Files
tbd-station-14/Content.Shared/Movement/Systems/SharedMoverController.cs
2022-08-29 15:59:19 +10:00

462 lines
19 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Friction;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.MobState.EntitySystems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pulling.Components;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Diagnostics.CodeAnalysis;
namespace Content.Shared.Movement.Systems
{
/// <summary>
/// Handles player and NPC mob movement.
/// NPCs are handled server-side only.
/// </summary>
public abstract partial class SharedMoverController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedMobStateSystem _mobState = default!;
[Dependency] private readonly TagSystem _tags = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f;
private const float FootstepVariation = 0f;
private const float FootstepVolume = 3f;
private const float FootstepWalkingAddedVolumeMultiplier = 0f;
protected ISawmill Sawmill = default!;
/// <summary>
/// <see cref="CCVars.StopSpeed"/>
/// </summary>
private float _stopSpeed;
private bool _relativeMovement;
/// <summary>
/// Cache the mob movement calculation to re-use elsewhere.
/// </summary>
public Dictionary<EntityUid, bool> UsedMobMovement = new();
public override void Initialize()
{
base.Initialize();
Sawmill = Logger.GetSawmill("mover");
InitializeFootsteps();
InitializeInput();
InitializeMob();
InitializePushing();
InitializeRelay();
_configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, true);
_configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
UpdatesBefore.Add(typeof(SharedTileFrictionController));
}
private void SetRelativeMovement(bool value) => _relativeMovement = value;
private void SetStopSpeed(float value) => _stopSpeed = value;
public override void Shutdown()
{
base.Shutdown();
ShutdownInput();
ShutdownPushing();
_configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
_configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
}
public override void UpdateAfterSolve(bool prediction, float frameTime)
{
base.UpdateAfterSolve(prediction, frameTime);
UsedMobMovement.Clear();
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
protected void HandleMobMovement(
InputMoverComponent mover,
PhysicsComponent physicsComponent,
TransformComponent xform,
float frameTime,
EntityQuery<TransformComponent> xformQuery)
{
DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
if (!UseMobMovement(mover, physicsComponent))
{
UsedMobMovement[mover.Owner] = false;
return;
}
UsedMobMovement[mover.Owner] = true;
// Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
var weightless = _gravity.IsWeightless(physicsComponent.Owner, physicsComponent, xform);
var (walkDir, sprintDir) = GetVelocityInput(mover);
var touching = false;
// Handle wall-pushes.
if (weightless)
{
if (xform.GridUid != null)
touching = true;
if (!touching)
{
var ev = new CanWeightlessMoveEvent();
RaiseLocalEvent(xform.Owner, ref ev);
// No gravity: is our entity touching anything?
touching = ev.CanMove;
if (!touching && TryComp<MobMoverComponent>(xform.Owner, out var mobMover))
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsComponent);
}
}
// Regular movement.
// Target velocity.
// This is relative to the map / grid we're on.
var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(mover.Owner);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
// Update relative movement
if (mover.LerpAccumulator > 0f)
{
Dirty(mover);
mover.LerpAccumulator -= frameTime;
if (mover.LerpAccumulator <= 0f)
{
mover.LerpAccumulator = 0f;
var relative = xform.GridUid;
relative ??= xform.MapUid;
// So essentially what we want:
// 1. If we go from grid to map then preserve our rotation and continue as usual
// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
if (!mover.RelativeEntity.Equals(relative))
{
// Okay need to get our old relative rotation with respect to our new relative rotation
// e.g. if we were right side up on our current grid need to get what that is on our new grid.
var currentRotation = Angle.Zero;
var targetRotation = Angle.Zero;
// Get our current relative rotation
if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
{
currentRotation = oldRelativeXform.WorldRotation + mover.RelativeRotation;
}
if (xformQuery.TryGetComponent(relative, out var relativeXform))
{
// This is our current rotation relative to our new parent.
mover.RelativeRotation = (currentRotation - relativeXform.WorldRotation).FlipPositive();
}
// If we went from grid -> map we'll preserve our worldrotation
if (relative != null && _mapManager.IsMap(relative.Value))
{
targetRotation = currentRotation.FlipPositive().Reduced();
}
// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
// OR just rotate to zero (depending on cvar)
else if (relative != null && _mapManager.IsGrid(relative.Value))
{
if (CameraRotationLocked)
targetRotation = Angle.Zero;
else
targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
}
mover.RelativeEntity = relative;
mover.TargetRelativeRotation = targetRotation;
}
}
}
var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
// if we've just traversed then lerp to our target rotation.
