Mobmover tweaks (#15942)
This commit is contained in:
@@ -68,8 +68,12 @@ namespace Content.Client.Physics.Controllers
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var xformQuery = GetEntityQuery<TransformComponent>();
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var moverQuery = GetEntityQuery<InputMoverComponent>();
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var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
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var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
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var pullableQuery = GetEntityQuery<SharedPullableComponent>();
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var physicsQuery = GetEntityQuery<PhysicsComponent>();
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var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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if (!TryComp(player, out InputMoverComponent? mover) ||
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if (!moverQuery.TryGetComponent(player, out var mover) ||
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!xformQuery.TryGetComponent(player, out var xform))
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{
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return;
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@@ -106,24 +110,24 @@ namespace Content.Client.Physics.Controllers
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{
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foreach (var joint in jointComponent.GetJoints.Values)
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{
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if (TryComp(joint.BodyAUid, out PhysicsComponent? physics))
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if (physicsQuery.TryGetComponent(joint.BodyAUid, out var physics))
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physics.Predict = true;
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if (TryComp(joint.BodyBUid, out physics))
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if (physicsQuery.TryGetComponent(joint.BodyBUid, out physics))
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physics.Predict = true;
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}
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}
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// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
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if (TryComp(player, out SharedPullableComponent? pullableComp))
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if (pullableQuery.TryGetComponent(player, out var pullableComp))
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{
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if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent?>(puller, out var pullerBody))
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if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent>(puller, out var pullerBody))
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{
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pullerBody.Predict = false;
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body.Predict = false;
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if (TryComp<SharedPullerComponent>(player, out var playerPuller) && playerPuller.Pulling != null &&
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TryComp<PhysicsComponent>(playerPuller.Pulling, out var pulledBody))
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physicsQuery.TryGetComponent(playerPuller.Pulling, out var pulledBody))
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{
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pulledBody.Predict = false;
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}
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@@ -131,7 +135,19 @@ namespace Content.Client.Physics.Controllers
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(player, mover, physicsUid, body, xformMover, frameTime, xformQuery, moverQuery, relayTargetQuery);
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HandleMobMovement(
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player,
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mover,
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physicsUid,
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body,
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xformMover,
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frameTime,
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xformQuery,
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moverQuery,
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mobMoverQuery,
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relayTargetQuery,
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pullableQuery,
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modifierQuery);
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}
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protected override bool CanSound()
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@@ -3,6 +3,7 @@ using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Robust.Server.GameObjects;
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@@ -65,11 +66,14 @@ namespace Content.Server.Physics.Controllers
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var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
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var xformQuery = GetEntityQuery<TransformComponent>();
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var moverQuery = GetEntityQuery<InputMoverComponent>();
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var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
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var pullableQuery = GetEntityQuery<SharedPullableComponent>();
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var inputQueryEnumerator = AllEntityQuery<InputMoverComponent>();
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var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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foreach (var mover in EntityQuery<InputMoverComponent>(true))
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while (inputQueryEnumerator.MoveNext(out var uid, out var mover))
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{
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var uid = mover.Owner;
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EntityUid physicsUid = uid;
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var physicsUid = uid;
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if (relayQuery.HasComponent(uid))
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continue;
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@@ -97,7 +101,18 @@ namespace Content.Server.Physics.Controllers
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continue;
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}
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HandleMobMovement(uid, mover, physicsUid, body, xformMover, frameTime, xformQuery, moverQuery, relayTargetQuery);
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HandleMobMovement(uid,
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mover,
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physicsUid,
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body,
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xformMover,
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frameTime,
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xformQuery,
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moverQuery,
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mobMoverQuery,
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relayTargetQuery,
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pullableQuery,
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modifierQuery);
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}
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HandleShuttleMovement(frameTime);
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@@ -1,5 +1,6 @@
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.Timing;
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namespace Content.Shared.Movement.Components
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@@ -61,8 +62,8 @@ namespace Content.Shared.Movement.Components
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/// <summary>
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/// If we traverse on / off a grid then set a timer to update our relative inputs.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float LerpAccumulator;
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[ViewVariables(VVAccess.ReadWrite), DataField("lerpTarget", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan LerpTarget;
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public const float LerpTime = 1.0f;
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@@ -83,7 +83,7 @@ namespace Content.Shared.Movement.Systems
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component.RelativeRotation = state.RelativeRotation;
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component.TargetRelativeRotation = state.TargetRelativeRotation;
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component.RelativeEntity = state.RelativeEntity;
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component.LerpAccumulator = state.LerpAccumulator;
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component.LerpTarget = state.LerpAccumulator;
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}
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private void OnInputGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
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@@ -94,7 +94,7 @@ namespace Content.Shared.Movement.Systems
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component.RelativeRotation,
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component.TargetRelativeRotation,
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component.RelativeEntity,
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component.LerpAccumulator);
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component.LerpTarget);
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}
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private void ShutdownInput()
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@@ -121,13 +121,73 @@ namespace Content.Shared.Movement.Systems
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public void ResetCamera(EntityUid uid)
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{
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if (CameraRotationLocked || !TryComp<InputMoverComponent>(uid, out var mover) || mover.TargetRelativeRotation.Equals(Angle.Zero))
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if (CameraRotationLocked ||
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!TryComp<InputMoverComponent>(uid, out var mover))
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{
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return;
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}
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// If we updated parent then cancel the accumulator and force it now.
