194 lines
7.3 KiB
C#
194 lines
7.3 KiB
C#
using System.Collections.Generic;
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using Content.Shared.ActionBlocker;
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using Content.Shared.CCVar;
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using Content.Shared.Friction;
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using Content.Shared.MobState;
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using Content.Shared.Movement.Components;
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using Content.Shared.Pulling.Components;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement
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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 class SharedMoverController : VirtualController
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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private ActionBlockerSystem _blocker = default!;
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private SharedBroadphaseSystem _broadPhaseSystem = default!;
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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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_broadPhaseSystem = EntitySystem.Get<SharedBroadphaseSystem>();
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_blocker = EntitySystem.Get<ActionBlockerSystem>();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, 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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public override void Shutdown()
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{
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base.Shutdown();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
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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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/// <summary>
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/// A generic kinematic mover for entities.
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/// </summary>
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protected void HandleKinematicMovement(IMoverComponent mover, PhysicsComponent physicsComponent)
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{
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var (walkDir, sprintDir) = mover.VelocityDir;
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// Regular movement.
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// Target velocity.
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var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
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var worldTotal = _relativeMovement ? new Angle(mover.Owner.Transform.Parent!.WorldRotation.Theta).RotateVec(total) : total;
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if (worldTotal != Vector2.Zero)
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{
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mover.Owner.Transform.WorldRotation = worldTotal.GetDir().ToAngle();
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}
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physicsComponent.LinearVelocity = worldTotal;
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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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/// <param name="mover"></param>
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/// <param name="physicsComponent"></param>
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/// <param name="mobMover"></param>
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protected void HandleMobMovement(IMoverComponent mover, PhysicsComponent physicsComponent,
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IMobMoverComponent mobMover)
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{
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner.Uid));
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if (!UseMobMovement(physicsComponent))
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{
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UsedMobMovement[mover.Owner.Uid] = false;
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return;
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}
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UsedMobMovement[mover.Owner.Uid] = true;
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var transform = mover.Owner.Transform;
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var weightless = mover.Owner.IsWeightless(physicsComponent, mapManager: _mapManager);
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var (walkDir, sprintDir) = mover.VelocityDir;
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// Handle wall-pushes.
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if (weightless)
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{
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// No gravity: is our entity touching anything?
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var touching = IsAroundCollider(_broadPhaseSystem, transform, mobMover, physicsComponent);
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if (!touching)
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{
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transform.WorldRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
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return;
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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 total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
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var worldTotal = _relativeMovement ?
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new Angle(transform.Parent!.WorldRotation.Theta).RotateVec(total) :
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total;
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DebugTools.Assert(MathHelper.CloseTo(total.Length, worldTotal.Length));
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if (weightless)
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{
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worldTotal *= mobMover.WeightlessStrength;
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}
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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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transform.DeferUpdates = true;
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transform.WorldRotation = worldTotal.GetDir().ToAngle();
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transform.DeferUpdates = false;
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HandleFootsteps(mover, mobMover);
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}
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physicsComponent.LinearVelocity = worldTotal;
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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(PhysicsComponent body)
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{
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return body.BodyStatus == BodyStatus.OnGround &&
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body.Owner.HasComponent<IMobStateComponent>() &&
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_blocker.CanMove(body.Owner);
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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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/// <param name="broadPhaseSystem"></param>
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/// <param name="transform"></param>
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/// <param name="mover"></param>
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/// <param name="collider"></param>
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/// <returns></returns>
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public static bool IsAroundCollider(SharedBroadphaseSystem broadPhaseSystem, ITransformComponent transform, IMobMoverComponent mover, IPhysBody collider)
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{
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var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRange);
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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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(otherCollider.Owner.TryGetComponent(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: Need a predicted client version that only plays for our own entity and then have server-side ignore our session (for that entity only)
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protected virtual void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover) {}
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}
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}
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