.Interfaces.Player; using Robust.Server.Interfaces.Player;
using Robust.Shared.ContentPack; using Robust.Shared.ContentPack;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;
using Robust.Shared.Players;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Server.GameObjects namespace Content.Server.GameObjects
@@ -218,11 +220,11 @@ namespace Content.Server.GameObjects
Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, null); Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, null);
} }
void IRelayMoveInput.MoveInputPressed(IPlayerSession session) void IRelayMoveInput.MoveInputPressed(ICommonSession session)
{ {
if (CurrentDamageState is DeadState) if (CurrentDamageState is DeadState)
{ {
new Ghost().Execute(null, session, null); new Ghost().Execute(null, (IPlayerSession) session, null);
} }
} }
} }

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@@ -1,50 +1,40 @@
using System; using System;
using System.Threading; using System.Threading;
using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Mobs; using Content.Server.Mobs;
using Content.Shared.Audio; using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs;
using Microsoft.Extensions.Logging;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems; using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Timers;
using Robust.Shared.Interfaces.Timing; using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timers.Timer; using Timer = Robust.Shared.Timers.Timer;
using CannyFastMath; using Content.Shared.GameObjects.Components.Movement;
using Math = CannyFastMath.Math; using Math = CannyFastMath.Math;
using MathF = CannyFastMath.MathF; using MathF = CannyFastMath.MathF;
namespace Content.Server.GameObjects.Components.Mobs namespace Content.Server.GameObjects.Components.Mobs
{ {
[RegisterComponent] [RegisterComponent]
public class StunnableComponent : Component, IActionBlocker, IInteractHand, IMoveSpeedModifier [ComponentReference(typeof(SharedStunnableComponent))]
public class StunnableComponent : SharedStunnableComponent, IInteractHand
{ {
public override string Name => "Stunnable";
#pragma warning disable 649 #pragma warning disable 649
[Dependency] private IGameTiming _gameTiming; [Dependency] private IGameTiming _gameTiming;
#pragma warning restore 649 #pragma warning restore 649
private TimeSpan? _lastStun; private TimeSpan? _lastStun;
[ViewVariables] [ViewVariables] public TimeSpan? StunStart => _lastStun;
public TimeSpan? StunStart => _lastStun;
[ViewVariables] [ViewVariables]
public TimeSpan? StunEnd => _lastStun == null public TimeSpan? StunEnd => _lastStun == null
? (TimeSpan?) null ? (TimeSpan?) null
: _gameTiming.CurTime + (TimeSpan.FromSeconds(Math.Max(_stunnedTimer, Math.Max(_knockdownTimer, _slowdownTimer)))); : _gameTiming.CurTime +
(TimeSpan.FromSeconds(Math.Max(_stunnedTimer, Math.Max(_knockdownTimer, _slowdownTimer))));
private const int StunLevels = 8; private const int StunLevels = 8;
@@ -59,14 +49,12 @@ namespace Content.Server.GameObjects.Components.Mobs
private float _knockdownTimer = 0f; private float _knockdownTimer = 0f;
private float _slowdownTimer = 0f; private float _slowdownTimer = 0f;
private float _walkModifierOverride = 0f;
private float _runModifierOverride = 0f;
private string _stunTexture; private string _stunTexture;
private CancellationTokenSource _statusRemoveCancellation = new CancellationTokenSource(); private CancellationTokenSource _statusRemoveCancellation = new CancellationTokenSource();
[ViewVariables] public bool Stunned => _stunnedTimer > 0f; [ViewVariables] public override bool Stunned => _stunnedTimer > 0f;
[ViewVariables] public bool KnockedDown => _knockdownTimer > 0f; [ViewVariables] public override bool KnockedDown => _knockdownTimer > 0f;
[ViewVariables] public bool SlowedDown => _slowdownTimer > 0f; [ViewVariables] public override bool SlowedDown => _slowdownTimer > 0f;
[ViewVariables] public float StunCap => _stunCap; [ViewVariables] public float StunCap => _stunCap;
[ViewVariables] public float KnockdownCap => _knockdownCap; [ViewVariables] public float KnockdownCap => _knockdownCap;
[ViewVariables] public float SlowdownCap => _slowdownCap; [ViewVariables] public float SlowdownCap => _slowdownCap;
@@ -79,7 +67,8 @@ namespace Content.Server.GameObjects.Components.Mobs
serializer.DataField(ref _slowdownCap, "slowdownCap", 20f); serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
serializer.DataField(ref _helpInterval, "helpInterval", 1f); serializer.DataField(ref _helpInterval, "helpInterval", 1f);
serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f); serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f);
serializer.DataField(ref _stunTexture, "stunTexture", "/Textures/Objects/Melee/stunbaton.rsi/stunbaton_off.png"); serializer.DataField(ref _stunTexture, "stunTexture",
"/Textures/Objects/Melee/stunbaton.rsi/stunbaton_off.png");
} }
/// <summary> /// <summary>
