WiP movement prediction.
This commit is contained in:
@@ -107,7 +107,6 @@ namespace Content.Client
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"WeaponCapacitorCharger",
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"PowerCellCharger",
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"AiController",
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"PlayerInputMover",
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"Computer",
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"AsteroidRock",
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"ResearchServer",
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@@ -125,8 +124,6 @@ namespace Content.Client
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"Food",
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"FoodContainer",
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"Stomach",
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"Hunger",
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"Thirst",
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"Rotatable",
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"MagicMirror",
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"MedkitFill",
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@@ -142,7 +139,6 @@ namespace Content.Client
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"Bloodstream",
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"TransformableContainer",
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"Mind",
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"MovementSpeedModifier",
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"StorageFill",
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"Mop",
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"Bucket",
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@@ -154,7 +150,6 @@ namespace Content.Client
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"DroppedBodyPart",
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"DroppedMechanism",
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"BodyManager",
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"Stunnable",
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"SolarPanel",
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"BodyScanner",
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"Stunbaton",
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@@ -0,0 +1,43 @@
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStunnableComponent))]
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public class StunnableComponent : SharedStunnableComponent
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{
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private bool _stunned;
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private bool _knockedDown;
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private bool _slowedDown;
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public override bool Stunned => _stunned;
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public override bool KnockedDown => _knockedDown;
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public override bool SlowedDown => _slowedDown;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is StunnableComponentState state))
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{
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return;
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}
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_stunned = state.Stunned;
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_knockedDown = state.KnockedDown;
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_slowedDown = state.SlowedDown;
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WalkModifierOverride = state.WalkModifierOverride;
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RunModifierOverride = state.RunModifierOverride;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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@@ -0,0 +1,26 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent
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{
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public override GridCoordinates LastPosition { get; set; }
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public override float StepSoundDistance { get; set; }
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (IoCManager.Resolve<IPlayerManager>().LocalPlayer!.ControlledEntity == Owner)
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{
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base.HandleComponentState(curState, nextState);
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}
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}
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}
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}
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@@ -0,0 +1,30 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public class HungerComponent : SharedHungerComponent
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{
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private HungerThreshold _currentHungerThreshold;
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public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (!(curState is HungerComponentState hunger))
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{
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return;
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}
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_currentHungerThreshold = hunger.CurrentThreshold;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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@@ -0,0 +1,30 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.Components.Nutrition;
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using Robust.Shared.GameObjects;
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#nullable enable
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namespace Content.Client.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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public class ThirstComponent : SharedThirstComponent
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{
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private ThirstThreshold _currentThirstThreshold;
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public override ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (!(curState is ThirstComponentState thirst))
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{
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return;
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}
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_currentThirstThreshold = thirst.CurrentThreshold;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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}
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}
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}
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53
Content.Client/GameObjects/EntitySystems/MoverSystem.cs
Normal file
53
Content.Client/GameObjects/EntitySystems/MoverSystem.cs
Normal file
@@ -0,0 +1,53 @@
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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#nullable enable
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namespace Content.Client.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class MoverSystem : SharedMoverSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesBefore.Add(typeof(PhysicsSystem));
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}
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public override void FrameUpdate(float frameTime)
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{
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var playerEnt = _playerManager.LocalPlayer?.ControlledEntity;
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if (playerEnt == null || !playerEnt.TryGetComponent(out IMoverComponent mover))
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{
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return;
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}
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var physics = playerEnt.GetComponent<PhysicsComponent>();
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playerEnt.TryGetComponent(out CollidableComponent? collidable);
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UpdateKinematics(playerEnt.Transform, mover, physics, collidable);
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}
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public override void Update(float frameTime)
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{
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FrameUpdate(frameTime);
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}
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protected override void SetController(SharedPhysicsComponent physics)
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{
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((PhysicsComponent)physics).SetController<MoverController>();
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}
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}
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}
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@@ -444,7 +444,7 @@ namespace Content.Client.GameObjects.EntitySystems
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var func = args.Function;
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var funcId = _master._inputManager.NetworkBindMap.KeyFunctionID(args.Function);
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var message = new FullInputCmdMessage(_master._gameTiming.CurTick, funcId, BoundKeyState.Down,
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var message = new FullInputCmdMessage(_master._gameTiming.CurTick, _master._gameTiming.TickFraction, funcId, BoundKeyState.Down,
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_entity.Transform.GridPosition,
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args.PointerLocation, _entity.Uid);
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@@ -183,7 +183,7 @@ namespace Content.Client.State
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if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid))
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grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId);
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var message = new FullInputCmdMessage(_timing.CurTick, funcId, args.State,
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var message = new FullInputCmdMessage(_timing.CurTick, _timing.TickFraction, funcId, args.State,
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grid.MapToGrid(mousePosWorld), args.PointerLocation,
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entityToClick?.Uid ?? EntityUid.Invalid);
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@@ -77,7 +77,7 @@ namespace Content.Client.UserInterface
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if (!_mapManager.TryFindGridAt(mousePosWorld, out var grid))
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grid = _mapManager.GetDefaultGrid(mousePosWorld.MapId);
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var message = new FullInputCmdMessage(_gameTiming.CurTick, funcId, BoundKeyState.Down,
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var message = new FullInputCmdMessage(_gameTiming.CurTick, _gameTiming.TickFraction, funcId, BoundKeyState.Down,
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grid.MapToGrid(mousePosWorld), args.PointerLocation, item.Uid);
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// client side command handlers will always be sent the local player session.
