#nullable enable using System.Collections.Generic; using Content.Server.Actions; using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Movement; using Content.Server.GameObjects.Components.Sound; using Content.Shared.Audio; using Content.Shared.GameObjects.Components.Inventory; using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.Components.Tag; using Content.Shared.Maps; using Content.Shared.Physics.Controllers; using Robust.Server.GameObjects; using Robust.Shared.Audio; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Log; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Physics.Collision.Shapes; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Player; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Utility; namespace Content.Server.Physics.Controllers { public class MoverController : SharedMoverController { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!; private AudioSystem _audioSystem = default!; private const float StepSoundMoveDistanceRunning = 2; private const float StepSoundMoveDistanceWalking = 1.5f; private HashSet _excludedMobs = new(); public override void Initialize() { base.Initialize(); _audioSystem = EntitySystem.Get(); } public override void UpdateBeforeSolve(bool prediction, float frameTime) { base.UpdateBeforeSolve(prediction, frameTime); _excludedMobs.Clear(); foreach (var (mobMover, mover, physics) in ComponentManager.EntityQuery()) { _excludedMobs.Add(mover.Owner.Uid); HandleMobMovement(mover, physics, mobMover); } foreach (var mover in ComponentManager.EntityQuery()) { _excludedMobs.Add(mover.Owner.Uid); HandleShuttleMovement(mover); } foreach (var (mover, physics) in ComponentManager.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(ShuttleControllerComponent mover) { var gridId = mover.Owner.Transform.GridID; if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return; //TODO: Switch to shuttle component if (!gridEntity.TryGetComponent(out PhysicsComponent? physics)) { physics = gridEntity.AddComponent(); physics.BodyStatus = BodyStatus.InAir; physics.CanCollide = true; physics.AddFixture(new Fixture(physics, new PhysShapeGrid(grid))); } // TODO: Uhh this probably doesn't work but I still need to rip out the entity tree and make RenderingTreeSystem use grids so I'm not overly concerned about breaking shuttles. physics.ApplyForce(mover.VelocityDir.walking + mover.VelocityDir.sprinting); mover.VelocityDir = (Vector2.Zero, Vector2.Zero); } 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? soundCollectionName = null; foreach (var maybeFootstep in grid.GetSnapGridCell(tile.GridIndices, SnapGridOffset.Center)) { if (maybeFootstep.Owner.TryGetComponent(out FootstepModifierComponent? footstep)) { soundCollectionName = footstep._soundCollectionName; break; } } // if there is no FootstepModifierComponent, determine sound based on tiles if (soundCollectionName == null) { // Walking on a tile. var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId]; if (string.IsNullOrEmpty(def.FootstepSounds)) { // Nothing to play, oh well. return; } soundCollectionName = def.FootstepSounds; } if (!_prototypeManager.TryIndex(soundCollectionName, out SoundCollectionPrototype? soundCollection)) { Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}"); return; } SoundSystem.Play( Filter.Pvs(coordinates), _robustRandom.Pick(soundCollection.PickFiles), mover, sprinting ? AudioParams.Default.WithVolume(0.75f) : null); } } }