@@ -99,6 +88,7 @@ namespace Content.Server.GameObjects.Components.Mobs
_lastStun = _gameTiming.CurTime; _lastStun = _gameTiming.CurTime;
SetStatusEffect(); SetStatusEffect();
Dirty();
} }
/// <summary> /// <summary>
@@ -118,6 +108,7 @@ namespace Content.Server.GameObjects.Components.Mobs
_lastStun = _gameTiming.CurTime; _lastStun = _gameTiming.CurTime;
SetStatusEffect(); SetStatusEffect();
Dirty();
} }
/// <summary> /// <summary>
@@ -143,16 +134,17 @@ namespace Content.Server.GameObjects.Components.Mobs
if (seconds <= 0f) if (seconds <= 0f)
return; return;
_walkModifierOverride = walkModifierOverride; WalkModifierOverride = walkModifierOverride;
_runModifierOverride = runModifierOverride; RunModifierOverride = runModifierOverride;
_slowdownTimer = seconds; _slowdownTimer = seconds;
_lastStun = _gameTiming.CurTime; _lastStun = _gameTiming.CurTime;
if(Owner.TryGetComponent(out MovementSpeedModifierComponent movement)) if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
movement.RefreshMovementSpeedModifiers(); movement.RefreshMovementSpeedModifiers();
SetStatusEffect(); SetStatusEffect();
Dirty();
} }
/// <summary> /// <summary>
@@ -162,6 +154,7 @@ namespace Content.Server.GameObjects.Components.Mobs
{ {
_knockdownTimer = 0f; _knockdownTimer = 0f;
_stunnedTimer = 0f; _stunnedTimer = 0f;
Dirty();
} }
public bool InteractHand(InteractHandEventArgs eventArgs) public bool InteractHand(InteractHandEventArgs eventArgs)
@@ -170,7 +163,7 @@ namespace Content.Server.GameObjects.Components.Mobs
return false; return false;
_canHelp = false; _canHelp = false;
Timer.Spawn(((int)_helpInterval*1000), () => _canHelp = true); Timer.Spawn(((int) _helpInterval * 1000), () => _canHelp = true);
EntitySystem.Get<AudioSystem>() EntitySystem.Get<AudioSystem>()
.PlayFromEntity("/Audio/effects/thudswoosh.ogg", Owner, AudioHelpers.WithVariation(0.25f)); .PlayFromEntity("/Audio/effects/thudswoosh.ogg", Owner, AudioHelpers.WithVariation(0.25f));
@@ -179,6 +172,7 @@ namespace Content.Server.GameObjects.Components.Mobs
SetStatusEffect(); SetStatusEffect();
Dirty();
return true; return true;
} }
@@ -187,7 +181,8 @@ namespace Content.Server.GameObjects.Components.Mobs
if (!Owner.TryGetComponent(out ServerStatusEffectsComponent status)) if (!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
return; return;
status.ChangeStatusEffect(StatusEffect.Stun, _stunTexture, (StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value)); status.ChangeStatusEffect(StatusEffect.Stun, _stunTexture,
(StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value));
_statusRemoveCancellation.Cancel(); _statusRemoveCancellation.Cancel();
_statusRemoveCancellation = new CancellationTokenSource(); _statusRemoveCancellation = new CancellationTokenSource();
} }
@@ -201,6 +196,7 @@ namespace Content.Server.GameObjects.Components.Mobs
if (_stunnedTimer <= 0) if (_stunnedTimer <= 0)
{ {
_stunnedTimer = 0f; _stunnedTimer = 0f;
Dirty();
} }
} }
@@ -213,6 +209,7 @@ namespace Content.Server.GameObjects.Components.Mobs
StandingStateHelper.Standing(Owner); StandingStateHelper.Standing(Owner);
_knockdownTimer = 0f; _knockdownTimer = 0f;
Dirty();
} }
} }
@@ -224,12 +221,14 @@ namespace Content.Server.GameObjects.Components.Mobs
{ {
_slowdownTimer = 0f; _slowdownTimer = 0f;
if(Owner.TryGetComponent(out MovementSpeedModifierComponent movement)) if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
movement.RefreshMovementSpeedModifiers(); movement.RefreshMovementSpeedModifiers();
Dirty();
} }
} }
if (!StunStart.HasValue || !StunEnd.HasValue || !Owner.TryGetComponent(out ServerStatusEffectsComponent status)) if (!StunStart.HasValue || !StunEnd.HasValue ||
!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
return; return;
var start = StunStart.Value; var start = StunStart.Value;
@@ -245,31 +244,6 @@ namespace Content.Server.GameObjects.Components.Mobs
} }
} }
#region ActionBlockers
public bool CanMove() => (!Stunned);
public bool CanInteract() => (!Stunned);
public bool CanUse() => (!Stunned);
public bool CanThrow() => (!Stunned);
public bool CanSpeak() => true;
public bool CanDrop() => (!Stunned);
public bool CanPickup() => (!Stunned);
public bool CanEmote() => true;
public bool CanAttack() => (!Stunned);
public bool CanEquip() => (!Stunned);
public bool CanUnequip() => (!Stunned);
public bool CanChangeDirection() => true;
#endregion
public float StunTimeModifier public float StunTimeModifier
{ {
get get
@@ -318,8 +292,11 @@ namespace Content.Server.GameObjects.Components.Mobs
} }
} }
public float WalkSpeedModifier => (SlowedDown ? (_walkModifierOverride <= 0f ? 0.5f : _walkModifierOverride) : 1f); public override ComponentState GetComponentState()
public float SprintSpeedModifier => (SlowedDown ? (_runModifierOverride <= 0f ? 0.5f : _runModifierOverride) : 1f); {
return new StunnableComponentState(Stunned, KnockedDown, SlowedDown, WalkModifierOverride,
RunModifierOverride);
}
} }
/// <summary> /// <summary>

