Files
tbd-station-14/Content.Shared/Movement/SharedMoverController.cs
2021-09-01 19:35:16 -07:00

196 lines
7.5 KiB
C#

using System.Collections.Generic;
using Content.Shared.ActionBlocker;
using Content.Shared.CCVar;
using Content.Shared.Friction;
using Content.Shared.MobState;
using Content.Shared.Movement.Components;
using Content.Shared.Pulling.Components;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Utility;
namespace Content.Shared.Movement
{
/// <summary>
/// Handles player and NPC mob movement.
/// NPCs are handled server-side only.
/// </summary>
public abstract class SharedMoverController : VirtualController
{
[Dependency] private readonly IMapManager _mapManager = default!;
private ActionBlockerSystem _blocker = default!;
private SharedBroadphaseSystem _broadPhaseSystem = default!;
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();
_broadPhaseSystem = EntitySystem.Get<SharedBroadphaseSystem>();
_blocker = EntitySystem.Get<ActionBlockerSystem>();
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, true);
UpdatesBefore.Add(typeof(SharedTileFrictionController));
}
private void SetRelativeMovement(bool value) => _relativeMovement = value;
public override void Shutdown()
{
base.Shutdown();
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
}
public override void UpdateAfterSolve(bool prediction, float frameTime)
{
base.UpdateAfterSolve(prediction, frameTime);
UsedMobMovement.Clear();
}
/// <summary>
/// A generic kinematic mover for entities.
/// </summary>
protected void HandleKinematicMovement(IMoverComponent mover, PhysicsComponent physicsComponent)
{
var (walkDir, sprintDir) = mover.VelocityDir;
// Regular movement.
// Target velocity.
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
var worldTotal = _relativeMovement ? new Angle(mover.Owner.Transform.Parent!.WorldRotation.Theta).RotateVec(total) : total;
if (worldTotal != Vector2.Zero)
{
mover.Owner.Transform.WorldRotation = worldTotal.GetDir().ToAngle();
}
physicsComponent.LinearVelocity = worldTotal;
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
/// <param name="mover"></param>
/// <param name="physicsComponent"></param>
/// <param name="mobMover"></param>
protected void HandleMobMovement(IMoverComponent mover, PhysicsComponent physicsComponent,
IMobMoverComponent mobMover)
{
DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner.Uid));
if (!UseMobMovement(physicsComponent))
{
UsedMobMovement[mover.Owner.Uid] = false;
return;
}
UsedMobMovement[mover.Owner.Uid] = true;
var transform = mover.Owner.Transform;
var weightless = mover.Owner.IsWeightless(physicsComponent, mapManager: _mapManager);
var (walkDir, sprintDir) = mover.VelocityDir;
// Handle wall-pushes.
if (weightless)
{
// No gravity: is our entity touching anything?
var touching = IsAroundCollider(_broadPhaseSystem, transform, mobMover, physicsComponent);
if (!touching)
{
transform.WorldRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
return;
}
}
// Regular movement.
// Target velocity.
// This is relative to the map / grid we're on.
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
var worldTotal = _relativeMovement ?
new Angle(transform.Parent!.WorldRotation.Theta).RotateVec(total) :
total;
DebugTools.Assert(MathHelper.CloseTo(total.Length, worldTotal.Length));
if (weightless)
{
worldTotal *= mobMover.WeightlessStrength;
}
if (worldTotal != Vector2.Zero)
{
// This should have its event run during island solver soooo
transform.DeferUpdates = true;
transform.WorldRotation = worldTotal.GetDir().ToAngle();
transform.DeferUpdates = false;
HandleFootsteps(mover, mobMover);
}
physicsComponent.LinearVelocity = worldTotal;
}
public bool UseMobMovement(EntityUid uid)
{
return UsedMobMovement.TryGetValue(uid, out var used) && used;
}
protected bool UseMobMovement(PhysicsComponent body)
{
return body.BodyStatus == BodyStatus.OnGround &&
body.Owner.HasComponent<IMobStateComponent>() &&
// If we're being pulled then don't mess with our velocity.
(!body.Owner.TryGetComponent(out SharedPullableComponent? pullable) || !pullable.BeingPulled) &&
_blocker.CanMove(body.Owner);
}
/// <summary>
/// Used for weightlessness to determine if we are near a wall.
/// </summary>
/// <param name="broadPhaseSystem"></param>
/// <param name="transform"></param>
/// <param name="mover"></param>
/// <param name="collider"></param>
/// <returns></returns>
public static bool IsAroundCollider(SharedBroadphaseSystem broadPhaseSystem, ITransformComponent transform, IMobMoverComponent mover, IPhysBody collider)
{
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRange);
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) ||
(otherCollider.Owner.TryGetComponent(out SharedPullableComponent? pullable) && pullable.BeingPulled))
{
continue;
}
return true;
}
return false;
}
// TODO: Need a predicted client version that only plays for our own entity and then have server-side ignore our session (for that entity only)
protected virtual void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover) {}
}
}