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@@ -2,10 +2,10 @@ using System;
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using System.Collections.Generic;
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using System.Threading;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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@@ -1,7 +1,7 @@
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using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.EntitySystems;
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namespace Content.Server.AI.Utility.Considerations.ActionBlocker
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{
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@@ -2,6 +2,7 @@ using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.Components.Nutrition;
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namespace Content.Server.AI.Utility.Considerations.Nutrition.Drink
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{
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@@ -2,6 +2,7 @@ using Content.Server.AI.Utility.Curves;
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using Content.Server.AI.WorldState;
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using Content.Server.AI.WorldState.States;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.Components.Nutrition;
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namespace Content.Server.AI.Utility.Considerations.Nutrition
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{
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@@ -1,5 +1,6 @@
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using System;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.Components.Nutrition;
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using JetBrains.Annotations;
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namespace Content.Server.AI.WorldState.States.Nutrition
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@@ -1,5 +1,6 @@
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using System;
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using Content.Server.GameObjects.Components.Nutrition;
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using Content.Shared.GameObjects.Components.Nutrition;
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using JetBrains.Annotations;
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using ThirstComponent = Content.Server.GameObjects.Components.Nutrition.ThirstComponent;
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@@ -6,6 +6,7 @@ using Content.Server.Interfaces.Chat;
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using Content.Server.Observer;
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using Content.Server.Players;
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using Content.Shared.Chat;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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@@ -8,6 +8,7 @@ using Content.Server.Interfaces.GameObjects;
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using Content.Server.Utility;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Chemistry;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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@@ -5,6 +5,7 @@ using System.Threading.Tasks.Dataflow;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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@@ -3,11 +3,9 @@ using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Instruments;
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using NFluidsynth;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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@@ -15,16 +13,12 @@ using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Log;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using Logger = Robust.Shared.Log.Logger;
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using MidiEvent = Robust.Shared.Audio.Midi.MidiEvent;
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namespace Content.Server.GameObjects.Components.Instruments
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{
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@@ -12,6 +12,7 @@ using Content.Shared.Chemistry;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Maps;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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@@ -7,6 +7,7 @@ using Content.Server.Throw;
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using Content.Server.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.GameObjects;
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@@ -3,6 +3,7 @@ using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Mobs;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Microsoft.EntityFrameworkCore.Metadata.Builders;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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@@ -3,16 +3,18 @@ using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects.Components.Movement;
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using Content.Server.Observer;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
|
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|
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namespace Content.Server.GameObjects
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@@ -218,11 +220,11 @@ namespace Content.Server.GameObjects
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Owner.GetComponent<DamageableComponent>().TakeDamage(DamageType.Heat, burnDamage, null);
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}
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void IRelayMoveInput.MoveInputPressed(IPlayerSession session)
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void IRelayMoveInput.MoveInputPressed(ICommonSession session)
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{