View File

@@ -1,6 +1,4 @@
using Content.Server.AI.Utility; using Content.Shared.GameObjects.Components.Movement;
using Content.Server.AI.Utility.AiLogic;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Robust.Server.AI; using Robust.Server.AI;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
@@ -111,7 +109,7 @@ namespace Content.Server.GameObjects.Components.Movement
/// Is the entity Sprinting (running)? /// Is the entity Sprinting (running)?
/// </summary> /// </summary>
[ViewVariables] [ViewVariables]
public bool Sprinting { get; set; } = true; public bool Sprinting { get; } = true;
/// <summary> /// <summary>
/// Calculated linear velocity direction of the entity. /// Calculated linear velocity direction of the entity.
@@ -119,11 +117,14 @@ namespace Content.Server.GameObjects.Components.Movement
[ViewVariables] [ViewVariables]
public Vector2 VelocityDir { get; set; } public Vector2 VelocityDir { get; set; }
(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
public GridCoordinates LastPosition { get; set; } public GridCoordinates LastPosition { get; set; }
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)] public float StepSoundDistance { get; set; }
public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, bool enabled) { } public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled) { }
public void SetSprinting(ushort subTick, bool enabled) { }
} }
} }

View File

@@ -1,17 +1,11 @@
 using Content.Shared.GameObjects.Components.Movement;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components; using Robust.Shared.GameObjects.Components;
using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
using Robust.Shared.IoC;
using Robust.Shared.Interfaces.Configuration; #nullable enable
using Robust.Shared.Configuration;
namespace Content.Server.GameObjects.Components.Movement namespace Content.Server.GameObjects.Components.Movement
{ {
@@ -20,138 +14,11 @@ namespace Content.Server.GameObjects.Components.Movement
/// </summary> /// </summary>
[RegisterComponent] [RegisterComponent]
[ComponentReference(typeof(IMoverComponent))] [ComponentReference(typeof(IMoverComponent))]
public class PlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent, ICollideSpecial
{ {
#pragma warning disable 649 public override GridCoordinates LastPosition { get; set; }
[Dependency] private readonly IConfigurationManager _configurationManager;
#pragma warning restore 649
private bool _movingUp; public override float StepSoundDistance { get; set; }
private bool _movingDown;
private bool _movingLeft;
private bool _movingRight;
/// <inheritdoc />
public override string Name => "PlayerInputMover";
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentWalkSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
return component.CurrentWalkSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
}
}
/// <summary>
/// Movement speed (m/s) that the entity walks, after modifiers
/// </summary>
[ViewVariables]
public float CurrentSprintSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
return component.CurrentSprintSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
}
/// <inheritdoc />
[ViewVariables]
public float CurrentPushSpeed => 5.0f;
/// <inheritdoc />
[ViewVariables]
public float GrabRange => 0.2f;
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
[ViewVariables]
public bool Sprinting { get; set; } = true;
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public Vector2 VelocityDir { get; private set; }
public GridCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
/// <summary>
/// Whether or not the player can move diagonally.
/// </summary>
[ViewVariables] public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>("game.diagonalmovement");
/// <inheritdoc />
public override void OnAdd()
{
// This component requires that the entity has a PhysicsComponent.
if (!Owner.HasComponent<PhysicsComponent>())
Logger.Error($"[ECS] {Owner.Prototype.Name} - {nameof(PlayerInputMoverComponent)} requires {nameof(PhysicsComponent)}. ");
base.OnAdd();
}
/// <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="enabled">If the direction is active.</param>
public void SetVelocityDirection(Direction direction, bool enabled)
{
switch (direction)
{
case Direction.East:
_movingRight = enabled;
break;
case Direction.North:
_movingUp = enabled;
break;
case Direction.West:
_movingLeft = enabled;
break;
case Direction.South:
_movingDown = enabled;
break;
}
// 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 -= _movingLeft ? 1 : 0;
x += _movingRight ? 1 : 0;
var y = 0;
if (DiagonalMovementEnabled || x == 0)
{
y -= _movingDown ? 1 : 0;
y += _movingUp ? 1 : 0;
}
VelocityDir = new Vector2(x, y);
// can't normalize zero length vector
if (VelocityDir.LengthSquared > 1.0e-6)
VelocityDir = VelocityDir.Normalized;
}
/// <summary> /// <summary>
/// Special collision override, can be used to give custom behaviors deciding when to collide /// Special collision override, can be used to give custom behaviors deciding when to collide
@@ -167,6 +34,5 @@ namespace Content.Server.GameObjects.Components.Movement
} }
return false; return false;
} }
} }
} }

View File

@@ -1,5 +1,5 @@
using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs;
using Content.Server.Interfaces.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.Container; using Robust.Server.GameObjects.Components.Container;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
@@ -44,11 +44,11 @@ namespace Content.Server.GameObjects.Components.Movement
public float GrabRange => 0.0f; public float GrabRange => 0.0f;
public bool Sprinting { get; set; } public bool Sprinting { get; set; }
public Vector2 VelocityDir { get; } = Vector2.Zero; public (Vector2 walking, Vector2 sprinting) VelocityDir { get; } = (Vector2.Zero, Vector2.Zero);
public GridCoordinates LastPosition { get; set; } public GridCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; } public float StepSoundDistance { get; set; }
public void SetVelocityDirection(Direction direction, bool enabled) public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{ {
var gridId = Owner.Transform.GridID; var gridId = Owner.Transform.GridID;
@@ -74,6 +74,11 @@ namespace Content.Server.GameObjects.Components.Movement
} }
} }
public void SetSprinting(ushort subTick, bool enabled)
{
// Shuttles can't sprint.
}
private Vector2 CalcNewVelocity(Direction direction, bool enabled) private Vector2 CalcNewVelocity(Direction direction, bool enabled)
{ {
switch (direction) switch (direction)

View File

@@ -4,6 +4,8 @@ using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Nutrition;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Random; using Robust.Shared.Interfaces.Random;
@@ -15,14 +17,12 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Nutrition namespace Content.Server.GameObjects.Components.Nutrition
{ {
[RegisterComponent] [RegisterComponent]
public sealed class HungerComponent : Component, IMoveSpeedModifier public sealed class HungerComponent : SharedHungerComponent
{ {
#pragma warning disable 649 #pragma warning disable 649
[Dependency] private readonly IRobustRandom _random; [Dependency] private readonly IRobustRandom _random;
#pragma warning restore 649 #pragma warning restore 649
public override string Name => "Hunger";
// Base stuff // Base stuff
public float BaseDecayRate => _baseDecayRate; public float BaseDecayRate => _baseDecayRate;
[ViewVariables] private float _baseDecayRate; [ViewVariables] private float _baseDecayRate;
@@ -30,7 +30,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
[ViewVariables] private float _actualDecayRate; [ViewVariables] private float _actualDecayRate;
// Hunger // Hunger
public HungerThreshold CurrentHungerThreshold => _currentHungerThreshold; public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
private HungerThreshold _currentHungerThreshold; private HungerThreshold _currentHungerThreshold;
private HungerThreshold _lastHungerThreshold; private HungerThreshold _lastHungerThreshold;
public float CurrentHunger => _currentHunger; public float CurrentHunger => _currentHunger;
@@ -127,6 +127,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
_currentHungerThreshold = GetHungerThreshold(_currentHunger); _currentHungerThreshold = GetHungerThreshold(_currentHunger);
_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects. _lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
HungerThresholdEffect(true); HungerThresholdEffect(true);
Dirty();
} }
public HungerThreshold GetHungerThreshold(float food) public HungerThreshold GetHungerThreshold(float food)
@@ -161,6 +162,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
{ {
_currentHungerThreshold = calculatedHungerThreshold; _currentHungerThreshold = calculatedHungerThreshold;
HungerThresholdEffect(); HungerThresholdEffect();
Dirty();
} }
if (_currentHungerThreshold == HungerThreshold.Dead) if (_currentHungerThreshold == HungerThreshold.Dead)
{ {
@@ -179,36 +181,11 @@ namespace Content.Server.GameObjects.Components.Nutrition
_currentHunger = HungerThresholds[HungerThreshold.Okay]; _currentHunger = HungerThresholds[HungerThreshold.Okay];
} }
float IMoveSpeedModifier.WalkSpeedModifier public override ComponentState GetComponentState()
{ {
get return new HungerComponentState(_currentHungerThreshold);
{
if (_currentHungerThreshold == HungerThreshold.Starving)
{
return 0.5f;
}
return 1.0f;
}
}
float IMoveSpeedModifier.SprintSpeedModifier
{
get
{
if (_currentHungerThreshold == HungerThreshold.Starving)
{
return 0.5f;
}
return 1.0f;
}
} }
} }
public enum HungerThreshold
{
Overfed,
Okay,
Peckish,
Starving,
Dead,
}
} }

