using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Shared.Bed.Sleep;
using Content.Shared.CCVar;
using Content.Shared.Friction;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
namespace Content.Shared.Movement.Systems;
///
/// Handles player and NPC mob movement.
/// NPCs are handled server-side only.
///
public abstract partial class SharedMoverController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tags = default!;
protected EntityQuery MoverQuery;
protected EntityQuery MobMoverQuery;
protected EntityQuery RelayTargetQuery;
protected EntityQuery ModifierQuery;
protected EntityQuery PhysicsQuery;
protected EntityQuery RelayQuery;
protected EntityQuery PullableQuery;
protected EntityQuery XformQuery;
protected EntityQuery CanMoveInAirQuery;
protected EntityQuery NoRotateQuery;
protected EntityQuery FootstepModifierQuery;
protected EntityQuery MapGridQuery;
///
///
///
private float _stopSpeed;
private bool _relativeMovement;
///
/// Cache the mob movement calculation to re-use elsewhere.
///
public Dictionary UsedMobMovement = new();
public override void Initialize()
{
base.Initialize();
MoverQuery = GetEntityQuery();
MobMoverQuery = GetEntityQuery();
ModifierQuery = GetEntityQuery();
RelayTargetQuery = GetEntityQuery();
PhysicsQuery = GetEntityQuery();
RelayQuery = GetEntityQuery();
PullableQuery = GetEntityQuery();
XformQuery = GetEntityQuery();
NoRotateQuery = GetEntityQuery();
CanMoveInAirQuery = GetEntityQuery();
FootstepModifierQuery = GetEntityQuery();
MapGridQuery = GetEntityQuery();
InitializeInput();
InitializeRelay();
Subs.CVar(_configManager, CCVars.RelativeMovement, value => _relativeMovement = value, true);
Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
UpdatesBefore.Add(typeof(TileFrictionController));
}
public override void Shutdown()
{
base.Shutdown();
ShutdownInput();
}
public override void UpdateAfterSolve(bool prediction, float frameTime)
{
base.UpdateAfterSolve(prediction, frameTime);
UsedMobMovement.Clear();
}
///
/// Movement while considering actionblockers, weightlessness, etc.
///
protected void HandleMobMovement(
EntityUid uid,
InputMoverComponent mover,
EntityUid physicsUid,
PhysicsComponent physicsComponent,
TransformComponent xform,
float frameTime)
{
var canMove = mover.CanMove;
if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
{
if (_mobState.IsIncapacitated(relayTarget.Source) ||
TryComp(relayTarget.Source, out _) ||
!MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
{
canMove = false;
}
else
{
mover.RelativeEntity = relayedMover.RelativeEntity;
mover.RelativeRotation = relayedMover.RelativeRotation;
mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
}
}
// Update relative movement
if (mover.LerpTarget < Timing.CurTime)
{
if (TryUpdateRelative(mover, xform))
{
Dirty(uid, mover);
}
}
LerpRotation(uid, mover, frameTime);
if (!canMove
|| physicsComponent.BodyStatus != BodyStatus.OnGround && !CanMoveInAirQuery.HasComponent(uid)
|| PullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
{
UsedMobMovement[uid] = false;
return;
}
UsedMobMovement[uid] = true;
// Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
var weightless = _gravity.IsWeightless(physicsUid, physicsComponent, xform);
var (walkDir, sprintDir) = GetVelocityInput(mover);
var touching = false;
// Handle wall-pushes.
if (weightless)
{
if (xform.GridUid != null)
touching = true;
if (!touching)
{
var ev = new CanWeightlessMoveEvent(uid);
RaiseLocalEvent(uid, ref ev, true);
// No gravity: is our entity touching anything?
touching = ev.CanMove;
if (!touching && TryComp(uid, out var mobMover))
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
}
}
// Get current tile def for things like speed/friction mods
ContentTileDefinition? tileDef = null;
// Don't bother getting the tiledef here if we're weightless or in-air
// since no tile-based modifiers should be applying in that situation
if (MapGridQuery.TryComp(xform.GridUid, out var gridComp)
&& _mapSystem.TryGetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates, out var tile)
&& !(weightless || physicsComponent.BodyStatus == BodyStatus.InAir))
{
tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
}
// Regular movement.
