411 lines
15 KiB
C#
411 lines
15 KiB
C#
using Content.Server.Cargo.Components;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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namespace Content.Server.Physics.Controllers
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{
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public sealed class MoverController : SharedMoverController
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ShuttleSystem _shuttle = default!;
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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private Dictionary<ShuttleComponent, List<(PilotComponent, InputMoverComponent, TransformComponent)>> _shuttlePilots = new();
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protected override Filter GetSoundPlayers(EntityUid mover)
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{
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return Filter.Pvs(mover, entityManager: EntityManager).RemoveWhereAttachedEntity(o => o == mover);
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}
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protected override bool CanSound()
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{
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return true;
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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var relayQuery = GetEntityQuery<RelayInputMoverComponent>();
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foreach (var (mover, xform) in EntityQuery<InputMoverComponent, TransformComponent>(true))
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{
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if (relayQuery.TryGetComponent(mover.Owner, out var relayed) && relayed != null)
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{
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continue;
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}
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PhysicsComponent? body = null;
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if (mover.ToParent && relayQuery.HasComponent(xform.ParentUid))
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{
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if (!bodyQuery.TryGetComponent(xform.ParentUid, out body)) continue;
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}
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else if (!bodyQuery.TryGetComponent(mover.Owner, out body))
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{
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continue;
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}
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HandleMobMovement(mover, body, xform, frameTime);
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}
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HandleShuttleMovement(frameTime);
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}
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public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
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{
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if (!Timing.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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ResetSubtick(component);
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ApplyTick(component, 1f);
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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float remainingFraction;
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if (Timing.CurTick > component.LastInputTick)
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{
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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remainingFraction = 1;
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}
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else
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{
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remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
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}
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ApplyTick(component, remainingFraction);
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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private void ResetSubtick(PilotComponent component)
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{
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if (Timing.CurTick <= component.LastInputTick) return;
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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component.LastInputTick = Timing.CurTick;
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component.LastInputSubTick = 0;
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}
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protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
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{
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if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null) return;
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ResetSubtick(pilot);
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if (subTick >= pilot.LastInputSubTick)
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{
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var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
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ApplyTick(pilot, fraction);
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pilot.LastInputSubTick = subTick;
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}
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var buttons = pilot.HeldButtons;
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if (state)
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{
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buttons |= button;
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}
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else
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{
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buttons &= ~button;
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}
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pilot.HeldButtons = buttons;
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}
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private void ApplyTick(PilotComponent component, float fraction)
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{
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var x = 0;
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var y = 0;
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var rot = 0;
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int brake;
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if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
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{
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x -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
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{
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x += 1;
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}
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component.CurTickStrafeMovement.X += x * fraction;
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if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
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{
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y += 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
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{
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y -= 1;
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}
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component.CurTickStrafeMovement.Y += y * fraction;
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if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
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{
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rot -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
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{
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rot += 1;
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}
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component.CurTickRotationMovement += rot * fraction;
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if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
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{
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brake = 1;
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}
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else
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{
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brake = 0;
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}
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component.CurTickBraking += brake * fraction;
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}
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private void HandleShuttleMovement(float frameTime)
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{
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var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>>();
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// We just mark off their movement and the shuttle itself does its own movement
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foreach (var (pilot, mover) in EntityManager.EntityQuery<PilotComponent, InputMoverComponent>())
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{
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var consoleEnt = pilot.Console?.Owner;
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// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
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if (TryComp<CargoPilotConsoleComponent>(consoleEnt, out var cargoConsole))
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{
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consoleEnt = cargoConsole.Entity;
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}
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if (!TryComp<TransformComponent>(consoleEnt, out var xform)) continue;
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var gridId = xform.GridUid;
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// This tries to see if the grid is a shuttle and if the console should work.
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if (!_mapManager.TryGetGrid(gridId, out var grid) ||
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!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent) ||
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!shuttleComponent.Enabled) continue;
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if (!newPilots.TryGetValue(shuttleComponent, out var pilots))
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{
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pilots = new List<(PilotComponent, InputMoverComponent, TransformComponent)>();
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newPilots[shuttleComponent] = pilots;
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}
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pilots.Add((pilot, mover, xform));
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}
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// Reset inputs for non-piloted shuttles.
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foreach (var (shuttle, _) in _shuttlePilots)
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{
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if (newPilots.ContainsKey(shuttle) || FTLLocked(shuttle)) continue;
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_thruster.DisableLinearThrusters(shuttle);
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}
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_shuttlePilots = newPilots;
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// Collate all of the linear / angular velocites for a shuttle
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// then do the movement input once for it.