View File

@@ -4,6 +4,8 @@ using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects; using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Nutrition;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Random; using Robust.Shared.Interfaces.Random;
@@ -15,14 +17,12 @@ using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Nutrition namespace Content.Server.GameObjects.Components.Nutrition
{ {
[RegisterComponent] [RegisterComponent]
public sealed class ThirstComponent : Component, IMoveSpeedModifier public sealed class ThirstComponent : SharedThirstComponent, IMoveSpeedModifier
{ {
#pragma warning disable 649 #pragma warning disable 649
[Dependency] private readonly IRobustRandom _random; [Dependency] private readonly IRobustRandom _random;
#pragma warning restore 649 #pragma warning restore 649
public override string Name => "Thirst";
// Base stuff // Base stuff
public float BaseDecayRate => _baseDecayRate; public float BaseDecayRate => _baseDecayRate;
[ViewVariables] private float _baseDecayRate; [ViewVariables] private float _baseDecayRate;
@@ -30,7 +30,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
[ViewVariables] private float _actualDecayRate; [ViewVariables] private float _actualDecayRate;
// Thirst // Thirst
public ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold; public override ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
private ThirstThreshold _currentThirstThreshold; private ThirstThreshold _currentThirstThreshold;
private ThirstThreshold _lastThirstThreshold; private ThirstThreshold _lastThirstThreshold;
public float CurrentThirst => _currentThirst; public float CurrentThirst => _currentThirst;
@@ -126,6 +126,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
_lastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects. _lastThirstThreshold = ThirstThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
// TODO: Check all thresholds make sense and throw if they don't. // TODO: Check all thresholds make sense and throw if they don't.
ThirstThresholdEffect(true); ThirstThresholdEffect(true);
Dirty();
} }
public ThirstThreshold GetThirstThreshold(float drink) public ThirstThreshold GetThirstThreshold(float drink)
@@ -160,6 +161,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
{ {
_currentThirstThreshold = calculatedThirstThreshold; _currentThirstThreshold = calculatedThirstThreshold;
ThirstThresholdEffect(); ThirstThresholdEffect();
Dirty();
} }
if (_currentThirstThreshold == ThirstThreshold.Dead) if (_currentThirstThreshold == ThirstThreshold.Dead)
@@ -174,42 +176,16 @@ namespace Content.Server.GameObjects.Components.Nutrition
} }
} }
float IMoveSpeedModifier.SprintSpeedModifier
{
get
{
if (_currentThirstThreshold == ThirstThreshold.Parched)
{
return 0.25f;
}
return 1.0f;
}
}
float IMoveSpeedModifier.WalkSpeedModifier
{
get
{
if (_currentThirstThreshold == ThirstThreshold.Parched)
{
return 0.5f;
}
return 1.0f;
}
}
public void ResetThirst() public void ResetThirst()
{ {
_currentThirst = ThirstThresholds[ThirstThreshold.Okay]; _currentThirst = ThirstThresholds[ThirstThreshold.Okay];
} }
public override ComponentState GetComponentState()
{
return new ThirstComponentState(_currentThirstThreshold);
}
} }
public enum ThirstThreshold
{
// Hydrohomies
OverHydrated,
Okay,
Thirsty,
Parched,
Dead,
}
} }

View File

@@ -1,6 +1,7 @@
using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems;
using Content.Server.Players; using Content.Server.Players;
using Content.Shared.GameObjects.Components.Observer; using Content.Shared.GameObjects.Components.Observer;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components; using Robust.Server.GameObjects.Components;
using Robust.Server.Interfaces.GameObjects; using Robust.Server.Interfaces.GameObjects;
@@ -15,7 +16,7 @@ using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.Observer namespace Content.Server.GameObjects.Components.Observer
{ {
[RegisterComponent] [RegisterComponent]
public class GhostComponent : SharedGhostComponent, IActionBlocker public class GhostComponent : SharedGhostComponent
{ {
private bool _canReturnToBody = true; private bool _canReturnToBody = true;
@@ -75,13 +76,5 @@ namespace Content.Server.GameObjects.Components.Observer
break; break;
} }
} }
public bool CanInteract() => false;
public bool CanUse() => false;
public bool CanThrow() => false;
public bool CanDrop() => false;
public bool CanPickup() => false;
public bool CanEmote() => false;
public bool CanAttack() => false;
} }
} }

View File

@@ -1,8 +1,8 @@
using System; using System;
using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Content.Shared.GameObjects.Components.Weapons.Ranged; using Content.Shared.GameObjects.Components.Weapons.Ranged;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Network;

View File

@@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using Content.Server.AI.Utility.AiLogic; using Content.Server.AI.Utility.AiLogic;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Content.Server.Interfaces.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Server.AI; using Robust.Server.AI;
using Robust.Server.Interfaces.Console; using Robust.Server.Interfaces.Console;

