Files
tbd-station-14/Content.Server/Physics/Controllers/MoverController.cs
2021-07-16 17:37:09 -07:00

182 lines
7.0 KiB
C#

using System.Collections.Generic;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Movement.Components;
using Content.Server.Shuttle;
using Content.Shared.Audio;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Physics.Controllers
{
public class MoverController : SharedMoverController
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
private AudioSystem _audioSystem = default!;
private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f;
private HashSet<EntityUid> _excludedMobs = new();
public override void Initialize()
{
base.Initialize();
_audioSystem = EntitySystem.Get<AudioSystem>();
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
_excludedMobs.Clear();
foreach (var (mobMover, mover, physics) in ComponentManager.EntityQuery<IMobMoverComponent, IMoverComponent, PhysicsComponent>())
{
_excludedMobs.Add(mover.Owner.Uid);
HandleMobMovement(mover, physics, mobMover);
}
foreach (var mover in ComponentManager.EntityQuery<ShuttleControllerComponent>())
{
_excludedMobs.Add(mover.Owner.Uid);
HandleShuttleMovement(mover);
}
foreach (var (mover, physics) in ComponentManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
{
if (_excludedMobs.Contains(mover.Owner.Uid)) continue;
HandleKinematicMovement(mover, physics);
}
}
/*
* Some thoughts:
* Unreal actually doesn't predict vehicle movement at all, it's purely server-side which I thought was interesting
* The reason for this is that vehicles change direction very slowly compared to players so you don't really have the requirement for quick movement anyway
* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
*/
private void HandleShuttleMovement(ShuttleControllerComponent mover)
{
var gridId = mover.Owner.Transform.GridID;
if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
// This is on shuttle branch trust me
}
protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
{
if (!mover.Owner.HasTag("FootstepSound")) return;
var transform = mover.Owner.Transform;
var coordinates = transform.Coordinates;
var gridId = coordinates.GetGridId(EntityManager);
var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking;
// Handle footsteps.
if (_mapManager.GridExists(gridId))
{
// 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;
}
DebugTools.Assert(gridId != GridId.Invalid);
mobMover.LastPosition = coordinates;
if (mobMover.StepSoundDistance < distanceNeeded) return;
mobMover.StepSoundDistance -= distanceNeeded;
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(mover.Owner, gridId, coordinates, mover.Sprinting);
}
}
private void PlayFootstepSound(IEntity mover, GridId gridId, EntityCoordinates coordinates, bool sprinting)
{
var grid = _mapManager.GetGrid(gridId);
var tile = grid.GetTileRef(coordinates);
if (tile.IsSpace(_tileDefinitionManager)) return;
// If the coordinates have a FootstepModifier component
// i.e. component that emit sound on footsteps emit that sound
string? soundCollectionName = null;
foreach (var maybeFootstep in grid.GetAnchoredEntities(tile.GridIndices))
{
if (EntityManager.ComponentManager.TryGetComponent(maybeFootstep, out FootstepModifierComponent? footstep))
{
soundCollectionName = footstep._soundCollectionName;
break;
}
}
// if there is no FootstepModifierComponent, determine sound based on tiles
if (soundCollectionName == null)
{
// Walking on a tile.
var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
if (string.IsNullOrEmpty(def.FootstepSounds))
{
// Nothing to play, oh well.
return;
}
soundCollectionName = def.FootstepSounds;
}
if (!_prototypeManager.TryIndex(soundCollectionName, out SoundCollectionPrototype? soundCollection))
{
Logger.ErrorS("sound", $"Unable to find sound collection for {soundCollectionName}");
return;
}
SoundSystem.Play(
Filter.Pvs(coordinates),
_robustRandom.Pick(soundCollection.PickFiles),
mover.Transform.Coordinates,
sprinting ? AudioParams.Default.WithVolume(0.75f) : null);
}
}
}