Files
tbd-station-14/Content.Shared/Movement/SharedMoverController.cs
2021-07-16 17:37:09 -07:00

149 lines
5.9 KiB
C#

using Content.Shared.ActionBlocker;
using Content.Shared.MobState;
using Content.Shared.Movement.Components;
using Content.Shared.Pulling.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Controllers;
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 SharedBroadPhaseSystem _broadPhaseSystem = default!;
public override void Initialize()
{
base.Initialize();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
}
/// <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);
if (total != Vector2.Zero)
{
mover.Owner.Transform.LocalRotation = total.GetDir().ToAngle();
}
physicsComponent.LinearVelocity = total;
}
/// <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)
{
// TODO: Look at https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/CharacterControllers.html?highlight=controller as it has some adviceo n kinematic controllersx
if (!UseMobMovement(_broadPhaseSystem, physicsComponent, _mapManager))
{
return;
}
var transform = mover.Owner.Transform;
var (walkDir, sprintDir) = mover.VelocityDir;
var weightless = transform.Owner.IsWeightless(physicsComponent, mapManager: _mapManager);
// Handle wall-pushes.
if (weightless)
{
// No gravity: is our entity touching anything?
var touching = IsAroundCollider(_broadPhaseSystem, transform, mobMover, physicsComponent);
if (!touching)
{
transform.LocalRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
return;
}
}
// Regular movement.
// Target velocity.
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
if (weightless)
{
total *= mobMover.WeightlessStrength;
}
if (total != Vector2.Zero)
{
// This should have its event run during island solver soooo
transform.DeferUpdates = true;
transform.LocalRotation = total.GetDir().ToAngle();
transform.DeferUpdates = false;
HandleFootsteps(mover, mobMover);
}
physicsComponent.LinearVelocity = total;
}
public static bool UseMobMovement(SharedBroadPhaseSystem broadPhaseSystem, PhysicsComponent body, IMapManager mapManager)
{
return (body.BodyStatus == BodyStatus.OnGround) &
body.Owner.HasComponent<IMobStateComponent>() &&
EntitySystem.Get<ActionBlockerSystem>().CanMove(body.Owner) &&
(!body.Owner.IsWeightless(body, mapManager: mapManager) ||
body.Owner.TryGetComponent(out SharedPlayerMobMoverComponent? mover) &&
IsAroundCollider(broadPhaseSystem, body.Owner.Transform, mover, body));
}
/// <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) {}
}
}