using System;
using Content.Shared.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
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, ICollideSpecial
{
// 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 => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
///
/// Calculated linear velocity direction of the entity.
///
[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; }
///
/// Whether or not the player can move diagonally.
///
[ViewVariables]
public bool DiagonalMovementEnabled => _configurationManager.GetCVar("game.diagonalmovement");
///
public override void OnAdd()
{
// This component requires that the entity has a PhysicsComponent.
if (!Owner.HasComponent())
Logger.Error(
$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
$" {nameof(PhysicsComponent)}. ");
base.OnAdd();
}
///
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, . Enabling
/// opposite directions will cancel each other out, resulting in no direction.
///
/// Direction to toggle.
///
/// If the direction is active.
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
// Logger.Info($"[{_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;
}
if (_lastInputSubTick >= subTick)
{
var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
ref var lastMoveAmount = ref Sprinting ? ref _curTickSprintMovement : ref _curTickWalkMovement;
lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
_lastInputSubTick = subTick;
}
if (enabled)
{
_heldMoveButtons |= bit;
}
else
{
_heldMoveButtons &= ~bit;
}
Dirty();
}
public void SetSprinting(ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(subTick, walking, MoveButtons.Walk);
}
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);
}
///
/// 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;
}
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
{
// Don't collide with other mobs
return collidedWith.Owner.HasComponent();
}
[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,
Walk = 16,
}
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
{
return (buttons & flag) == flag;
}
}
}