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if (CurrentDamageState is DeadState)
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{
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new Ghost().Execute(null, session, null);
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new Ghost().Execute(null, (IPlayerSession) session, null);
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}
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||||
}
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||||
}
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||||
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@@ -1,50 +1,40 @@
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using System;
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using System.Threading;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.GameObjects;
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using Content.Server.Mobs;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Microsoft.Extensions.Logging;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timers;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
|
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using Timer = Robust.Shared.Timers.Timer;
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using CannyFastMath;
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using Content.Shared.GameObjects.Components.Movement;
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using Math = CannyFastMath.Math;
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using MathF = CannyFastMath.MathF;
|
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|
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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||||
public class StunnableComponent : Component, IActionBlocker, IInteractHand, IMoveSpeedModifier
|
||||
[ComponentReference(typeof(SharedStunnableComponent))]
|
||||
public class StunnableComponent : SharedStunnableComponent, IInteractHand
|
||||
{
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||||
public override string Name => "Stunnable";
|
||||
|
||||
#pragma warning disable 649
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||||
[Dependency] private IGameTiming _gameTiming;
|
||||
#pragma warning restore 649
|
||||
|
||||
private TimeSpan? _lastStun;
|
||||
|
||||
[ViewVariables]
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||||
public TimeSpan? StunStart => _lastStun;
|
||||
[ViewVariables] public TimeSpan? StunStart => _lastStun;
|
||||
|
||||
[ViewVariables]
|
||||
public TimeSpan? StunEnd => _lastStun == 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;
|
||||
|
||||
@@ -59,14 +49,12 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
private float _knockdownTimer = 0f;
|
||||
private float _slowdownTimer = 0f;
|
||||
|
||||
private float _walkModifierOverride = 0f;
|
||||
private float _runModifierOverride = 0f;
|
||||
private string _stunTexture;
|
||||
private CancellationTokenSource _statusRemoveCancellation = new CancellationTokenSource();
|
||||
|
||||
[ViewVariables] public bool Stunned => _stunnedTimer > 0f;
|
||||
[ViewVariables] public bool KnockedDown => _knockdownTimer > 0f;
|
||||
[ViewVariables] public bool SlowedDown => _slowdownTimer > 0f;
|
||||
[ViewVariables] public override bool Stunned => _stunnedTimer > 0f;
|
||||
[ViewVariables] public override bool KnockedDown => _knockdownTimer > 0f;
|
||||
[ViewVariables] public override bool SlowedDown => _slowdownTimer > 0f;
|
||||
[ViewVariables] public float StunCap => _stunCap;
|
||||
[ViewVariables] public float KnockdownCap => _knockdownCap;
|
||||
[ViewVariables] public float SlowdownCap => _slowdownCap;
|
||||
@@ -79,7 +67,8 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
|
||||
serializer.DataField(ref _helpInterval, "helpInterval", 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>
|
||||
@@ -99,6 +88,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
_lastStun = _gameTiming.CurTime;
|
||||
|
||||
SetStatusEffect();
|
||||
Dirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -118,6 +108,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
_lastStun = _gameTiming.CurTime;
|
||||
|
||||
SetStatusEffect();
|
||||
Dirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -143,16 +134,17 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
if (seconds <= 0f)
|
||||
return;
|
||||
|
||||
_walkModifierOverride = walkModifierOverride;
|
||||
_runModifierOverride = runModifierOverride;
|
||||
WalkModifierOverride = walkModifierOverride;
|
||||
RunModifierOverride = runModifierOverride;
|
||||
|
||||
_slowdownTimer = seconds;
|
||||
_lastStun = _gameTiming.CurTime;
|
||||
|
||||
if(Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
|
||||
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
|
||||
movement.RefreshMovementSpeedModifiers();
|
||||
|
||||
SetStatusEffect();
|
||||
Dirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -162,6 +154,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
{
|
||||
_knockdownTimer = 0f;
|
||||
_stunnedTimer = 0f;
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public bool InteractHand(InteractHandEventArgs eventArgs)
|
||||
@@ -170,7 +163,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
return false;
|
||||
|
||||
_canHelp = false;
|
||||
Timer.Spawn(((int)_helpInterval*1000), () => _canHelp = true);
|
||||
Timer.Spawn(((int) _helpInterval * 1000), () => _canHelp = true);
|
||||
|
||||
EntitySystem.Get<AudioSystem>()
|
||||
.PlayFromEntity("/Audio/effects/thudswoosh.ogg", Owner, AudioHelpers.WithVariation(0.25f));
|
||||
@@ -179,6 +172,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
|
||||
SetStatusEffect();
|
||||
|
||||
Dirty();
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -187,7 +181,8 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
