* The real movement refactor * ref events * Jetpack cleanup * a * Vehicles partially working * Balance tweaks * Restore some shitcode * AAAAAAAA * Even more prediction * ECS compstate trying to fix this * yml * vehicles kill me * Don't lock keys * a * Fix problem * Fix sounds * shuttle inputs * Shuttle controls * space brakes * Keybinds * Fix merge * Handle shutdown * Fix keys * Bump friction * fix buckle offset * Fix relay and friction * Fix jetpack turning * contexts amirite
393 lines
16 KiB
C#
393 lines
16 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Audio;
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using Content.Shared.CCVar;
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using Content.Shared.Friction;
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using Content.Shared.Inventory;
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using Content.Shared.Maps;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.EntitySystems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement.Systems
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{
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/// <summary>
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/// Handles player and NPC mob movement.
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/// NPCs are handled server-side only.
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/// </summary>
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public abstract partial class SharedMoverController : VirtualController
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedMobStateSystem _mobState = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly TagSystem _tags = default!;
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private const float StepSoundMoveDistanceRunning = 2;
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private const float StepSoundMoveDistanceWalking = 1.5f;
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private const float FootstepVariation = 0f;
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private const float FootstepVolume = 3f;
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private const float FootstepWalkingAddedVolumeMultiplier = 0f;
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/// <summary>
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/// <see cref="CCVars.StopSpeed"/>
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/// </summary>
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private float _stopSpeed;
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private bool _relativeMovement;
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/// <summary>
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/// Cache the mob movement calculation to re-use elsewhere.
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/// </summary>
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public Dictionary<EntityUid, bool> UsedMobMovement = new();
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public override void Initialize()
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{
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base.Initialize();
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InitializeInput();
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InitializeMob();
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InitializePushing();
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InitializeRelay();
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_configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, true);
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_configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
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UpdatesBefore.Add(typeof(SharedTileFrictionController));
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}
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private void SetRelativeMovement(bool value) => _relativeMovement = value;
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private void SetStopSpeed(float value) => _stopSpeed = value;
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public override void Shutdown()
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{
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base.Shutdown();
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ShutdownInput();
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ShutdownPushing();
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_configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
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_configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
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}
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public override void UpdateAfterSolve(bool prediction, float frameTime)
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{
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base.UpdateAfterSolve(prediction, frameTime);
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UsedMobMovement.Clear();
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}
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protected Angle GetParentGridAngle(TransformComponent xform, InputMoverComponent mover)
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{
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if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
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return mover.LastGridAngle;
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return grid.WorldRotation;
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}
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/// <summary>
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/// Movement while considering actionblockers, weightlessness, etc.
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/// </summary>
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protected void HandleMobMovement(
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InputMoverComponent mover,
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PhysicsComponent physicsComponent,
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TransformComponent xform,
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float frameTime)
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{
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
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if (!UseMobMovement(mover, physicsComponent))
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{
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UsedMobMovement[mover.Owner] = false;
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return;
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}
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UsedMobMovement[mover.Owner] = true;
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var weightless = mover.Owner.IsWeightless(physicsComponent, mapManager: _mapManager, entityManager: EntityManager);
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var (walkDir, sprintDir) = GetVelocityInput(mover);
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var touching = false;
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// Handle wall-pushes.
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if (weightless)
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{
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if (xform.GridUid != null)
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touching = true;
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if (!touching)
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{
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var ev = new CanWeightlessMoveEvent();
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RaiseLocalEvent(xform.Owner, ref ev);
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// No gravity: is our entity touching anything?
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touching = ev.CanMove;
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if (!touching && TryComp<MobMoverComponent>(xform.Owner, out var mobMover))
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touching |= IsAroundCollider(_physics, xform, mobMover, physicsComponent);
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}
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if (!touching)
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{
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if (xform.GridUid != null)
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mover.LastGridAngle = GetParentGridAngle(xform, mover);
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}
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}
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// Regular movement.
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// Target velocity.
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// This is relative to the map / grid we're on.
