using Content.Shared.CCVar;
using Content.Shared.Input;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems
{
///
/// Handles converting inputs into movement.
///
public abstract partial class SharedMoverController
{
public bool CameraRotationLocked { get; set; }
private void InitializeInput()
{
var moveUpCmdHandler = new MoverDirInputCmdHandler(this, Direction.North);
var moveLeftCmdHandler = new MoverDirInputCmdHandler(this, Direction.West);
var moveRightCmdHandler = new MoverDirInputCmdHandler(this, Direction.East);
var moveDownCmdHandler = new MoverDirInputCmdHandler(this, Direction.South);
CommandBinds.Builder
.Bind(EngineKeyFunctions.MoveUp, moveUpCmdHandler)
.Bind(EngineKeyFunctions.MoveLeft, moveLeftCmdHandler)
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler(this))
.Bind(EngineKeyFunctions.CameraRotateLeft, new CameraRotateInputCmdHandler(this, Direction.West))
.Bind(EngineKeyFunctions.CameraRotateRight, new CameraRotateInputCmdHandler(this, Direction.East))
.Bind(EngineKeyFunctions.CameraReset, new CameraResetInputCmdHandler(this))
// TODO: Relay
// Shuttle
.Bind(ContentKeyFunctions.ShuttleStrafeUp, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeUp))
.Bind(ContentKeyFunctions.ShuttleStrafeLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeLeft))
.Bind(ContentKeyFunctions.ShuttleStrafeRight, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeRight))
.Bind(ContentKeyFunctions.ShuttleStrafeDown, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeDown))
.Bind(ContentKeyFunctions.ShuttleRotateLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateLeft))
.Bind(ContentKeyFunctions.ShuttleRotateRight, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateRight))
.Bind(ContentKeyFunctions.ShuttleBrake, new ShuttleInputCmdHandler(this, ShuttleButtons.Brake))
.Register();
SubscribeLocalEvent(OnInputInit);
SubscribeLocalEvent(OnInputGetState);
SubscribeLocalEvent(OnInputHandleState);
SubscribeLocalEvent(OnInputParentChange);
_configManager.OnValueChanged(CCVars.CameraRotationLocked, SetCameraRotationLocked, true);
}
private void SetCameraRotationLocked(bool obj)
{
CameraRotationLocked = obj;
}
private void SetMoveInput(InputMoverComponent component, MoveButtons buttons)
{
if (component.HeldMoveButtons == buttons) return;
component.HeldMoveButtons = buttons;
Dirty(component);
}
private void OnInputHandleState(EntityUid uid, InputMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not InputMoverComponentState state)
return;
component.HeldMoveButtons = state.Buttons;
component.LastInputTick = GameTick.Zero;
component.LastInputSubTick = 0;
component.CanMove = state.CanMove;
component.RelativeRotation = state.RelativeRotation;
component.TargetRelativeRotation = state.TargetRelativeRotation;
component.RelativeEntity = state.RelativeEntity;
component.LerpAccumulator = state.LerpAccumulator;
}
private void OnInputGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
{
args.State = new InputMoverComponentState(
component.HeldMoveButtons,
component.CanMove,
component.RelativeRotation,
component.TargetRelativeRotation,
component.RelativeEntity,
component.LerpAccumulator);
}
private void ShutdownInput()
{
CommandBinds.Unregister();
_configManager.UnsubValueChanged(CCVars.CameraRotationLocked, SetCameraRotationLocked);
}
public bool DiagonalMovementEnabled => _configManager.GetCVar(CCVars.GameDiagonalMovement);
protected virtual void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state) {}
public void RotateCamera(EntityUid uid, Angle angle)
{
if (CameraRotationLocked || !TryComp(uid, out var mover))
return;
mover.TargetRelativeRotation += angle;
Dirty(mover);
}
public void ResetCamera(EntityUid uid)
{
if (CameraRotationLocked || !TryComp(uid, out var mover) || mover.TargetRelativeRotation.Equals(Angle.Zero))
return;
mover.TargetRelativeRotation = Angle.Zero;
Dirty(mover);
}
public Angle GetParentGridAngle(InputMoverComponent mover)
{
var rotation = mover.RelativeRotation;
if (TryComp(mover.RelativeEntity, out var relativeXform))
return (relativeXform.WorldRotation + rotation);
return rotation;
}
private void OnInputParentChange(EntityUid uid, InputMoverComponent component, ref EntParentChangedMessage args)
{
// If we change our grid / map then delay updating our LastGridAngle.