if (!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
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 = new CancellationTokenSource();
|
||||
}
|
||||
@@ -201,6 +196,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
if (_stunnedTimer <= 0)
|
||||
{
|
||||
_stunnedTimer = 0f;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -213,6 +209,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
StandingStateHelper.Standing(Owner);
|
||||
|
||||
_knockdownTimer = 0f;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -224,12 +221,14 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
{
|
||||
_slowdownTimer = 0f;
|
||||
|
||||
if(Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
|
||||
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
|
||||
movement.RefreshMovementSpeedModifiers();
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
if (!StunStart.HasValue || !StunEnd.HasValue || !Owner.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
if (!StunStart.HasValue || !StunEnd.HasValue ||
|
||||
!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
return;
|
||||
|
||||
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
|
||||
{
|
||||
get
|
||||
@@ -318,8 +292,11 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
}
|
||||
}
|
||||
|
||||
public float WalkSpeedModifier => (SlowedDown ? (_walkModifierOverride <= 0f ? 0.5f : _walkModifierOverride) : 1f);
|
||||
public float SprintSpeedModifier => (SlowedDown ? (_runModifierOverride <= 0f ? 0.5f : _runModifierOverride) : 1f);
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new StunnableComponentState(Stunned, KnockedDown, SlowedDown, WalkModifierOverride,
|
||||
RunModifierOverride);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -1,6 +1,4 @@
|
||||
using Content.Server.AI.Utility;
|
||||
using Content.Server.AI.Utility.AiLogic;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Server.AI;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -111,7 +109,7 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
/// Is the entity Sprinting (running)?
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public bool Sprinting { get; set; } = true;
|
||||
public bool Sprinting { get; } = true;
|
||||
|
||||
/// <summary>
|
||||
/// Calculated linear velocity direction of the entity.
|
||||
@@ -119,11 +117,14 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
[ViewVariables]
|
||||
public Vector2 VelocityDir { get; set; }
|
||||
|
||||
(Vector2 walking, Vector2 sprinting) IMoverComponent.VelocityDir =>
|
||||
Sprinting ? (Vector2.Zero, VelocityDir) : (VelocityDir, Vector2.Zero);
|
||||
|
||||
public GridCoordinates LastPosition { get; set; }
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float StepSoundDistance { get; set; }
|
||||
[ViewVariables(VVAccess.ReadWrite)] 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) { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,17 +1,11 @@
|
||||
|
||||
using Content.Server.Interfaces.GameObjects.Components.Movement;
|
||||
using Robust.Server.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Interfaces.Configuration;
|
||||
using Robust.Shared.Configuration;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Movement
|
||||
{
|
||||
@@ -20,138 +14,11 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMoverComponent))]
|
||||
public class PlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
|
||||
public class PlayerInputMoverComponent : SharedPlayerInputMoverComponent, IMoverComponent, ICollideSpecial
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IConfigurationManager _configurationManager;
|
||||
#pragma warning restore 649
|
||||
public override GridCoordinates LastPosition { get; set; }
|
||||
|
||||
private bool _movingUp;
|
||||
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;
|
||||
}
|
||||
public override float StepSoundDistance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 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;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
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.Components.Container;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -44,11 +44,11 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
public float GrabRange => 0.0f;
|
||||
|
||||
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 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;
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
switch (direction)
|
||||
|
||||
@@ -4,6 +4,8 @@ using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Nutrition;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
@@ -15,14 +17,12 @@ using Robust.Shared.ViewVariables;
|
||||
namespace Content.Server.GameObjects.Components.Nutrition
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class HungerComponent : Component, IMoveSpeedModifier
|
||||
public sealed class HungerComponent : SharedHungerComponent
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IRobustRandom _random;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override string Name => "Hunger";
|
||||
|
||||
// Base stuff
|
||||
public float BaseDecayRate => _baseDecayRate;
|
||||
[ViewVariables] private float _baseDecayRate;
|
||||
@@ -30,7 +30,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
||||
[ViewVariables] private float _actualDecayRate;
|
||||
|
||||
// Hunger
|
||||
public HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
|
||||
public override HungerThreshold CurrentHungerThreshold => _currentHungerThreshold;
|
||||
private HungerThreshold _currentHungerThreshold;
|
||||
private HungerThreshold _lastHungerThreshold;
|
||||
public float CurrentHunger => _currentHunger;
|
||||
@@ -127,6 +127,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
||||
_currentHungerThreshold = GetHungerThreshold(_currentHunger);
|
||||
_lastHungerThreshold = HungerThreshold.Okay; // TODO: Potentially change this -> Used Okay because no effects.