View File

@@ -2,56 +2,43 @@
using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Movement;
using Content.Server.GameObjects.Components.Sound; using Content.Server.GameObjects.Components.Sound;
using Content.Server.Interfaces.GameObjects.Components.Movement;
using Content.Shared.Audio; using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Inventory; using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Input; using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Maps; using Content.Shared.Maps;
using Content.Shared.Physics; using Content.Shared.Physics;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Server.GameObjects; using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems; using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Server.Interfaces.Timing; using Robust.Server.Interfaces.Timing;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components; using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Transform; using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Random; using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
#nullable enable
namespace Content.Server.GameObjects.EntitySystems namespace Content.Server.GameObjects.EntitySystems
{ {
[UsedImplicitly] [UsedImplicitly]
internal class MoverSystem : EntitySystem internal class MoverSystem : SharedMoverSystem
{ {
#pragma warning disable 649 #pragma warning disable 649
[Dependency] private readonly IPauseManager _pauseManager; [Dependency] private readonly IPauseManager _pauseManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager; [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IMapManager _mapManager; [Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom; [Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IConfigurationManager _configurationManager;
[Dependency] private readonly IEntityManager _entityManager;
[Dependency] private readonly IPhysicsManager _physicsManager;
#pragma warning restore 649 #pragma warning restore 649
private AudioSystem _audioSystem; private AudioSystem _audioSystem = default!;
private const float StepSoundMoveDistanceRunning = 2; private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f; private const float StepSoundMoveDistanceWalking = 1.5f;
@@ -59,40 +46,41 @@ namespace Content.Server.GameObjects.EntitySystems
/// <inheritdoc /> /// <inheritdoc />
public override void Initialize() public override void Initialize()
{ {
EntityQuery = new TypeEntityQuery(typeof(IMoverComponent)); base.Initialize();
var moveUpCmdHandler = InputCmdHandler.FromDelegate(
session => HandleDirChange(session, Direction.North, true),
session => HandleDirChange(session, Direction.North, false));
var moveLeftCmdHandler = InputCmdHandler.FromDelegate(
session => HandleDirChange(session, Direction.West, true),
session => HandleDirChange(session, Direction.West, false));
var moveRightCmdHandler = InputCmdHandler.FromDelegate(
session => HandleDirChange(session, Direction.East, true),
session => HandleDirChange(session, Direction.East, false));
var moveDownCmdHandler = InputCmdHandler.FromDelegate(
session => HandleDirChange(session, Direction.South, true),
session => HandleDirChange(session, Direction.South, false));
var runCmdHandler = InputCmdHandler.FromDelegate(
session => HandleRunChange(session, false),
session => HandleRunChange(session, true));
var input = EntitySystemManager.GetEntitySystem<InputSystem>();
CommandBinds.Builder
.Bind(EngineKeyFunctions.MoveUp, moveUpCmdHandler)
.Bind(EngineKeyFunctions.MoveLeft, moveLeftCmdHandler)
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
.Bind(EngineKeyFunctions.Run, runCmdHandler)
.Register<MoverSystem>();
SubscribeLocalEvent<PlayerAttachSystemMessage>(PlayerAttached); SubscribeLocalEvent<PlayerAttachSystemMessage>(PlayerAttached);
SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached); SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached);
_audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>(); _audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>();
_configurationManager.RegisterCVar("game.diagonalmovement", true, CVar.ARCHIVE); UpdatesBefore.Add(typeof(PhysicsSystem));
}
public override void Update(float frameTime)
{
foreach (var entity in RelevantEntities)
{
if (_pauseManager.IsEntityPaused(entity))
{
continue;
}
var mover = entity.GetComponent<IMoverComponent>();
var physics = entity.GetComponent<SharedPhysicsComponent>();
if (entity.TryGetComponent<CollidableComponent>(out var collider))
{
UpdateKinematics(entity.Transform, mover, physics, collider);
}
else
{
UpdateKinematics(entity.Transform, mover, physics);
}
}
}
protected override void SetController(SharedPhysicsComponent physics)
{
((PhysicsComponent) physics).SetController<MoverController>();
} }
private static void PlayerAttached(PlayerAttachSystemMessage ev) private static void PlayerAttached(PlayerAttachSystemMessage ev)
@@ -111,73 +99,9 @@ namespace Content.Server.GameObjects.EntitySystems
} }
} }
/// <inheritdoc /> protected override void HandleFootsteps(IMoverComponent mover)
public override void Shutdown()
{ {
CommandBinds.Unregister<MoverSystem>(); var transform = mover.Owner.Transform;
base.Shutdown();
}
/// <inheritdoc />
public override void Update(float frameTime)
{
foreach (var entity in RelevantEntities)
{
if (_pauseManager.IsEntityPaused(entity))
{
continue;
}
var mover = entity.GetComponent<IMoverComponent>();
var physics = entity.GetComponent<PhysicsComponent>();
if (entity.TryGetComponent<CollidableComponent>(out var collider))
{
UpdateKinematics(entity.Transform, mover, physics, collider);
}
else
{
UpdateKinematics(entity.Transform, mover, physics);
}
}
}
private void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, PhysicsComponent physics, CollidableComponent collider = null)
{
if (physics.Controller == null)
{
// Set up controller
physics.SetController<MoverController>();
}
var weightless = !transform.Owner.HasComponent<MovementIgnoreGravityComponent>() &&
_physicsManager.IsWeightless(transform.GridPosition);
if (weightless && collider != null)
{
// No gravity: is our entity touching anything?
var touching = IsAroundCollider(transform, mover, collider);
if (!touching)
{
return;
}
}
if (mover.VelocityDir.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
{
(physics.Controller as MoverController)?.StopMoving();
}
else
{
if (weightless)
{
(physics.Controller as MoverController)?.Push(mover.VelocityDir, mover.CurrentPushSpeed);
transform.LocalRotation = mover.VelocityDir.GetDir().ToAngle();
return;
}
(physics.Controller as MoverController)?.Move(mover.VelocityDir,
mover.Sprinting ? mover.CurrentSprintSpeed : mover.CurrentWalkSpeed);
transform.LocalRotation = mover.VelocityDir.GetDir().ToAngle();
// Handle footsteps. // Handle footsteps.
if (_mapManager.GridExists(mover.LastPosition.GridID)) if (_mapManager.GridExists(mover.LastPosition.GridID))
{ {
@@ -196,6 +120,7 @@ namespace Content.Server.GameObjects.EntitySystems
{ {
distanceNeeded = StepSoundMoveDistanceWalking; distanceNeeded = StepSoundMoveDistanceWalking;
} }
if (mover.StepSoundDistance > distanceNeeded) if (mover.StepSoundDistance > distanceNeeded)
{ {
mover.StepSoundDistance = 0; mover.StepSoundDistance = 0;
@@ -217,78 +142,6 @@ namespace Content.Server.GameObjects.EntitySystems
} }
} }
} }
}
private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover, CollidableComponent collider)
{
foreach (var entity in _entityManager.GetEntitiesInRange(transform.Owner, mover.GrabRange, true))
{
if (entity == transform.Owner)
{
continue; // Don't try to push off of yourself!
}
if (!entity.TryGetComponent<CollidableComponent>(out var otherCollider))
{
continue;
}
var touching = ((collider.CollisionMask & otherCollider.CollisionLayer) != 0x0
|| (otherCollider.CollisionMask & collider.CollisionLayer) != 0x0) // Ensure collision
&& !entity.HasComponent<ItemComponent>(); // This can't be an item
if (touching)
{
return true;
}
}
return false;
}
private static void HandleDirChange(ICommonSession session, Direction dir, bool state)
{
var playerSes = session as IPlayerSession;
if (!TryGetAttachedComponent(playerSes, out IMoverComponent moverComp))
return;
var owner = playerSes?.AttachedEntity;
if (owner != null)
{
foreach (var comp in owner.GetAllComponents<IRelayMoveInput>())
{
comp.MoveInputPressed(playerSes);
}
}
moverComp.SetVelocityDirection(dir, state);
}
private static void HandleRunChange(ICommonSession session, bool running)
{
if (!TryGetAttachedComponent(session as IPlayerSession, out PlayerInputMoverComponent moverComp))
return;
moverComp.Sprinting = running;
}
private static bool TryGetAttachedComponent<T>(IPlayerSession session, out T component)
where T : IComponent
{
component = default;
var ent = session.AttachedEntity;
if (ent == null || !ent.IsValid())
return false;
if (!ent.TryGetComponent(out T comp))
return false;
component = comp;
return true;
}
private void PlayFootstepSound(GridCoordinates coordinates) private void PlayFootstepSound(GridCoordinates coordinates)
{ {
@@ -316,12 +169,13 @@ namespace Content.Server.GameObjects.EntitySystems
else else
{ {
// Walking on a tile. // Walking on a tile.
var def = (ContentTileDefinition)_tileDefinitionManager[tile.Tile.TypeId]; var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
if (def.FootstepSounds == null) if (def.FootstepSounds == null)
{ {
// Nothing to play, oh well. // Nothing to play, oh well.
return; return;
} }
soundCollectionName = def.FootstepSounds; soundCollectionName = def.FootstepSounds;
} }