var relative = args.Transform.GridUid;
relative ??= args.Transform.MapUid;
if (component.LifeStage < ComponentLifeStage.Running)
{
component.RelativeEntity = relative;
Dirty(component);
return;
}
// If we go on a grid and back off then just reset the accumulator.
if (relative == component.RelativeEntity)
{
if (component.LerpAccumulator != 0f)
{
component.LerpAccumulator = 0f;
Dirty(component);
}
return;
}
component.LerpAccumulator = InputMoverComponent.LerpTime;
Dirty(component);
}
private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
{
// Relayed movement just uses the same keybinds given we're moving the relayed entity
// the same as us.
TryComp(entity, out var moverComp);
// Can't relay inputs if you're dead.
if (TryComp(entity, out var relayMover) && !_mobState.IsIncapacitated(entity))
{
// if we swap to relay then stop our existing input if we ever change back.
if (moverComp != null)
{
SetMoveInput(moverComp, MoveButtons.None);
}
if (relayMover.RelayEntity == null) return;
HandleDirChange(relayMover.RelayEntity.Value, dir, subTick, state);
return;
}
if (moverComp == null)
return;
// Relay the fact we had any movement event.
// TODO: Ideally we'd do these in a tick instead of out of sim.
var owner = moverComp.Owner;
var moveEvent = new MoveInputEvent(entity);
RaiseLocalEvent(owner, ref moveEvent);
// For stuff like "Moving out of locker" or the likes
// We'll relay a movement input to the parent.
if (_container.IsEntityInContainer(owner) &&
TryComp(owner, out var xform) &&
xform.ParentUid.IsValid() &&
_mobState.IsAlive(owner))
{
var relayMoveEvent = new ContainerRelayMovementEntityEvent(owner);
RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
}
SetVelocityDirection(moverComp, dir, subTick, state);
}
private void OnInputInit(EntityUid uid, InputMoverComponent component, ComponentInit args)
{
var xform = Transform(uid);
if (!xform.ParentUid.IsValid())
return;
component.RelativeEntity = xform.GridUid ?? xform.MapUid;
component.TargetRelativeRotation = Angle.Zero;
}
private void HandleRunChange(EntityUid uid, ushort subTick, bool walking)
{
TryComp(uid, out var moverComp);
if (TryComp(uid, out var relayMover))
{
// if we swap to relay then stop our existing input if we ever change back.
if (moverComp != null)
{
SetMoveInput(moverComp, MoveButtons.None);
}
if (relayMover.RelayEntity == null) return;
HandleRunChange(relayMover.RelayEntity.Value, subTick, walking);
return;
}
if (moverComp == null) return;
SetSprinting(moverComp, subTick, walking);
}
public (Vector2 Walking, Vector2 Sprinting) GetVelocityInput(InputMoverComponent mover)
{
if (!Timing.InSimulation)
{
// Outside of simulation we'll be running client predicted movement per-frame.
// So return a full-length vector as if it's a full tick.
// Physics system will have the correct time step anyways.
var immediateDir = DirVecForButtons(mover.HeldMoveButtons);
return mover.Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
}
Vector2 walk;
Vector2 sprint;
float remainingFraction;
if (Timing.CurTick > mover.LastInputTick)
{
walk = Vector2.Zero;
sprint = Vector2.Zero;
remainingFraction = 1;
}
else
{
walk = mover.CurTickWalkMovement;
sprint = mover.CurTickSprintMovement;
remainingFraction = (ushort.MaxValue - mover.LastInputSubTick) / (float) ushort.MaxValue;
}
var curDir = DirVecForButtons(mover.HeldMoveButtons) * remainingFraction;
if (mover.Sprinting)
{
sprint += curDir;
}
else
{
walk += curDir;
}
// Logger.Info($"{curDir}{walk}{sprint}");
return (walk, sprint);
}
///
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, . Enabling
/// opposite directions will cancel each other out, resulting in no direction.