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var xformQuery = GetEntityQuery<TransformComponent>();
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if (!TryUpdateRelative(mover, xformQuery.GetComponent(uid), xformQuery) && mover.TargetRelativeRotation.Equals(Angle.Zero))
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return;
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mover.LerpTarget = TimeSpan.Zero;
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mover.TargetRelativeRotation = Angle.Zero;
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Dirty(mover);
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}
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private bool TryUpdateRelative(InputMoverComponent mover, TransformComponent xform, EntityQuery<TransformComponent> xformQuery)
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{
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var relative = xform.GridUid;
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relative ??= xform.MapUid;
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// So essentially what we want:
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// 1. If we go from grid to map then preserve our rotation and continue as usual
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// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
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// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
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if (mover.RelativeEntity.Equals(relative))
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return false;
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// Okay need to get our old relative rotation with respect to our new relative rotation
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// e.g. if we were right side up on our current grid need to get what that is on our new grid.
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var currentRotation = Angle.Zero;
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var targetRotation = Angle.Zero;
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// Get our current relative rotation
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if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
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{
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currentRotation = _transform.GetWorldRotation(oldRelativeXform, xformQuery) + mover.RelativeRotation;
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}
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if (xformQuery.TryGetComponent(relative, out var relativeXform))
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{
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// This is our current rotation relative to our new parent.
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mover.RelativeRotation = (currentRotation - _transform.GetWorldRotation(relativeXform, xformQuery)).FlipPositive();
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}
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// If we went from grid -> map we'll preserve our worldrotation
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if (relative != null && _mapManager.IsMap(relative.Value))
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{
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targetRotation = currentRotation.FlipPositive().Reduced();
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}
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// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
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// OR just rotate to zero (depending on cvar)
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else if (relative != null && _mapManager.IsGrid(relative.Value))
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{
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if (CameraRotationLocked)
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targetRotation = Angle.Zero;
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else
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targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
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}
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mover.RelativeEntity = relative;
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mover.TargetRelativeRotation = targetRotation;
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return true;
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}
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public Angle GetParentGridAngle(InputMoverComponent mover, EntityQuery<TransformComponent> xformQuery)
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{
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var rotation = mover.RelativeRotation;
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@@ -140,12 +200,7 @@ namespace Content.Shared.Movement.Systems
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public Angle GetParentGridAngle(InputMoverComponent mover)
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{
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var rotation = mover.RelativeRotation;
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if (TryComp<TransformComponent>(mover.RelativeEntity, out var relativeXform))
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return (relativeXform.WorldRotation + rotation);
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return rotation;
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return GetParentGridAngle(mover, GetEntityQuery<TransformComponent>());
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}
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private void OnFollowedParentChange(EntityUid uid, FollowedComponent component, ref EntParentChangedMessage args)
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@@ -185,7 +240,7 @@ namespace Content.Shared.Movement.Systems
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component.RelativeEntity = relative;
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component.TargetRelativeRotation = Angle.Zero;
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component.RelativeRotation = Angle.Zero;
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component.LerpAccumulator = 0f;
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component.LerpTarget = TimeSpan.Zero;
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Dirty(component);
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return;
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}
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@@ -193,16 +248,16 @@ namespace Content.Shared.Movement.Systems
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// If we go on a grid and back off then just reset the accumulator.
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if (relative == component.RelativeEntity)
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{
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if (component.LerpAccumulator != 0f)
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if (component.LerpTarget >= Timing.CurTime)
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{
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component.LerpAccumulator = 0f;
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component.LerpTarget = TimeSpan.Zero;
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Dirty(component);
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}
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return;
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}
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component.LerpAccumulator = InputMoverComponent.LerpTime;
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component.LerpTarget = TimeSpan.FromSeconds(InputMoverComponent.LerpTime) + Timing.CurTime;
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Dirty(component);
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}
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@@ -233,18 +288,17 @@ namespace Content.Shared.Movement.Systems
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// Relay the fact we had any movement event.
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// TODO: Ideally we'd do these in a tick instead of out of sim.
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var owner = moverComp.Owner;
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var moveEvent = new MoveInputEvent(entity);
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RaiseLocalEvent(owner, ref moveEvent);
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RaiseLocalEvent(entity, ref moveEvent);
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// For stuff like "Moving out of locker" or the likes
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// We'll relay a movement input to the parent.