View File

@@ -1,9 +0,0 @@
using Robust.Server.Interfaces.Player;
namespace Content.Server.Interfaces.GameObjects.Components.Movement
{
public interface IRelayMoveInput
{
void MoveInputPressed(IPlayerSession session);
}
}

View File

@@ -83,7 +83,7 @@ namespace Content.Server.Throw
physComp = thrownEnt.AddComponent<PhysicsComponent>(); physComp = thrownEnt.AddComponent<PhysicsComponent>();
var timing = IoCManager.Resolve<IGameTiming>(); var timing = IoCManager.Resolve<IGameTiming>();
var spd = throwForce / (1f / timing.TickRate); // acceleration is applied in 1 tick instead of 1 second, scale appropriately var spd = throwForce * 60; // acceleration is applied in 1 tick instead of 1 second, scale appropriately
physComp.SetController<ThrowController>(); physComp.SetController<ThrowController>();
(physComp.Controller as ThrowController)?.StartThrow(angle.ToVec() * spd); (physComp.Controller as ThrowController)?.StartThrow(angle.ToVec() * spd);

View File

@@ -0,0 +1,71 @@
using System;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
{
public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker
{
public sealed override string Name => "Stunnable";
public override uint? NetID => ContentNetIDs.STUNNABLE;
[ViewVariables] protected float WalkModifierOverride = 0f;
[ViewVariables] protected float RunModifierOverride = 0f;
[ViewVariables] public abstract bool Stunned { get; }
[ViewVariables] public abstract bool KnockedDown { get; }
[ViewVariables] public abstract bool SlowedDown { get; }
#region ActionBlockers
public bool CanMove() => (!Stunned);
public bool CanInteract() => (!Stunned);
public bool CanUse() => (!Stunned);
public bool CanThrow() => (!Stunned);
public bool CanSpeak() => true;
public bool CanDrop() => (!Stunned);
public bool CanPickup() => (!Stunned);
public bool CanEmote() => true;
public bool CanAttack() => (!Stunned);
public bool CanEquip() => (!Stunned);
public bool CanUnequip() => (!Stunned);
public bool CanChangeDirection() => true;
#endregion
[ViewVariables]
public float WalkSpeedModifier => (SlowedDown ? (WalkModifierOverride <= 0f ? 0.5f : WalkModifierOverride) : 1f);
[ViewVariables]
public float SprintSpeedModifier => (SlowedDown ? (RunModifierOverride <= 0f ? 0.5f : RunModifierOverride) : 1f);
[Serializable, NetSerializable]
protected sealed class StunnableComponentState : ComponentState
{
public bool Stunned { get; }
public bool KnockedDown { get; }
public bool SlowedDown { get; }
public float WalkModifierOverride { get; }
public float RunModifierOverride { get; }
public StunnableComponentState(bool stunned, bool knockedDown, bool slowedDown, float walkModifierOverride, float runModifierOverride) : base(ContentNetIDs.STUNNABLE)
{
Stunned = stunned;
KnockedDown = knockedDown;
SlowedDown = slowedDown;
WalkModifierOverride = walkModifierOverride;
RunModifierOverride = runModifierOverride;
}
}
}
}

View File

@@ -1,9 +1,8 @@
using Content.Server.GameObjects.Components.Movement; using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Map; using Robust.Shared.Map;
using Robust.Shared.Maths; using Robust.Shared.Maths;
namespace Content.Server.Interfaces.GameObjects.Components.Movement namespace Content.Shared.GameObjects.Components.Movement
{ {
// Does nothing except ensure uniqueness between mover components. // Does nothing except ensure uniqueness between mover components.
// There can only be one. // There can only be one.
@@ -33,12 +32,12 @@ namespace Content.Server.Interfaces.GameObjects.Components.Movement
/// <summary> /// <summary>
/// Is the entity Sprinting (running)? /// Is the entity Sprinting (running)?
/// </summary> /// </summary>
bool Sprinting { get; set; } bool Sprinting { get; }
/// <summary> /// <summary>
/// Calculated linear velocity direction of the entity. /// Calculated linear velocity direction of the entity.
/// </summary> /// </summary>
Vector2 VelocityDir { get; } (Vector2 walking, Vector2 sprinting) VelocityDir { get; }
GridCoordinates LastPosition { get; set; } GridCoordinates LastPosition { get; set; }
@@ -50,7 +49,11 @@ namespace Content.Server.Interfaces.GameObjects.Components.Movement
/// opposite directions will cancel each other out, resulting in no direction. /// opposite directions will cancel each other out, resulting in no direction.
/// </summary> /// </summary>
/// <param name="direction">Direction to toggle.</param> /// <param name="direction">Direction to toggle.</param>
/// <param name="subTick"></param>
/// <param name="enabled">If the direction is active.</param> /// <param name="enabled">If the direction is active.</param>
void SetVelocityDirection(Direction direction, bool enabled); void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool enabled);
} }
} }

View File

@@ -0,0 +1,9 @@
using Robust.Shared.Players;
namespace Content.Shared.GameObjects.Components.Movement
{
public interface IRelayMoveInput
{
void MoveInputPressed(ICommonSession session);
}
}

