* Adjust your rotation as you move (against walls and drifting) * Can't use bullets / firelocks / items to push off of. Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
191 lines
6.9 KiB
C#
191 lines
6.9 KiB
C#
#nullable enable
|
|
using Content.Server.GameObjects.Components;
|
|
using Content.Server.GameObjects.Components.GUI;
|
|
using Content.Server.GameObjects.Components.Items.Storage;
|
|
using Content.Server.GameObjects.Components.Mobs;
|
|
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.EntitySystems;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Physics;
|
|
using JetBrains.Annotations;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Server.Interfaces.Timing;
|
|
using Robust.Shared.GameObjects.Components;
|
|
using Robust.Shared.GameObjects.Components.Transform;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Interfaces.Map;
|
|
using Robust.Shared.Interfaces.Random;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Log;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
|
|
namespace Content.Server.GameObjects.EntitySystems
|
|
{
|
|
[UsedImplicitly]
|
|
internal class MoverSystem : SharedMoverSystem
|
|
{
|
|
[Dependency] private readonly IPauseManager _pauseManager = default!;
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
|
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
|
|
[Dependency] private readonly IMapManager _mapManager = default!;
|
|
[Dependency] private readonly IRobustRandom _robustRandom = default!;
|
|
[Dependency] private readonly IEntityManager _entityManager = default!;
|
|
|
|
private AudioSystem _audioSystem = default!;
|
|
|
|
private const float StepSoundMoveDistanceRunning = 2;
|
|
private const float StepSoundMoveDistanceWalking = 1.5f;
|
|
|
|
/// <inheritdoc />
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<PlayerAttachSystemMessage>(PlayerAttached);
|
|
SubscribeLocalEvent<PlayerDetachedSystemMessage>(PlayerDetached);
|
|
|
|
_audioSystem = EntitySystemManager.GetEntitySystem<AudioSystem>();
|
|
|
|
UpdatesBefore.Add(typeof(PhysicsSystem));
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
foreach (var (moverComponent, physics) in EntityManager.ComponentManager.EntityQuery<IMoverComponent, IPhysicsComponent>(false))
|
|
{
|
|
var entity = moverComponent.Owner;
|
|
UpdateKinematics(entity.Transform, moverComponent, physics);
|
|
}
|
|
}
|
|
|
|
private static void PlayerAttached(PlayerAttachSystemMessage ev)
|
|
{
|
|
if (!ev.Entity.HasComponent<IMoverComponent>())
|
|
{
|
|
ev.Entity.AddComponent<PlayerInputMoverComponent>();
|
|
}
|
|
}
|
|
|
|
private void PlayerDetached(PlayerDetachedSystemMessage ev)
|
|
{
|
|
if (ev.Entity.HasComponent<PlayerInputMoverComponent>())
|
|
{
|
|
ev.Entity.RemoveComponent<PlayerInputMoverComponent>();
|
|
}
|
|
|
|
if (ev.Entity.TryGetComponent(out IPhysicsComponent? physics) &&
|
|
physics.TryGetController(out MoverController controller) &&
|
|
!ev.Entity.IsWeightless())
|
|
{
|
|
controller.StopMoving();
|
|
}
|
|
}
|
|
|
|
protected override void HandleFootsteps(IMoverComponent mover)
|
|
{
|
|
var transform = mover.Owner.Transform;
|
|
// Handle footsteps.
|
|
if (_mapManager.GridExists(mover.LastPosition.GetGridId(EntityManager)))
|
|
{
|
|
// Can happen when teleporting between grids.
|
|
if (!transform.Coordinates.TryDistance(_entityManager, mover.LastPosition, out var distance))
|
|
{
|
|
mover.LastPosition = transform.Coordinates;
|
|
return;
|
|
}
|
|
|
|
mover.StepSoundDistance += distance;
|
|
}
|
|
|
|
mover.LastPosition = transform.Coordinates;
|
|
float distanceNeeded;
|
|
if (mover.Sprinting)
|
|
{
|
|
distanceNeeded = StepSoundMoveDistanceRunning;
|
|
}
|
|
else
|
|
{
|
|
distanceNeeded = StepSoundMoveDistanceWalking;
|
|
}
|
|
|
|
if (mover.StepSoundDistance > distanceNeeded)
|
|
{
|
|
mover.StepSoundDistance = 0;
|
|
|
|
if (!mover.Owner.HasComponent<FootstepSoundComponent>())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (mover.Owner.TryGetComponent<InventoryComponent>(out var inventory)
|
|
&& inventory.TryGetSlotItem<ItemComponent>(EquipmentSlotDefines.Slots.SHOES, out var item)
|
|
&& item.Owner.TryGetComponent<FootstepModifierComponent>(out var modifier))
|
|
{
|
|
modifier.PlayFootstep();
|
|
}
|
|
else
|
|
{
|
|
PlayFootstepSound(transform.Coordinates);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void PlayFootstepSound(EntityCoordinates coordinates)
|
|
{
|
|
// Step one: figure out sound collection prototype.
|
|
var grid = _mapManager.GetGrid(coordinates.GetGridId(EntityManager));
|
|
var tile = grid.GetTileRef(coordinates);
|
|
|
|
// If the coordinates have a catwalk, it's always catwalk.
|
|
string soundCollectionName;
|
|
var catwalk = false;
|
|
foreach (var maybeCatwalk in grid.GetSnapGridCell(tile.GridIndices, SnapGridOffset.Center))
|
|
{
|
|
if (maybeCatwalk.Owner.HasComponent<CatwalkComponent>())
|
|
{
|
|
catwalk = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (catwalk)
|
|
{
|
|
// Catwalk overrides tile sound.s
|
|
soundCollectionName = "footstep_catwalk";
|
|
}
|
|
else
|
|
{
|
|
// Walking on a tile.
|
|
var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
|
if (def.FootstepSounds == null)
|
|
{
|
|
// Nothing to play, oh well.
|
|
return;
|
|
}
|
|
|
|
soundCollectionName = def.FootstepSounds;
|
|
}
|
|
|
|
// Ok well we know the position of the
|
|
try
|
|
{
|
|
var soundCollection = _prototypeManager.Index<SoundCollectionPrototype>(soundCollectionName);
|
|
var file = _robustRandom.Pick(soundCollection.PickFiles);
|
|
_audioSystem.PlayAtCoords(file, coordinates);
|
|
}
|
|
catch (UnknownPrototypeException)
|
|
{
|
|
// Shouldn't crash over a sound
|
|
Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}");
|
|
}
|
|
}
|
|
}
|
|
}
|