|
||||
HungerThresholdEffect(true);
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public HungerThreshold GetHungerThreshold(float food)
|
||||
@@ -161,6 +162,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
||||
{
|
||||
_currentHungerThreshold = calculatedHungerThreshold;
|
||||
HungerThresholdEffect();
|
||||
Dirty();
|
||||
}
|
||||
if (_currentHungerThreshold == HungerThreshold.Dead)
|
||||
{
|
||||
@@ -179,36 +181,11 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
||||
_currentHunger = HungerThresholds[HungerThreshold.Okay];
|
||||
}
|
||||
|
||||
float IMoveSpeedModifier.WalkSpeedModifier
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
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;
|
||||
}
|
||||
return new HungerComponentState(_currentHungerThreshold);
|
||||
}
|
||||
}
|
||||
|
||||
public enum HungerThreshold
|
||||
{
|
||||
Overfed,
|
||||
Okay,
|
||||
Peckish,
|
||||
Starving,
|
||||
Dead,
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -4,6 +4,8 @@ using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Nutrition;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
@@ -15,14 +17,12 @@ using Robust.Shared.ViewVariables;
|
||||
namespace Content.Server.GameObjects.Components.Nutrition
|
||||
{
|
||||
[RegisterComponent]
|
||||
public sealed class ThirstComponent : Component, IMoveSpeedModifier
|
||||
public sealed class ThirstComponent : SharedThirstComponent, IMoveSpeedModifier
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IRobustRandom _random;
|
||||
#pragma warning restore 649
|
||||
|
||||
public override string Name => "Thirst";
|
||||
|
||||
// Base stuff
|
||||
public float BaseDecayRate => _baseDecayRate;
|
||||
[ViewVariables] private float _baseDecayRate;
|
||||
@@ -30,7 +30,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
||||
[ViewVariables] private float _actualDecayRate;
|
||||
|
||||
// Thirst
|
||||
public ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
|
||||
public override ThirstThreshold CurrentThirstThreshold => _currentThirstThreshold;
|
||||
private ThirstThreshold _currentThirstThreshold;
|
||||
private ThirstThreshold _lastThirstThreshold;
|
||||
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.
|
||||
// TODO: Check all thresholds make sense and throw if they don't.
|
||||
ThirstThresholdEffect(true);
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public ThirstThreshold GetThirstThreshold(float drink)
|
||||
@@ -160,6 +161,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
|
||||
{
|
||||
_currentThirstThreshold = calculatedThirstThreshold;
|
||||
ThirstThresholdEffect();
|
||||
Dirty();
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
_currentThirst = ThirstThresholds[ThirstThreshold.Okay];
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new ThirstComponentState(_currentThirstThreshold);
|
||||
}
|
||||
}
|
||||
|
||||
public enum ThirstThreshold
|
||||
{
|
||||
// Hydrohomies
|
||||
OverHydrated,
|
||||
Okay,
|
||||
Thirsty,
|
||||
Parched,
|
||||
Dead,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Server.Players;
|
||||
using Content.Shared.GameObjects.Components.Observer;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.GameObjects.Components;
|
||||
using Robust.Server.Interfaces.GameObjects;
|
||||
@@ -15,7 +16,7 @@ using Timer = Robust.Shared.Timers.Timer;
|
||||
namespace Content.Server.GameObjects.Components.Observer
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class GhostComponent : SharedGhostComponent, IActionBlocker
|
||||
public class GhostComponent : SharedGhostComponent
|
||||
{
|
||||
private bool _canReturnToBody = true;
|
||||
|
||||
@@ -75,13 +76,5 @@ namespace Content.Server.GameObjects.Components.Observer
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using System;
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Weapons.Ranged;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Network;
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.AI.Utility.AiLogic;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Movement;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.AI;
|
||||
using Robust.Server.Interfaces.Console;
|
||||
|
||||
@@ -2,56 +2,43 @@
|
||||
using Content.Server.GameObjects.Components.Mobs;
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Server.GameObjects.Components.Sound;
|
||||
using Content.Server.Interfaces.GameObjects.Components.Movement;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.GameObjects.Components.Inventory;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.Input;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Physics;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Server.Interfaces.Player;
|
||||
using Robust.Server.Interfaces.Timing;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