if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
{
var adjustment = angleDiff * 5f * frameTime;
var minAdjustment = 0.005 * frameTime;
if (angleDiff < 0)
{
adjustment = Math.Min(adjustment, minAdjustment);
adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
}
else
{
adjustment = Math.Max(adjustment, minAdjustment);
adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
}
mover.RelativeRotation += adjustment;
Dirty(mover);
}
else if (!angleDiff.Equals(Angle.Zero))
{
mover.RelativeRotation = mover.TargetRelativeRotation;
Dirty(mover);
}
var parentRotation = GetParentGridAngle(mover);
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
DebugTools.Assert(MathHelper.CloseToPercent(total.Length, worldTotal.Length));
var velocity = physicsComponent.LinearVelocity;
float friction;
float weightlessModifier;
float accel;
if (weightless)
{
if (worldTotal != Vector2.Zero && touching)
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
else
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
}
else
{
if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
{
friction = moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
}
else
{
friction = moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
}
weightlessModifier = 1f;
accel = moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
}
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
if (worldTotal != Vector2.Zero)
{
// This should have its event run during island solver soooo
xform.DeferUpdates = true;
xform.WorldRotation = worldTotal.ToWorldAngle();
xform.DeferUpdates = false;
if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) &&
TryGetSound(weightless, mover, mobMover, xform, out var sound))
{
var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
var audioParams = sound.Params
.WithVolume(FootstepVolume * soundModifier)
.WithVariation(sound.Params.Variation ?? FootstepVariation);
_audio.PlayPredicted(sound, mover.Owner, mover.Owner, audioParams);
}
}
worldTotal *= weightlessModifier;
if (!weightless || touching)
Accelerate(ref velocity, in worldTotal, accel, frameTime);
PhysicsSystem.SetLinearVelocity(physicsComponent, velocity);
// Ensures that players do not spiiiiiiin
PhysicsSystem.SetAngularVelocity(physicsComponent, 0);
}
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
{
var speed = velocity.Length;
if (speed < minimumFrictionSpeed) return;
var drop = 0f;
var control = MathF.Max(_stopSpeed, speed);
drop += control * friction * frameTime;
var newSpeed = MathF.Max(0f, speed - drop);
if (newSpeed.Equals(speed)) return;
newSpeed /= speed;
velocity *= newSpeed;
}
private void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
{
var wishDir = velocity != Vector2.Zero ? velocity.Normalized : Vector2.Zero;
var wishSpeed = velocity.Length;
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
var addSpeed = wishSpeed - currentSpeed;
if (addSpeed <= 0f) return;
var accelSpeed = accel * frameTime * wishSpeed;
accelSpeed = MathF.Min(accelSpeed, addSpeed);
currentVelocity += wishDir * accelSpeed;
}
public bool UseMobMovement(EntityUid uid)
{
return UsedMobMovement.TryGetValue(uid, out var used) && used;
}
protected bool UseMobMovement(InputMoverComponent mover, PhysicsComponent body)
{
return mover.CanMove &&
body.BodyStatus == BodyStatus.OnGround &&
HasComp<InputMoverComponent>(body.Owner) &&
// If we're being pulled then don't mess with our velocity.
(!TryComp(body.Owner, out SharedPullableComponent? pullable) || !pullable.BeingPulled);
}
/// <summary>
/// Used for weightlessness to determine if we are near a wall.
/// </summary>
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, IPhysBody collider)
{
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRangeVV);
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
{
if (otherCollider == collider) continue; // Don't try to push off of yourself!
// Only allow pushing off of anchored things that have collision.
if (otherCollider.BodyType != BodyType.Static ||
!otherCollider.CanCollide ||
((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
(TryComp(otherCollider.Owner, out SharedPullableComponent? pullable) && pullable.BeingPulled))
{
continue;
}
return true;
}
return false;
}
protected abstract bool CanSound();
private bool TryGetSound(bool weightless, InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, [NotNullWhen(true)] out SoundSpecifier? sound)
{
sound = null;
if (!CanSound() || !_tags.HasTag(mover.Owner, "FootstepSound")) return false;
var coordinates = xform.Coordinates;
var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking;
// Handle footsteps.
if (!weightless)
{
// 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 false;
}
mobMover.LastPosition = coordinates;
if (mobMover.StepSoundDistance < distanceNeeded) return false;
mobMover.StepSoundDistance -= distanceNeeded;
if (_inventory.TryGetSlotEntity(mover.Owner, "shoes", out var shoes) &&
EntityManager.TryGetComponent<FootstepModifierComponent>(shoes, out var modifier))
{
sound = modifier.Sound;
return true;
}
return TryGetFootstepSound(coordinates, shoes != null, out sound);
}
private bool TryGetFootstepSound(EntityCoordinates coordinates, bool haveShoes, [NotNullWhen(true)] out SoundSpecifier? sound)
{
sound = null;
var gridUid = coordinates.GetGridUid(EntityManager);
// Fallback to the map
if (gridUid == null)
{
if (TryComp<FootstepModifierComponent>(coordinates.GetMapUid(EntityManager), out var modifier))
{
sound = modifier.Sound;
return true;
}
return false;
}
var grid = _mapManager.GetGrid(gridUid.Value);
var tile = grid.GetTileRef(coordinates);
if (tile.IsSpace(_tileDefinitionManager)) return false;
// If the coordinates have a FootstepModifier component
// i.e. component that emit sound on footsteps emit that sound
foreach (var maybeFootstep in grid.GetAnchoredEntities(tile.GridIndices))
{
if (EntityManager.TryGetComponent(maybeFootstep, out FootstepModifierComponent? footstep))
{
sound = footstep.Sound;
return true;
}
}
// Walking on a tile.
var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
sound = haveShoes ? def.FootstepSounds : def.BarestepSounds;
return sound != null;
}
}
}