// Target velocity.
// This is relative to the map / grid we're on.
var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
var parentRotation = GetParentGridAngle(mover);
var wishDir = _relativeMovement ? parentRotation.RotateVec(total) : total;
DebugTools.Assert(MathHelper.CloseToPercent(total.Length(), wishDir.Length()));
float friction;
float weightlessModifier;
float accel;
var velocity = physicsComponent.LinearVelocity;
// Whether we use weightless friction or not.
if (weightless)
{
if (gridComp == null && !MapGridQuery.HasComp(xform.GridUid))
friction = moveSpeedComponent?.OffGridFriction ?? MovementSpeedModifierComponent.DefaultOffGridFriction;
else if (wishDir != Vector2.Zero && touching)
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
else
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
}
else
{
if (wishDir != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
{
friction = tileDef?.MobFriction ?? moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
}
else
{
friction = tileDef?.MobFrictionNoInput ?? moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
}
weightlessModifier = 1f;
accel = tileDef?.MobAcceleration ?? moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
}
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
wishDir *= weightlessModifier;
if (!weightless || touching)
Accelerate(ref velocity, in wishDir, accel, frameTime);
SetWishDir((uid, mover), wishDir);
PhysicsSystem.SetLinearVelocity(physicsUid, velocity, body: physicsComponent);
// Ensures that players do not spiiiiiiin
PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
// Handle footsteps at the end
if (total != Vector2.Zero)
{
if (!NoRotateQuery.HasComponent(uid))
{
// TODO apparently this results in a duplicate move event because "This should have its event run during
// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
var worldRot = _transform.GetWorldRotation(xform);
_transform.SetLocalRotation(xform, xform.LocalRotation + wishDir.ToWorldAngle() - worldRot);
}
if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))
{
var soundModifier = mover.Sprinting ? 3.5f : 1.5f;
var audioParams = sound.Params
.WithVolume(sound.Params.Volume + soundModifier)
.WithVariation(sound.Params.Variation ?? mobMover.FootstepVariation);
// If we're a relay target then predict the sound for all relays.
if (relayTarget != null)
{
_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
}
else
{
_audio.PlayPredicted(sound, uid, uid, audioParams);
}
}
}
}
public Vector2 GetWishDir(Entity mover)
{
if (!MoverQuery.Resolve(mover.Owner, ref mover.Comp, false))
return Vector2.Zero;
return mover.Comp.WishDir;
}
public void SetWishDir(Entity mover, Vector2 wishDir)
{
if (mover.Comp.WishDir.Equals(wishDir))
return;
mover.Comp.WishDir = wishDir;
Dirty(mover);
}
public void LerpRotation(EntityUid uid, InputMoverComponent mover, float frameTime)
{
var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
// if we've just traversed then lerp to our target rotation.
if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
{
var adjustment = angleDiff * 5f * frameTime;
var minAdjustment = 0.01 * frameTime;
if (angleDiff < 0)
{
adjustment = Math.Min(adjustment, -minAdjustment);
adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
}
else
{
adjustment = Math.Max(adjustment, minAdjustment);
adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
}
mover.RelativeRotation += adjustment;
mover.RelativeRotation.FlipPositive();
Dirty(uid, mover);
}
else if (!angleDiff.Equals(Angle.Zero))
{
mover.TargetRelativeRotation.FlipPositive();
mover.RelativeRotation = mover.TargetRelativeRotation;
Dirty(uid, mover);
}
}
public void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
{
var speed = velocity.Length();
if (speed < minimumFrictionSpeed)
return;
var drop = 0f;
var control = MathF.Max(_stopSpeed, speed);
drop += control * friction * frameTime;
var newSpeed = MathF.Max(0f, speed - drop);
if (newSpeed.Equals(speed))
return;
newSpeed /= speed;
velocity *= newSpeed;
}
///
/// Adjusts the current velocity to the target velocity based on the specified acceleration.