View File

@@ -1,9 +1,8 @@
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement namespace Content.Shared.GameObjects.Components.Movement
{ {
[RegisterComponent] [RegisterComponent]
public class MovementSpeedModifierComponent : Component public class MovementSpeedModifierComponent : Component
@@ -85,7 +84,7 @@ namespace Content.Server.GameObjects.Components.Movement
} }
} }
interface IMoveSpeedModifier public interface IMoveSpeedModifier
{ {
float WalkSpeedModifier { get; } float WalkSpeedModifier { get; }
float SprintSpeedModifier { get; } float SprintSpeedModifier { get; }

View File

@@ -0,0 +1,287 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
#nullable enable
namespace Content.Shared.GameObjects.Components.Movement
{
public abstract 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!;
public sealed override string Name => "PlayerInputMover";
public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
private GameTick _lastInputTick;
private ushort _lastInputSubTick;
private Vector2 _curTickWalkMovement;
private Vector2 _curTickSprintMovement;
private MoveButtons _heldMoveButtons = MoveButtons.None;
public float CurrentWalkSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
return component.CurrentWalkSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
}
}
public float CurrentSprintSpeed
{
get
{
if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
{
return component.CurrentSprintSpeed;
}
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
}
public float CurrentPushSpeed => 5;
public float GrabRange => 0.2f;
public bool Sprinting => !_heldMoveButtons.HasFlag(MoveButtons.Sprint);
/// <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);
}
}
public abstract GridCoordinates LastPosition { get; set; }
public abstract float StepSoundDistance { get; set; }
/// <summary>
/// Whether or not the player can move diagonally.
/// </summary>
[ViewVariables]
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>("game.diagonalmovement");
/// <inheritdoc />
public override void OnAdd()
{
// This component requires that the entity has a PhysicsComponent.
if (!Owner.HasComponent<SharedPhysicsComponent>())
Logger.Error(
$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
$" {nameof(SharedPhysicsComponent)}. ");
base.OnAdd();
}
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
/// <param name="direction">Direction to toggle.</param>
/// <param name="subTick"></param>
/// <param name="enabled">If the direction is active.</param>
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
// Logger.Info($"[{_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;
}
var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
ref var lastMoveAmount = ref Sprinting ? ref _curTickSprintMovement : ref _curTickWalkMovement;
lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
if (enabled)
{
_heldMoveButtons |= bit;
}
else
{
_heldMoveButtons &= ~bit;
}
_lastInputSubTick = subTick;
Dirty();
}
public void SetSprinting(ushort subTick, bool enabled)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(subTick, enabled, MoveButtons.Sprint);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is MoverComponentState state)
{
_heldMoveButtons = state.Buttons;
_lastInputTick = GameTick.Zero;
_lastInputSubTick = 0;
}
}
public override ComponentState GetComponentState()
{
return new MoverComponentState(_heldMoveButtons);
}
/// <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 -= buttons.HasFlag(MoveButtons.Left) ? 1 : 0;
x += buttons.HasFlag(MoveButtons.Right) ? 1 : 0;
var y = 0;
if (DiagonalMovementEnabled || x == 0)
{
y -= buttons.HasFlag(MoveButtons.Down) ? 1 : 0;
y += buttons.HasFlag(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 MoverComponentState(MoveButtons buttons) : base(ContentNetIDs
.PLAYER_INPUT_MOVER)
{
Buttons = buttons;
}
}
[Flags]
private enum MoveButtons : byte
{
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Sprint = 16,
}
}
}

View File

@@ -0,0 +1,60 @@
using System;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Nutrition
{
public abstract class SharedHungerComponent : Component, IMoveSpeedModifier
{
public sealed override string Name => "Hunger";
public sealed override uint? NetID => ContentNetIDs.HUNGER;
public abstract HungerThreshold CurrentHungerThreshold { get; }
float IMoveSpeedModifier.WalkSpeedModifier
{
get
{
if (CurrentHungerThreshold == HungerThreshold.Starving)
{
return 0.5f;
}
return 1.0f;
}
}
float IMoveSpeedModifier.SprintSpeedModifier
{
get
{
if (CurrentHungerThreshold == HungerThreshold.Starving)
{
return 0.5f;
}
return 1.0f;
}
}
[Serializable, NetSerializable]
protected sealed class HungerComponentState : ComponentState
{
public HungerThreshold CurrentThreshold { get; }
public HungerComponentState(HungerThreshold currentThreshold) : base(ContentNetIDs.HUNGER)
{
CurrentThreshold = currentThreshold;
}
}
}
public enum HungerThreshold : byte
{
Overfed,
Okay,
Peckish,
Starving,
Dead,
}
}

View File

@@ -0,0 +1,61 @@
using System;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Nutrition
{
public abstract class SharedThirstComponent : Component, IMoveSpeedModifier
{
public sealed override string Name => "Thirst";
public sealed override uint? NetID => ContentNetIDs.THIRST;
public abstract ThirstThreshold CurrentThirstThreshold { get; }
float IMoveSpeedModifier.SprintSpeedModifier
{
get
{
if (CurrentThirstThreshold == ThirstThreshold.Parched)
{
return 0.25f;
}
return 1.0f;
}
}
float IMoveSpeedModifier.WalkSpeedModifier
{
get
{
if (CurrentThirstThreshold == ThirstThreshold.Parched)
{
return 0.5f;
}
return 1.0f;
}
}
[Serializable, NetSerializable]
protected sealed class ThirstComponentState : ComponentState
{
public ThirstThreshold CurrentThreshold { get; }
public ThirstComponentState(ThirstThreshold currentThreshold) : base(ContentNetIDs.THIRST)
{
CurrentThreshold = currentThreshold;
}
}
}
public enum ThirstThreshold : byte
{
// Hydrohomies
OverHydrated,
Okay,
Thirsty,
Parched,
Dead,
}
}

View File

@@ -1,13 +1,22 @@
using System; using System;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.Serialization; using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Observer namespace Content.Shared.GameObjects.Components.Observer
{ {
public class SharedGhostComponent : Component public class SharedGhostComponent : Component, IActionBlocker
{ {
public override string Name => "Ghost"; public override string Name => "Ghost";
public override uint? NetID => ContentNetIDs.GHOST; public override uint? NetID => ContentNetIDs.GHOST;
public bool CanInteract() => false;
public bool CanUse() => false;
public bool CanThrow() => false;
public bool CanDrop() => false;
public bool CanPickup() => false;
public bool CanEmote() => false;
public bool CanAttack() => false;
} }
[Serializable, NetSerializable] [Serializable, NetSerializable]