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foreach (var (shuttle, pilots) in _shuttlePilots)
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{
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if (Paused(shuttle.Owner) || FTLLocked(shuttle) || !TryComp(shuttle.Owner, out PhysicsComponent? body)) continue;
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// Collate movement linear and angular inputs together
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var linearInput = Vector2.Zero;
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var angularInput = 0f;
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foreach (var (pilot, _, consoleXform) in pilots)
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{
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var pilotInput = GetPilotVelocityInput(pilot);
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// On the one hand we could just make it relay inputs to brake
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// but uhh may be disorienting? n
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if (pilotInput.Brakes > 0f)
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{
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if (body.LinearVelocity.Length > 0f)
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{
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var force = body.LinearVelocity.Normalized * pilotInput.Brakes / body.InvMass * 3f;
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var impulse = force * body.InvMass * frameTime;
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if (impulse.Length > body.LinearVelocity.Length)
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{
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body.LinearVelocity = Vector2.Zero;
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}
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else
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{
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body.ApplyLinearImpulse(-force * frameTime);
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}
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}
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if (body.AngularVelocity != 0f)
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{
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var force = body.AngularVelocity * pilotInput.Brakes / body.InvI * 2f;
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var impulse = force * body.InvI * frameTime;
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if (MathF.Abs(impulse) > MathF.Abs(body.AngularVelocity))
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{
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body.AngularVelocity = 0f;
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}
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else
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{
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body.ApplyAngularImpulse(-force * frameTime);
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}
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}
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continue;
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}
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if (pilotInput.Strafe.Length > 0f)
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{
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var offsetRotation = consoleXform.LocalRotation;
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linearInput += offsetRotation.RotateVec(pilotInput.Strafe);
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}
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if (pilotInput.Rotation != 0f)
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{
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angularInput += pilotInput.Rotation;
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}
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}
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var count = pilots.Count;
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linearInput /= count;
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angularInput /= count;
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// Handle shuttle movement
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if (linearInput.Length.Equals(0f))
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{
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_thruster.DisableLinearThrusters(shuttle);
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body.LinearDamping = _shuttle.ShuttleIdleLinearDamping * body.InvMass;
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if (body.LinearVelocity.Length < 0.08)
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{
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body.LinearVelocity = Vector2.Zero;
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}
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}
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else
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{
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body.LinearDamping = 0;
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var angle = linearInput.ToWorldAngle();
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var linearDir = angle.GetDir();
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var dockFlag = linearDir.AsFlag();
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var shuttleNorth = EntityManager.GetComponent<TransformComponent>(body.Owner).WorldRotation.ToWorldVec();
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var totalForce = new Vector2();
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// Won't just do cardinal directions.
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foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
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{
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// Brain no worky but I just want cardinals
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switch (dir)
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{
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case DirectionFlag.South:
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case DirectionFlag.East:
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case DirectionFlag.North:
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case DirectionFlag.West:
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break;
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default:
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continue;
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}
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if ((dir & dockFlag) == 0x0)
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{
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_thruster.DisableLinearThrustDirection(shuttle, dir);
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continue;
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}
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float length;
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Angle thrustAngle;
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switch (dir)
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{
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case DirectionFlag.North:
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length = linearInput.Y;
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thrustAngle = new Angle(MathF.PI);
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break;
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case DirectionFlag.South:
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length = -linearInput.Y;
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thrustAngle = new Angle(0f);
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break;
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case DirectionFlag.East:
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length = linearInput.X;
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thrustAngle = new Angle(MathF.PI / 2f);
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break;
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case DirectionFlag.West:
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length = -linearInput.X;
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thrustAngle = new Angle(-MathF.PI / 2f);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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_thruster.EnableLinearThrustDirection(shuttle, dir);
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var index = (int) Math.Log2((int) dir);
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var force = thrustAngle.RotateVec(shuttleNorth) * shuttle.LinearThrust[index] * length;
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totalForce += force;
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}
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body.ApplyLinearImpulse(totalForce * frameTime);
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}
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if (MathHelper.CloseTo(angularInput, 0f))
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{
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_thruster.SetAngularThrust(shuttle, false);
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body.AngularDamping = _shuttle.ShuttleIdleAngularDamping * body.InvI;
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body.SleepingAllowed = true;
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if (Math.Abs(body.AngularVelocity) < 0.01f)
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{
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body.AngularVelocity = 0f;
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}
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}
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else
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{
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body.AngularDamping = 0;
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body.SleepingAllowed = false;
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var maxSpeed = Math.Min(_shuttle.ShuttleMaxAngularMomentum * body.InvI, _shuttle.ShuttleMaxAngularSpeed);
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var maxTorque = body.Inertia * _shuttle.ShuttleMaxAngularAcc;
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var torque = Math.Min(shuttle.AngularThrust, maxTorque);
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var dragTorque = body.AngularVelocity * (torque / maxSpeed);
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body.ApplyAngularImpulse((-angularInput * torque - dragTorque) * frameTime);
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_thruster.SetAngularThrust(shuttle, true);
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}
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}
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}
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private bool FTLLocked(ShuttleComponent shuttle)
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{
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return (TryComp<FTLComponent>(shuttle.Owner, out var ftl) &&
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(ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0);
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}
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}
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}
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