///
public static void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
{
var wishDir = velocity != Vector2.Zero ? velocity.Normalized() : Vector2.Zero;
var wishSpeed = velocity.Length();
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
var addSpeed = wishSpeed - currentSpeed;
if (addSpeed <= 0f)
return;
var accelSpeed = accel * frameTime * wishSpeed;
accelSpeed = MathF.Min(accelSpeed, addSpeed);
currentVelocity += wishDir * accelSpeed;
}
public bool UseMobMovement(EntityUid uid)
{
return UsedMobMovement.TryGetValue(uid, out var used) && used;
}
///
/// Used for weightlessness to determine if we are near a wall.
///
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
{
var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
{
if (otherCollider == collider)
continue; // Don't try to push off of yourself!
// Only allow pushing off of anchored things that have collision.
if (otherCollider.BodyType != BodyType.Static ||
!otherCollider.CanCollide ||
((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
(TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
{
continue;
}
return true;
}
return false;
}
protected abstract bool CanSound();
private bool TryGetSound(
bool weightless,
EntityUid uid,
InputMoverComponent mover,
MobMoverComponent mobMover,
TransformComponent xform,
[NotNullWhen(true)] out SoundSpecifier? sound,
ContentTileDefinition? tileDef = null)
{
sound = null;
if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
return false;
var coordinates = xform.Coordinates;
var distanceNeeded = mover.Sprinting
? mobMover.StepSoundMoveDistanceRunning
: mobMover.StepSoundMoveDistanceWalking;
// Handle footsteps.
if (!weightless)
{
// Can happen when teleporting between grids.
if (!coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance) ||
distance > distanceNeeded)
{
mobMover.StepSoundDistance = distanceNeeded;
}
else
{
mobMover.StepSoundDistance += distance;
}
}
else
{
// In space no one can hear you squeak
return false;
}
mobMover.LastPosition = coordinates;
if (mobMover.StepSoundDistance < distanceNeeded)
return false;
mobMover.StepSoundDistance -= distanceNeeded;
if (FootstepModifierQuery.TryComp(uid, out var moverModifier))
{
sound = moverModifier.FootstepSoundCollection;
return sound != null;
}
if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
FootstepModifierQuery.TryComp(shoes, out var modifier))
{
sound = modifier.FootstepSoundCollection;
return sound != null;
}
return TryGetFootstepSound(uid, xform, shoes != null, out sound, tileDef: tileDef);
}
private bool TryGetFootstepSound(
EntityUid uid,
TransformComponent xform,
bool haveShoes,
[NotNullWhen(true)] out SoundSpecifier? sound,
ContentTileDefinition? tileDef = null)
{
sound = null;
// Fallback to the map?
if (!MapGridQuery.TryComp(xform.GridUid, out var grid))
{
if (FootstepModifierQuery.TryComp(xform.MapUid, out var modifier))
{
sound = modifier.FootstepSoundCollection;
}
return sound != null;
}
var position = grid.LocalToTile(xform.Coordinates);
var soundEv = new GetFootstepSoundEvent(uid);
// If the coordinates have a FootstepModifier component
// i.e. component that emit sound on footsteps emit that sound
var anchored = grid.GetAnchoredEntitiesEnumerator(position);
while (anchored.MoveNext(out var maybeFootstep))
{
RaiseLocalEvent(maybeFootstep.Value, ref soundEv);
if (soundEv.Sound != null)
{
sound = soundEv.Sound;
return true;
}
if (FootstepModifierQuery.TryComp(maybeFootstep, out var footstep))
{
sound = footstep.FootstepSoundCollection;
return sound != null;
}
}
// Walking on a tile.
// Tile def might have been passed in already from previous methods, so use that
// if we have it
if (tileDef == null && grid.TryGetTileRef(position, out var tileRef))
{
tileDef = (ContentTileDefinition) _tileDefinitionManager[tileRef.Tile.TypeId];
}
if (tileDef == null)
return false;
sound = haveShoes ? tileDef.FootstepSounds : tileDef.BarestepSounds;
return sound != null;
}
}