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var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(mover.Owner);
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var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
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var parentRotation = GetParentGridAngle(xform, mover);
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var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
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DebugTools.Assert(MathHelper.CloseToPercent(total.Length, worldTotal.Length));
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var velocity = physicsComponent.LinearVelocity;
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float friction;
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float weightlessModifier;
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float accel;
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if (weightless)
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{
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if (worldTotal != Vector2.Zero && touching)
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friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
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else
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friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
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weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
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accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
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}
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else
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{
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if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
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{
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friction = moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
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}
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else
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{
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friction = moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
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}
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weightlessModifier = 1f;
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accel = moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
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}
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var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
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Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
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if (xform.GridUid != EntityUid.Invalid)
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mover.LastGridAngle = parentRotation;
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if (worldTotal != Vector2.Zero)
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{
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// This should have its event run during island solver soooo
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xform.DeferUpdates = true;
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TransformComponent rotateXform;
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// If we're in a container then relay rotation to the parent instead
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if (_container.TryGetContainingContainer(xform.Owner, out var container))
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{
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rotateXform = Transform(container.Owner);
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}
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else
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{
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rotateXform = xform;
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}
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rotateXform.LocalRotation = xform.GridUid != null
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? total.ToWorldAngle()
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: worldTotal.ToWorldAngle();
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rotateXform.DeferUpdates = false;
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if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) && TryGetSound(mover, mobMover, xform, out var variation, out var sound))
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{
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var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
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SoundSystem.Play(sound,
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GetSoundPlayers(mover.Owner),
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mover.Owner, AudioHelpers.WithVariation(variation).WithVolume(FootstepVolume * soundModifier));
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}
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}
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worldTotal *= weightlessModifier;
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if (!weightless || touching)
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Accelerate(ref velocity, in worldTotal, accel, frameTime);
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_physics.SetLinearVelocity(physicsComponent, velocity);
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}
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private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
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{
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var speed = velocity.Length;
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if (speed < minimumFrictionSpeed) return;
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var drop = 0f;
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var control = MathF.Max(_stopSpeed, speed);
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drop += control * friction * frameTime;
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var newSpeed = MathF.Max(0f, speed - drop);
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if (newSpeed.Equals(speed)) return;
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newSpeed /= speed;
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velocity *= newSpeed;
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}
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private void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
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{
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var wishDir = velocity != Vector2.Zero ? velocity.Normalized : Vector2.Zero;
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var wishSpeed = velocity.Length;
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var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
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var addSpeed = wishSpeed - currentSpeed;
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if (addSpeed <= 0f) return;
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var accelSpeed = accel * frameTime * wishSpeed;
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accelSpeed = MathF.Min(accelSpeed, addSpeed);
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currentVelocity += wishDir * accelSpeed;
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}
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public bool UseMobMovement(EntityUid uid)
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{
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return UsedMobMovement.TryGetValue(uid, out var used) && used;
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}
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protected bool UseMobMovement(InputMoverComponent mover, PhysicsComponent body)
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{
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return mover.CanMove &&
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body.BodyStatus == BodyStatus.OnGround &&
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HasComp<InputMoverComponent>(body.Owner) &&
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// If we're being pulled then don't mess with our velocity.
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(!TryComp(body.Owner, out SharedPullableComponent? pullable) || !pullable.BeingPulled);
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}
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/// <summary>
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/// Used for weightlessness to determine if we are near a wall.
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/// </summary>
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private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, IPhysBody collider)
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{
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var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRangeVV);
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foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
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{
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if (otherCollider == collider) continue; // Don't try to push off of yourself!
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// Only allow pushing off of anchored things that have collision.
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if (otherCollider.BodyType != BodyType.Static ||
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!otherCollider.CanCollide ||
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((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
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(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
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(TryComp(otherCollider.Owner, out SharedPullableComponent? pullable) && pullable.BeingPulled))
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{
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continue;
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}
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return true;
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}
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return false;
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}
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// TODO: Predicted audio moment.
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protected abstract Filter GetSoundPlayers(EntityUid mover);
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protected abstract bool CanSound();
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private bool TryGetSound(InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, out float variation, [NotNullWhen(true)] out string? sound)
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{
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sound = null;
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variation = 0f;
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if (!CanSound() || !_tags.HasTag(mover.Owner, "FootstepSound")) return false;
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var coordinates = xform.Coordinates;
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var gridId = coordinates.GetGridUid(EntityManager);
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var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking;
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// Handle footsteps.
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if (_mapManager.GridExists(gridId))
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{
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// Can happen when teleporting between grids.
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if (!coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance) ||
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distance > distanceNeeded)
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{
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mobMover.StepSoundDistance = distanceNeeded;
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}
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else
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{
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mobMover.StepSoundDistance += distance;
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}
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}
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else
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{
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// In space no one can hear you squeak
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return false;
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}
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DebugTools.Assert(gridId != null);
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mobMover.LastPosition = coordinates;
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if (mobMover.StepSoundDistance < distanceNeeded) return false;
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mobMover.StepSoundDistance -= distanceNeeded;
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if (_inventory.TryGetSlotEntity(mover.Owner, "shoes", out var shoes) &&
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EntityManager.TryGetComponent<FootstepModifierComponent>(shoes, out var modifier))
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{
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sound = modifier.SoundCollection.GetSound();
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variation = modifier.Variation;
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return true;
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}
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return TryGetFootstepSound(gridId!.Value, coordinates, out variation, out sound);
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}
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private bool TryGetFootstepSound(EntityUid gridId, EntityCoordinates coordinates, out float variation, [NotNullWhen(true)] out string? sound)
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{
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variation = 0f;
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sound = null;
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var grid = _mapManager.GetGrid(gridId);
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var tile = grid.GetTileRef(coordinates);
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if (tile.IsSpace(_tileDefinitionManager)) return false;
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// If the coordinates have a FootstepModifier component
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// i.e. component that emit sound on footsteps emit that sound
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foreach (var maybeFootstep in grid.GetAnchoredEntities(tile.GridIndices))
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{
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if (EntityManager.TryGetComponent(maybeFootstep, out FootstepModifierComponent? footstep))
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{
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sound = footstep.SoundCollection.GetSound();
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variation = footstep.Variation;
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return true;
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}
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}
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// Walking on a tile.
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var def = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
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sound = def.FootstepSounds?.GetSound();
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variation = FootstepVariation;
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return !string.IsNullOrEmpty(sound);
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}
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}
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}
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