View File

@@ -50,6 +50,10 @@
public const uint PDA = 1044; public const uint PDA = 1044;
public const uint PATHFINDER_DEBUG = 1045; public const uint PATHFINDER_DEBUG = 1045;
public const uint AI_DEBUG = 1046; public const uint AI_DEBUG = 1046;
public const uint PLAYER_INPUT_MOVER = 1047;
public const uint STUNNABLE = 1048;
public const uint HUNGER = 1049;
public const uint THIRST = 1050;
// Net IDs for integration tests. // Net IDs for integration tests.
public const uint PREDICTION_TEST = 10001; public const uint PREDICTION_TEST = 10001;

View File

@@ -1,7 +1,7 @@
using Robust.Shared.GameObjects.Systems; using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.EntitySystems namespace Content.Shared.GameObjects.EntitySystems
{ {
public interface IActionBlocker public interface IActionBlocker
{ {

View File

@@ -0,0 +1,235 @@
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
#nullable enable
namespace Content.Shared.GameObjects.EntitySystems
{
public abstract class SharedMoverSystem : EntitySystem
{
// [Dependency] private readonly IPauseManager _pauseManager;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
public override void Initialize()
{
base.Initialize();
EntityQuery = new TypeEntityQuery(typeof(IMoverComponent));
var moveUpCmdHandler = new MoverDirInputCmdHandler(Direction.North);
var moveLeftCmdHandler = new MoverDirInputCmdHandler(Direction.West);
var moveRightCmdHandler = new MoverDirInputCmdHandler(Direction.East);
var moveDownCmdHandler = new MoverDirInputCmdHandler(Direction.South);
CommandBinds.Builder
.Bind(EngineKeyFunctions.MoveUp, moveUpCmdHandler)
.Bind(EngineKeyFunctions.MoveLeft, moveLeftCmdHandler)
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
.Bind(EngineKeyFunctions.Run, new SprintInputCmdHandler())
.Register<SharedMoverSystem>();
_configurationManager.RegisterCVar("game.diagonalmovement", true, CVar.ARCHIVE);
}
/// <inheritdoc />
public override void Shutdown()
{
CommandBinds.Unregister<SharedMoverSystem>();
base.Shutdown();
}
protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, SharedPhysicsComponent physics,
CollidableComponent? collider = null)
{
if (physics.Controller == null)
{
// Set up controller
SetController(physics);
}
var weightless = !transform.Owner.HasComponent<MovementIgnoreGravityComponent>() &&
_physicsManager.IsWeightless(transform.GridPosition);
if (weightless && collider != null)
{
// No gravity: is our entity touching anything?
var touching = IsAroundCollider(transform, mover, collider);
if (!touching)
{
return;
}
}
// TODO: movement check.
var (walkDir, sprintDir) = mover.VelocityDir;
var combined = walkDir + sprintDir;
if (combined.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
{
(physics.Controller as MoverController)?.StopMoving();
}
else
{
//Console.WriteLine($"{IoCManager.Resolve<IGameTiming>().TickStamp}: {combined}");
if (weightless)
{
(physics.Controller as MoverController)?.Push(combined, mover.CurrentPushSpeed);
transform.LocalRotation = walkDir.GetDir().ToAngle();
return;
}
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
//Console.WriteLine($"{walkDir} ({mover.CurrentWalkSpeed}) + {sprintDir} ({mover.CurrentSprintSpeed}): {total}");
(physics.Controller as MoverController)?.Move(total, 1);
transform.LocalRotation = total.GetDir().ToAngle();
HandleFootsteps(mover);
}
}
protected virtual void HandleFootsteps(IMoverComponent mover)
{
}
protected abstract void SetController(SharedPhysicsComponent physics);
private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
CollidableComponent collider)
{
foreach (var entity in _entityManager.GetEntitiesInRange(transform.Owner, mover.GrabRange, true))
{
if (entity == transform.Owner)
{
continue; // Don't try to push off of yourself!
}
if (!entity.TryGetComponent<CollidableComponent>(out var otherCollider))
{
continue;
}
// TODO: Item check.
var touching = ((collider.CollisionMask & otherCollider.CollisionLayer) != 0x0
|| (otherCollider.CollisionMask & collider.CollisionLayer) != 0x0) // Ensure collision
&& true; // !entity.HasComponent<ItemComponent>(); // This can't be an item
if (touching)
{
return true;
}
}
return false;
}
private static void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
{
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
return;
var owner = session?.AttachedEntity;
if (owner != null)
{
foreach (var comp in owner.GetAllComponents<IRelayMoveInput>())
{
comp.MoveInputPressed(session);
}
}
moverComp.SetVelocityDirection(dir, subTick, state);
}
private static void HandleRunChange(ICommonSession? session, ushort subTick, bool running)
{
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
{
return;
}
moverComp.SetSprinting(subTick, running);
}
private static bool TryGetAttachedComponent<T>(ICommonSession? session, [MaybeNullWhen(false)] out T component)
where T : IComponent
{
component = default;
var ent = session?.AttachedEntity;
if (ent == null || !ent.IsValid())
return false;
if (!ent.TryGetComponent(out T comp))
return false;
component = comp;
return true;
}
private sealed class MoverDirInputCmdHandler : InputCmdHandler
{
private readonly Direction _dir;
public MoverDirInputCmdHandler(Direction dir)
{
_dir = dir;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (!(message is FullInputCmdMessage full))
{
return false;
}
HandleDirChange(session, _dir, message.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
private sealed class SprintInputCmdHandler : InputCmdHandler
{
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (!(message is FullInputCmdMessage full))
{
return false;
}
HandleRunChange(session, full.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
}
}

View File

@@ -30,7 +30,7 @@ namespace Content.Shared.Physics
public void Move(Vector2 velocityDirection, float speed) public void Move(Vector2 velocityDirection, float speed)
{ {
if (!_component.Owner.HasComponent<MovementIgnoreGravityComponent>() && IoCManager if (!_component.Owner.HasComponent<MovementIgnoreGravityComponent>() && IoCManager
.Resolve<IPhysicsManager>().IsWeightless(_component.Owner.Transform.GridPosition)) return; .Resolve<IPhysicsManager>().IsWeightless(_component.Owner.Transform.GridPosition) && false) return;
Push(velocityDirection, speed); Push(velocityDirection, speed);
} }

View File

@@ -143,7 +143,7 @@
is_subfloor: false is_subfloor: false
can_crowbar: true can_crowbar: true
footstep_sounds: footstep_floor footstep_sounds: footstep_floor
friction: 0.35 #friction: 0.35
item_drop: FloorTileItemSteel item_drop: FloorTileItemSteel
- type: tile - type: tile