using System; using System.Collections.Generic; using Content.Server.Inventory.Components; using Content.Server.Items; using Content.Server.Movement.Components; using Content.Server.Shuttles.Components; using Content.Server.Shuttles.EntitySystems; using Content.Shared.CCVar; using Content.Shared.Inventory; using Content.Shared.Maps; using Content.Shared.Movement; using Content.Shared.Movement.Components; using Content.Shared.Shuttles; using Content.Shared.Shuttles.Components; using Content.Shared.Tag; using Robust.Shared.Audio; using Robust.Shared.Configuration; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Log; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Player; using Robust.Shared.Utility; namespace Content.Server.Physics.Controllers { public class MoverController : SharedMoverController { [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!; [Dependency] private readonly IMapManager _mapManager = default!; private const float StepSoundMoveDistanceRunning = 2; private const float StepSoundMoveDistanceWalking = 1.5f; private float _shuttleDockSpeedCap; private HashSet _excludedMobs = new(); public override void Initialize() { base.Initialize(); var configManager = IoCManager.Resolve(); configManager.OnValueChanged(CCVars.ShuttleDockSpeedCap, value => _shuttleDockSpeedCap = value, true); } public override void UpdateBeforeSolve(bool prediction, float frameTime) { base.UpdateBeforeSolve(prediction, frameTime); _excludedMobs.Clear(); foreach (var (mobMover, mover, physics) in EntityManager.EntityQuery()) { _excludedMobs.Add(mover.Owner.Uid); HandleMobMovement(mover, physics, mobMover); } foreach (var (pilot, mover) in EntityManager.EntityQuery()) { if (pilot.Console == null) continue; _excludedMobs.Add(mover.Owner.Uid); HandleShuttleMovement(mover); } foreach (var (mover, physics) in EntityManager.EntityQuery(true)) { if (_excludedMobs.Contains(mover.Owner.Uid)) continue; HandleKinematicMovement(mover, physics); } } /* * Some thoughts: * Unreal actually doesn't predict vehicle movement at all, it's purely server-side which I thought was interesting * The reason for this is that vehicles change direction very slowly compared to players so you don't really have the requirement for quick movement anyway * As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic. */ private void HandleShuttleMovement(SharedPlayerInputMoverComponent mover) { var gridId = mover.Owner.Transform.GridID; if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return; if (!gridEntity.TryGetComponent(out ShuttleComponent? shuttleComponent) || !gridEntity.TryGetComponent(out PhysicsComponent? physicsComponent)) { return; } // ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass. var movement = mover.VelocityDir.walking + mover.VelocityDir.sprinting; var system = EntitySystem.Get(); if (movement.Length.Equals(0f)) { // TODO: This visualization doesn't work with multiple pilots so need to address that somehow. system.DisableAllThrustDirections(shuttleComponent); return; } var speedCap = 0f; switch (shuttleComponent.Mode) { case ShuttleMode.Docking: system.DisableAllThrustDirections(shuttleComponent); var dockDirection = movement.ToWorldAngle().GetDir(); var dockFlag = dockDirection.AsFlag(); // Won't just do cardinal directions. foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag))) { // Brain no worky but I just want cardinals switch (dir) { case DirectionFlag.South: case DirectionFlag.East: case DirectionFlag.North: case DirectionFlag.West: break; default: continue; } if ((dir & dockFlag) == 0x0) continue; system.EnableThrustDirection(shuttleComponent, dir); var index = (int) Math.Log2((int) dir); var dockSpeed = shuttleComponent.LinearThrusterImpulse[index]; // TODO: Cvar for the speed drop dockSpeed /= 5f; if (physicsComponent.LinearVelocity.LengthSquared == 0f) { dockSpeed *= 5f; } var moveAngle = movement.ToWorldAngle(); physicsComponent.ApplyLinearImpulse(moveAngle.RotateVec(physicsComponent.Owner.Transform.WorldRotation.ToWorldVec()) * dockSpeed); } speedCap = _shuttleDockSpeedCap; break; case ShuttleMode.Cruise: if (movement.Y == 0f) { system.DisableThrustDirection(shuttleComponent, DirectionFlag.South); system.DisableThrustDirection(shuttleComponent, DirectionFlag.North); } else { var direction = movement.Y > 0f ? Direction.North : Direction.South; var linearSpeed = shuttleComponent.LinearThrusterImpulse[(int) direction / 2]; if (physicsComponent.LinearVelocity.LengthSquared == 0f) { linearSpeed *= 5f; } // Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever. physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.Opposite().ToWorldVec() * linearSpeed * movement.Y); switch (direction) { case Direction.North: system.DisableThrustDirection(shuttleComponent, DirectionFlag.South); system.EnableThrustDirection(shuttleComponent, DirectionFlag.North); break; case Direction.South: system.DisableThrustDirection(shuttleComponent, DirectionFlag.North); system.EnableThrustDirection(shuttleComponent, DirectionFlag.South); break; } } var angularSpeed = shuttleComponent.AngularThrust; if (movement.X == 0f) { system.DisableThrustDirection(shuttleComponent, DirectionFlag.West); system.DisableThrustDirection(shuttleComponent, DirectionFlag.East); } else if (movement.X != 0f) { physicsComponent.ApplyAngularImpulse(-movement.X * angularSpeed); if (movement.X < 0f) { system.EnableThrustDirection(shuttleComponent, DirectionFlag.West); system.DisableThrustDirection(shuttleComponent, DirectionFlag.East); } else { system.EnableThrustDirection(shuttleComponent, DirectionFlag.East); system.DisableThrustDirection(shuttleComponent, DirectionFlag.West); } } // TODO WHEN THIS ACTUALLY WORKS speedCap = _shuttleDockSpeedCap * 10; break; default: throw new ArgumentOutOfRangeException(); } var velocity = physicsComponent.LinearVelocity; var angVelocity = physicsComponent.AngularVelocity; if (velocity.Length > speedCap) { physicsComponent.LinearVelocity = velocity.Normalized * speedCap; } /* TODO: Need to suss something out but this PR already BEEG if (angVelocity > speedCap) { physicsComponent.AngularVelocity = speedCap; } */ } protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover) { if (!mover.Owner.HasTag("FootstepSound")) return; var transform = mover.Owner.Transform; var coordinates = transform.Coordinates; var gridId = coordinates.GetGridId(EntityManager); var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking; // Handle footsteps. if (_mapManager.GridExists(gridId)) { // 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; } DebugTools.Assert(gridId != GridId.Invalid); mobMover.LastPosition = coordinates; if (mobMover.StepSoundDistance < distanceNeeded) return; mobMover.StepSoundDistance -= distanceNeeded; if (mover.Owner.TryGetComponent(out var inventory) && inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.SHOES, out var item) && item.Owner.TryGetComponent(out var modifier)) { modifier.PlayFootstep(); } else { PlayFootstepSound(mover.Owner, gridId, coordinates, mover.Sprinting); } } private void PlayFootstepSound(IEntity mover, GridId gridId, EntityCoordinates coordinates, bool sprinting) { var grid = _mapManager.GetGrid(gridId); var tile = grid.GetTileRef(coordinates); if (tile.IsSpace(_tileDefinitionManager)) return; // If the coordinates have a FootstepModifier component // i.e. component that emit sound on footsteps emit that sound string? soundToPlay = null; foreach (var maybeFootstep in grid.GetAnchoredEntities(tile.GridIndices)) { if (EntityManager.TryGetComponent(maybeFootstep, out FootstepModifierComponent? footstep)) { soundToPlay = footstep.SoundCollection.GetSound(); break; } } // if there is no FootstepModifierComponent, determine sound based on tiles if (soundToPlay == null) { // Walking on a tile. var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId]; soundToPlay = def.FootstepSounds?.GetSound(); if (string.IsNullOrEmpty(soundToPlay)) return; } if (string.IsNullOrWhiteSpace(soundToPlay)) { Logger.ErrorS("sound", $"Unable to find sound in {nameof(PlayFootstepSound)}"); return; } SoundSystem.Play( Filter.Pvs(coordinates), soundToPlay, mover.Transform.Coordinates, sprinting ? AudioParams.Default.WithVolume(0.75f) : null); } } }