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.Physics;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal class MoverSystem : EntitySystem
|
||||
internal class MoverSystem : SharedMoverSystem
|
||||
{
|
||||
#pragma warning disable 649
|
||||
[Dependency] private readonly IPauseManager _pauseManager;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager;
|
||||
[Dependency] private readonly IMapManager _mapManager;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom;
|
||||
[Dependency] private readonly IConfigurationManager _configurationManager;
|
||||
[Dependency] private readonly IEntityManager _entityManager;
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager;
|
||||
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
||||
[Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
||||
#pragma warning restore 649
|
||||
|
||||
private AudioSystem _audioSystem;
|
||||
private AudioSystem _audioSystem = default!;
|
||||
|
||||
private const float StepSoundMoveDistanceRunning = 2;
|
||||
private const float StepSoundMoveDistanceWalking = 1.5f;
|
||||
@@ -59,40 +46,41 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
/// <inheritdoc />
|
||||
public override void Initialize()
|
||||
{
|
||||
EntityQuery = new TypeEntityQuery(typeof(IMoverComponent));
|
||||
|
||||
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>();
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<PlayerAttachSystemMessage>(PlayerAttached);
|
||||
SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached);
|
||||
|
||||
_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)
|
||||
@@ -111,185 +99,50 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Shutdown()
|
||||
protected override void HandleFootsteps(IMoverComponent mover)
|
||||
{
|
||||
CommandBinds.Unregister<MoverSystem>();
|
||||
base.Shutdown();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
foreach (var entity in RelevantEntities)
|
||||
var transform = mover.Owner.Transform;
|
||||
// Handle footsteps.
|
||||
if (_mapManager.GridExists(mover.LastPosition.GridID))
|
||||
{
|
||||
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>();
|
||||
// Can happen when teleporting between grids.
|
||||
var distance = transform.GridPosition.Distance(_mapManager, mover.LastPosition);
|
||||
mover.StepSoundDistance += distance;
|
||||
}
|
||||
|
||||
var weightless = !transform.Owner.HasComponent<MovementIgnoreGravityComponent>() &&
|
||||
_physicsManager.IsWeightless(transform.GridPosition);
|
||||
|
||||
if (weightless && collider != null)
|
||||
mover.LastPosition = transform.GridPosition;
|
||||
float distanceNeeded;
|
||||
if (mover.Sprinting)
|
||||
{
|
||||
// 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();
|
||||
distanceNeeded = StepSoundMoveDistanceRunning;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (weightless)
|
||||
distanceNeeded = StepSoundMoveDistanceWalking;
|
||||
}
|
||||
|
||||
if (mover.StepSoundDistance > distanceNeeded)
|
||||
{
|
||||
mover.StepSoundDistance = 0;
|
||||
|
||||
if (!mover.Owner.HasComponent<FootstepSoundComponent>())
|
||||
{
|
||||
(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.
|
||||
if (_mapManager.GridExists(mover.LastPosition.GridID))
|
||||
if (mover.Owner.TryGetComponent<InventoryComponent>(out var inventory)
|
||||
&& inventory.TryGetSlotItem<ItemComponent>(EquipmentSlotDefines.Slots.SHOES, out var item)
|
||||
&& item.Owner.TryGetComponent<FootstepModifierComponent>(out var modifier))
|
||||
{
|
||||
// Can happen when teleporting between grids.
|
||||
var distance = transform.GridPosition.Distance(_mapManager, mover.LastPosition);
|
||||
mover.StepSoundDistance += distance;
|
||||
}
|
||||
|
||||
mover.LastPosition = transform.GridPosition;
|
||||
float distanceNeeded;
|
||||
if (mover.Sprinting)
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceRunning;
|
||||
modifier.PlayFootstep();
|
||||
}
|
||||
else
|
||||
{
|
||||
distanceNeeded = StepSoundMoveDistanceWalking;
|
||||
}
|
||||
if (mover.StepSoundDistance > distanceNeeded)
|
||||
{
|
||||
mover.StepSoundDistance = 0;
|
||||
|
||||
if (!mover.Owner.HasComponent<FootstepSoundComponent>())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (mover.Owner.TryGetComponent<InventoryComponent>(out var inventory)
|
||||
&& inventory.TryGetSlotItem<ItemComponent>(EquipmentSlotDefines.Slots.SHOES, out var item)
|
||||
&& item.Owner.TryGetComponent<FootstepModifierComponent>(out var modifier))
|
||||
{
|
||||
modifier.PlayFootstep();
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayFootstepSound(transform.GridPosition);
|
||||
}
|
||||
PlayFootstepSound(transform.GridPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
// Step one: figure out sound collection prototype.
