* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
266 lines
9.7 KiB
C#
266 lines
9.7 KiB
C#
#nullable enable
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using System;
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using Content.Shared.GameObjects.Components.Body;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IMoverComponent))]
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public class SharedPlayerInputMoverComponent : Component, IMoverComponent
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{
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// This class has to be able to handle server TPS being lower than client FPS.
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// While still having perfectly responsive movement client side.
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// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
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// and then building a total movement vector based on those sub-tick steps.
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//
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// We keep track of the last sub-tick a movement input came in,
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// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
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// (new sub-tick - last sub-tick)
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// and then add to the total-this-tick movement vector
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// by multiplying that fraction by the movement direction for the last input.
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// This allows us to incrementally build the movement vector for the current tick,
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// without having to keep track of some kind of list of inputs and calculating it later.
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//
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// We have to keep track of a separate movement vector for walking and sprinting,
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// since we don't actually know our current movement speed while processing inputs.
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// We change which vector we write into based on whether we were sprinting after the previous input.
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// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
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// (and I'm not changing that)
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
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public override string Name => "PlayerInputMover";
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public override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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private GameTick _lastInputTick;
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private ushort _lastInputSubTick;
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private Vector2 _curTickWalkMovement;
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private Vector2 _curTickSprintMovement;
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private MoveButtons _heldMoveButtons = MoveButtons.None;
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public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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[ViewVariables]
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public (Vector2 walking, Vector2 sprinting) VelocityDir
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{
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get
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{
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if (!_gameTiming.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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var immediateDir = DirVecForButtons(_heldMoveButtons);
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return Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
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}
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Vector2 walk;
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Vector2 sprint;
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float remainingFraction;
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if (_gameTiming.CurTick > _lastInputTick)
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{
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walk = Vector2.Zero;
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sprint = Vector2.Zero;
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remainingFraction = 1;
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}
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else
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{
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walk = _curTickWalkMovement;
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sprint = _curTickSprintMovement;
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remainingFraction = (ushort.MaxValue - _lastInputSubTick) / (float) ushort.MaxValue;
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}
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var curDir = DirVecForButtons(_heldMoveButtons) * remainingFraction;
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if (Sprinting)
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{
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sprint += curDir;
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}
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else
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{
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walk += curDir;
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}
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (walk, sprint);
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}
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}
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/// <summary>
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/// Whether or not the player can move diagonally.
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/// </summary>
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[ViewVariables]
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public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn<PhysicsComponent>();
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}
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
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/// opposite directions will cancel each other out, resulting in no direction.
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/// </summary>
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/// <param name="direction">Direction to toggle.</param>
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/// <param name="subTick"></param>
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/// <param name="enabled">If the direction is active.</param>
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public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
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var bit = direction switch
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{
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Direction.East => MoveButtons.Right,
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Direction.North => MoveButtons.Up,
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Direction.West => MoveButtons.Left,
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Direction.South => MoveButtons.Down,
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_ => throw new ArgumentException(nameof(direction))
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};
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SetMoveInput(subTick, enabled, bit);
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}
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private void SetMoveInput(ushort subTick, bool enabled, MoveButtons bit)
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{
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// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
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if (_gameTiming.CurTick > _lastInputTick)
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{
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_curTickWalkMovement = Vector2.Zero;
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_curTickSprintMovement = Vector2.Zero;
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_lastInputTick = _gameTiming.CurTick;
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_lastInputSubTick = 0;
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}
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if (subTick >= _lastInputSubTick)
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{
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var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
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ref var lastMoveAmount = ref Sprinting ? ref _curTickSprintMovement : ref _curTickWalkMovement;
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lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
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_lastInputSubTick = subTick;
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}
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if (enabled)
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{
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_heldMoveButtons |= bit;
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}
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else
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{
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_heldMoveButtons &= ~bit;
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}
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Dirty();
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}
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public void SetSprinting(ushort subTick, bool walking)
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{
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// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
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SetMoveInput(subTick, walking, MoveButtons.Walk);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is MoverComponentState state)
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{
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_heldMoveButtons = state.Buttons;
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_lastInputTick = GameTick.Zero;
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_lastInputSubTick = 0;
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}
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new MoverComponentState(_heldMoveButtons);
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}
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/// <summary>
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/// Retrieves the normalized direction vector for a specified combination of movement keys.
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/// </summary>
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private Vector2 DirVecForButtons(MoveButtons buttons)
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{
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// key directions are in screen coordinates
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// _moveDir is in world coordinates
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// if the camera is moved, this needs to be changed
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var x = 0;
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x -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
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x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
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var y = 0;
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if (DiagonalMovementEnabled || x == 0)
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{
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y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
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y += HasFlag(buttons, MoveButtons.Up) ? 1 : 0;
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}
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var vec = new Vector2(x, y);
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// can't normalize zero length vector
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if (vec.LengthSquared > 1.0e-6)
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{
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// Normalize so that diagonals aren't faster or something.
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vec = vec.Normalized;
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}
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return vec;
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}
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[Serializable, NetSerializable]
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private sealed class MoverComponentState : ComponentState
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{
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public MoveButtons Buttons { get; }
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public MoverComponentState(MoveButtons buttons) : base(ContentNetIDs
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.PLAYER_INPUT_MOVER)
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{
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Buttons = buttons;
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}
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}
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[Flags]
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private enum MoveButtons : byte
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{
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None = 0,
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Up = 1,
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Down = 2,
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Left = 4,
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Right = 8,
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Walk = 16,
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}
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private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
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{
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return (buttons & flag) == flag;
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}
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}
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}
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