///
public void SetVelocityDirection(InputMoverComponent component, Direction direction, ushort subTick, bool enabled)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
var bit = direction switch
{
Direction.East => MoveButtons.Right,
Direction.North => MoveButtons.Up,
Direction.West => MoveButtons.Left,
Direction.South => MoveButtons.Down,
_ => throw new ArgumentException(nameof(direction))
};
SetMoveInput(component, subTick, enabled, bit);
}
private void SetMoveInput(InputMoverComponent component, ushort subTick, bool enabled, MoveButtons bit)
{
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
ResetSubtick(component);
if (subTick >= component.LastInputSubTick)
{
var fraction = (subTick - component.LastInputSubTick) / (float) ushort.MaxValue;
ref var lastMoveAmount = ref component.Sprinting ? ref component.CurTickSprintMovement : ref component.CurTickWalkMovement;
lastMoveAmount += DirVecForButtons(component.HeldMoveButtons) * fraction;
component.LastInputSubTick = subTick;
}
var buttons = component.HeldMoveButtons;
if (enabled)
{
buttons |= bit;
}
else
{
buttons &= ~bit;
}
SetMoveInput(component, buttons);
}
private void ResetSubtick(InputMoverComponent component)
{
if (Timing.CurTick <= component.LastInputTick) return;
component.CurTickWalkMovement = Vector2.Zero;
component.CurTickSprintMovement = Vector2.Zero;
component.LastInputTick = Timing.CurTick;
component.LastInputSubTick = 0;
}
public void SetSprinting(InputMoverComponent component, ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(component, subTick, walking, MoveButtons.Walk);
}
///
/// Retrieves the normalized direction vector for a specified combination of movement keys.
///
private Vector2 DirVecForButtons(MoveButtons buttons)
{
// key directions are in screen coordinates
// _moveDir is in world coordinates
// if the camera is moved, this needs to be changed
var x = 0;
x -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
var y = 0;
if (DiagonalMovementEnabled || x == 0)
{
y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
y += HasFlag(buttons, MoveButtons.Up) ? 1 : 0;
}
var vec = new Vector2(x, y);
// can't normalize zero length vector
if (vec.LengthSquared > 1.0e-6)
{
// Normalize so that diagonals aren't faster or something.
vec = vec.Normalized;
}
return vec;
}
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
{
return (buttons & flag) == flag;
}
private sealed class CameraRotateInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
private readonly Angle _angle;
public CameraRotateInputCmdHandler(SharedMoverController controller, Direction direction)
{
_controller = controller;
_angle = direction.ToAngle();
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
if (full.State != BoundKeyState.Up)
return false;
_controller.RotateCamera(session.AttachedEntity.Value, _angle);
return false;
}
}
private sealed class CameraResetInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
public CameraResetInputCmdHandler(SharedMoverController controller)
{
_controller = controller;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
if (full.State != BoundKeyState.Up)
return false;
_controller.ResetCamera(session.AttachedEntity.Value);
return false;
}
}
private sealed class MoverDirInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
private readonly Direction _dir;
public MoverDirInputCmdHandler(SharedMoverController controller, Direction dir)
{
_controller = controller;
_dir = dir;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
_controller.HandleDirChange(session.AttachedEntity.Value, _dir, message.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
private sealed class WalkInputCmdHandler : InputCmdHandler
{
private SharedMoverController _controller;
public WalkInputCmdHandler(SharedMoverController controller)
{
_controller = controller;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
_controller.HandleRunChange(session.AttachedEntity.Value, full.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
[Serializable, NetSerializable]
private sealed class InputMoverComponentState : ComponentState
{
public MoveButtons Buttons { get; }
public readonly bool CanMove;
///
/// Our current rotation for movement purposes. This is lerping towards
///
public Angle RelativeRotation;
///
/// Target rotation relative to the . Typically 0
///
public Angle TargetRelativeRotation;
public EntityUid? RelativeEntity;
public float LerpAccumulator = 0f;
public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, float lerpAccumulator)
{
Buttons = buttons;
CanMove = canMove;
RelativeRotation = relativeRotation;
TargetRelativeRotation = targetRelativeRotation;
RelativeEntity = relativeEntity;
LerpAccumulator = lerpAccumulator;
}
}
private sealed class ShuttleInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
private readonly ShuttleButtons _button;
public ShuttleInputCmdHandler(SharedMoverController controller, ShuttleButtons button)
{
_controller = controller;
_button = button;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
_controller.HandleShuttleInput(session.AttachedEntity.Value, _button, full.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
}
}
[Flags]
public enum MoveButtons : byte
{
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Walk = 16,
}
[Flags]
public enum ShuttleButtons : byte
{
None = 0,
StrafeUp = 1 << 0,
StrafeDown = 1 << 1,
StrafeLeft = 1 << 2,
StrafeRight = 1 << 3,
RotateLeft = 1 << 4,
RotateRight = 1 << 5,
Brake = 1 << 6,
}