|
||||
@@ -316,12 +169,13 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
else
|
||||
{
|
||||
// Walking on a tile.
|
||||
var def = (ContentTileDefinition)_tileDefinitionManager[tile.Tile.TypeId];
|
||||
var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
||||
if (def.FootstepSounds == null)
|
||||
{
|
||||
// Nothing to play, oh well.
|
||||
return;
|
||||
}
|
||||
|
||||
soundCollectionName = def.FootstepSounds;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,9 +0,0 @@
|
||||
using Robust.Server.Interfaces.Player;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Movement
|
||||
{
|
||||
public interface IRelayMoveInput
|
||||
{
|
||||
void MoveInputPressed(IPlayerSession session);
|
||||
}
|
||||
}
|
||||
@@ -83,7 +83,7 @@ namespace Content.Server.Throw
|
||||
physComp = thrownEnt.AddComponent<PhysicsComponent>();
|
||||
|
||||
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.Controller as ThrowController)?.StartThrow(angle.ToVec() * spd);
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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.Maths;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects.Components.Movement
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
// Does nothing except ensure uniqueness between mover components.
|
||||
// There can only be one.
|
||||
@@ -33,12 +32,12 @@ namespace Content.Server.Interfaces.GameObjects.Components.Movement
|
||||
/// <summary>
|
||||
/// Is the entity Sprinting (running)?
|
||||
/// </summary>
|
||||
bool Sprinting { get; set; }
|
||||
bool Sprinting { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Calculated linear velocity direction of the entity.
|
||||
/// </summary>
|
||||
Vector2 VelocityDir { get; }
|
||||
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
|
||||
|
||||
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.
|
||||
/// </summary>
|
||||
/// <param name="direction">Direction to toggle.</param>
|
||||
/// <param name="subTick"></param>
|
||||
/// <param name="enabled">If the direction is active.</param>
|
||||
void SetVelocityDirection(Direction direction, bool enabled);
|
||||
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
|
||||
|
||||
void SetSprinting(ushort subTick, bool enabled);
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
using Robust.Shared.Players;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
public interface IRelayMoveInput
|
||||
{
|
||||
void MoveInputPressed(ICommonSession session);
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,8 @@
|
||||
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Movement
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class MovementSpeedModifierComponent : Component
|
||||
@@ -85,7 +84,7 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
}
|
||||
}
|
||||
|
||||
interface IMoveSpeedModifier
|
||||
public interface IMoveSpeedModifier
|
||||
{
|
||||
float WalkSpeedModifier { get; }
|
||||
float SprintSpeedModifier { get; }
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,22 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Observer
|
||||
{
|
||||
public class SharedGhostComponent : Component
|
||||
public class SharedGhostComponent : Component, IActionBlocker
|
||||
{
|
||||
public override string Name => "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]
|
||||
|
||||
@@ -50,6 +50,10 @@
|
||||
public const uint PDA = 1044;
|
||||
public const uint PATHFINDER_DEBUG = 1045;
|
||||
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.
|
||||
public const uint PREDICTION_TEST = 10001;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
public interface IActionBlocker
|
||||
{
|
||||
235
Content.Shared/GameObjects/EntitySystems/SharedMoverSystem.cs
Normal file
235
Content.Shared/GameObjects/EntitySystems/SharedMoverSystem.cs
Normal 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -30,7 +30,7 @@ namespace Content.Shared.Physics
|
||||
public void Move(Vector2 velocityDirection, float speed)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
@@ -143,7 +143,7 @@
|
||||
is_subfloor: false
|
||||
can_crowbar: true
|
||||
footstep_sounds: footstep_floor
|
||||
friction: 0.35
|
||||
#friction: 0.35
|
||||
item_drop: FloorTileItemSteel
|
||||
|
||||
- type: tile
|
||||
|
||||
Reference in New Issue
Block a user