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if (_container.IsEntityInContainer(owner) &&
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TryComp<TransformComponent>(owner, out var xform) &&
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if (_container.IsEntityInContainer(entity) &&
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TryComp<TransformComponent>(entity, out var xform) &&
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xform.ParentUid.IsValid() &&
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_mobState.IsAlive(owner))
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_mobState.IsAlive(entity))
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{
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var relayMoveEvent = new ContainerRelayMovementEntityEvent(owner);
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var relayMoveEvent = new ContainerRelayMovementEntityEvent(entity);
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RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
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}
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@@ -531,16 +585,16 @@ namespace Content.Shared.Movement.Systems
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/// </summary>
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public Angle TargetRelativeRotation;
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public EntityUid? RelativeEntity;
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public float LerpAccumulator = 0f;
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public TimeSpan LerpAccumulator;
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public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, float lerpAccumulator)
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public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, TimeSpan lerpTarget)
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{
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Buttons = buttons;
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CanMove = canMove;
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RelativeRotation = relativeRotation;
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TargetRelativeRotation = targetRelativeRotation;
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RelativeEntity = relativeEntity;
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LerpAccumulator = lerpAccumulator;
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LerpAccumulator = lerpTarget;
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}
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}
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@@ -108,10 +108,11 @@ namespace Content.Shared.Movement.Systems
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float frameTime,
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EntityQuery<TransformComponent> xformQuery,
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EntityQuery<InputMoverComponent> moverQuery,
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EntityQuery<MovementRelayTargetComponent> relayTargetQuery)
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EntityQuery<MobMoverComponent> mobMoverQuery,
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EntityQuery<MovementRelayTargetComponent> relayTargetQuery,
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EntityQuery<SharedPullableComponent> pullableQuery,
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EntityQuery<MovementSpeedModifierComponent> modifierQuery)
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{
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DebugTools.Assert(!UsedMobMovement.ContainsKey(uid));
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bool canMove = mover.CanMove;
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if (relayTargetQuery.TryGetComponent(uid, out var relayTarget) && relayTarget.Entities.Count > 0)
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{
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@@ -135,59 +136,11 @@ namespace Content.Shared.Movement.Systems
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}
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// Update relative movement
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if (mover.LerpAccumulator > 0f)
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if (mover.LerpTarget < Timing.CurTime)
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{
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Dirty(mover);
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mover.LerpAccumulator -= frameTime;
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if (mover.LerpAccumulator <= 0f)
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if (TryUpdateRelative(mover, xform, xformQuery))
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{
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mover.LerpAccumulator = 0f;
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var relative = xform.GridUid;
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relative ??= xform.MapUid;
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// So essentially what we want:
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// 1. If we go from grid to map then preserve our rotation and continue as usual
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// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
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// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
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if (!mover.RelativeEntity.Equals(relative))
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{
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// Okay need to get our old relative rotation with respect to our new relative rotation
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// e.g. if we were right side up on our current grid need to get what that is on our new grid.
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var currentRotation = Angle.Zero;
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var targetRotation = Angle.Zero;
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// Get our current relative rotation
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if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
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{
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currentRotation = oldRelativeXform.WorldRotation + mover.RelativeRotation;
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}
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if (xformQuery.TryGetComponent(relative, out var relativeXform))
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{
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// This is our current rotation relative to our new parent.
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mover.RelativeRotation = (currentRotation - relativeXform.WorldRotation).FlipPositive();
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}
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// If we went from grid -> map we'll preserve our worldrotation
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if (relative != null && _mapManager.IsMap(relative.Value))
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{
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targetRotation = currentRotation.FlipPositive().Reduced();
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}
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// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
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// OR just rotate to zero (depending on cvar)
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else if (relative != null && _mapManager.IsGrid(relative.Value))
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{
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if (CameraRotationLocked)
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targetRotation = Angle.Zero;
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else
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targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
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}
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mover.RelativeEntity = relative;
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mover.TargetRelativeRotation = targetRotation;
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}
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Dirty(mover);
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}
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}
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@@ -223,7 +176,7 @@ namespace Content.Shared.Movement.Systems
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if (!canMove
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|| physicsComponent.BodyStatus != BodyStatus.OnGround
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|| TryComp(uid, out SharedPullableComponent? pullable) && pullable.BeingPulled)
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|| pullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
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{
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UsedMobMovement[uid] = false;
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return;
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@@ -249,14 +202,14 @@ namespace Content.Shared.Movement.Systems
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touching = ev.CanMove;
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if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
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touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsComponent);
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touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
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}
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}
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// Regular movement.
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// Target velocity.
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// This is relative to the map / grid we're on.
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var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(uid);
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var moveSpeedComponent = modifierQuery.CompOrNull(uid);
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var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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@@ -308,8 +261,8 @@ namespace Content.Shared.Movement.Systems
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// TODO apparently this results in a duplicate move event because "This should have its event run during
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// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
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if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) &&
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TryGetSound(weightless, mover, mobMover, xform, out var sound))
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if (!weightless && mobMoverQuery.TryGetComponent(uid, out var mobMover) &&
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TryGetSound(weightless, uid, mover, mobMover, xform, out var sound))
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{
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var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
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@@ -347,7 +300,8 @@ namespace Content.Shared.Movement.Systems
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{
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var speed = velocity.Length;
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if (speed < minimumFrictionSpeed) return;
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if (speed < minimumFrictionSpeed)
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return;
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var drop = 0f;
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@@ -356,7 +310,8 @@ namespace Content.Shared.Movement.Systems
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var newSpeed = MathF.Max(0f, speed - drop);
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if (newSpeed.Equals(speed)) return;
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if (newSpeed.Equals(speed))
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return;
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newSpeed /= speed;
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velocity *= newSpeed;
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||||
@@ -370,7 +325,8 @@ namespace Content.Shared.Movement.Systems
|
||||
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
|
||||
var addSpeed = wishSpeed - currentSpeed;
|
||||
|
||||
if (addSpeed <= 0f) return;
|
||||
if (addSpeed <= 0f)
|
||||
return;
|
||||
|
||||
var accelSpeed = accel * frameTime * wishSpeed;
|
||||
accelSpeed = MathF.Min(accelSpeed, addSpeed);
|
||||
@@ -386,9 +342,9 @@ namespace Content.Shared.Movement.Systems
|
||||
/// <summary>
|
||||
/// Used for weightlessness to determine if we are near a wall.
|
||||
/// </summary>
|
||||
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, PhysicsComponent collider)
|
||||
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
|
||||
{
|
||||
var enlargedAABB = _lookup.GetWorldAABB(collider.Owner, transform).Enlarged(mover.GrabRangeVV);
|
||||
var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
|
||||
|
||||
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
|
||||
{
|
||||
@@ -412,11 +368,12 @@ namespace Content.Shared.Movement.Systems
|
||||
|
||||
protected abstract bool CanSound();
|
||||
|
||||
private bool TryGetSound(bool weightless, InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, [NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
private bool TryGetSound(bool weightless, EntityUid uid, InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, [NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
{
|
||||
sound = null;
|
||||
|
||||
if (!CanSound() || !_tags.HasTag(mover.Owner, "FootstepSound")) return false;
|
||||
if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
|
||||
return false;
|
||||
|
||||
var coordinates = xform.Coordinates;
|
||||
var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking;
|
||||
@@ -443,27 +400,28 @@ namespace Content.Shared.Movement.Systems
|
||||
|
||||
mobMover.LastPosition = coordinates;
|
||||
|
||||
if (mobMover.StepSoundDistance < distanceNeeded) return false;
|
||||
if (mobMover.StepSoundDistance < distanceNeeded)
|
||||
return false;
|
||||
|
||||
mobMover.StepSoundDistance -= distanceNeeded;
|
||||
|
||||
if (TryComp<FootstepModifierComponent>(mover.Owner, out var moverModifier))
|
||||
if (TryComp<FootstepModifierComponent>(uid, out var moverModifier))
|
||||
{
|
||||
sound = moverModifier.Sound;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (_inventory.TryGetSlotEntity(mover.Owner, "shoes", out var shoes) &&
|
||||
if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
|
||||
TryComp<FootstepModifierComponent>(shoes, out var modifier))
|
||||
{
|
||||
sound = modifier.Sound;
|
||||
return true;
|
||||
}
|
||||
|
||||
return TryGetFootstepSound(xform, shoes != null, out sound);
|
||||
return TryGetFootstepSound(uid, xform, shoes != null, out sound);
|
||||
}
|
||||
|
||||
private bool TryGetFootstepSound(TransformComponent xform, bool haveShoes, [NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
private bool TryGetFootstepSound(EntityUid uid, TransformComponent xform, bool haveShoes, [NotNullWhen(true)] out SoundSpecifier? sound)
|
||||
{
|
||||
sound = null;
|
||||
|
||||
@@ -480,7 +438,7 @@ namespace Content.Shared.Movement.Systems
|
||||
}
|
||||
|
||||
var position = grid.LocalToTile(xform.Coordinates);
|
||||
var soundEv = new GetFootstepSoundEvent(xform.Owner);
|
||||
var soundEv = new GetFootstepSoundEvent(uid);
|
||||
|
||||
// If the coordinates have a FootstepModifier component
|
||||
// i.e. component that emit sound on footsteps emit that sound
|
||||
|
||||
Reference in New Issue
Block a user