The real movement refactor (#9645)

* 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
This commit is contained in:
metalgearsloth
2022-07-16 13:51:52 +10:00
committed by GitHub
parent e0b7b48cae
commit b9e876ca92
109 changed files with 1752 additions and 1584 deletions

View File

@@ -22,20 +22,20 @@ namespace Content.Shared.ActionBlocker
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IMoverComponent, ComponentStartup>(OnMoverStartup);
SubscribeLocalEvent<InputMoverComponent, ComponentStartup>(OnMoverStartup);
}
private void OnMoverStartup(EntityUid uid, IMoverComponent component, ComponentStartup args)
private void OnMoverStartup(EntityUid uid, InputMoverComponent component, ComponentStartup args)
{
UpdateCanMove(uid, component);
}
public bool CanMove(EntityUid uid, IMoverComponent? component = null)
public bool CanMove(EntityUid uid, InputMoverComponent? component = null)
{
return Resolve(uid, ref component, false) && component.CanMove;
}
public bool UpdateCanMove(EntityUid uid, IMoverComponent? component = null)
public bool UpdateCanMove(EntityUid uid, InputMoverComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return false;

View File

@@ -1,5 +1,6 @@
using Content.Shared.DragDrop;
using Content.Shared.Interaction;
using Content.Shared.Standing;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
@@ -8,6 +9,8 @@ namespace Content.Shared.Buckle.Components
[NetworkedComponent()]
public abstract class SharedBuckleComponent : Component, IDraggable
{
[Dependency] protected readonly IEntityManager EntMan = default!;
/// <summary>
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
/// </summary>
@@ -35,6 +38,33 @@ namespace Content.Shared.Buckle.Components
{
return TryBuckle(args.User, args.Target);
}
/// <summary>
/// Reattaches this entity to the strap, modifying its position and rotation.
/// </summary>
/// <param name="strap">The strap to reattach to.</param>
public void ReAttach(SharedStrapComponent strap)
{
var ownTransform = EntMan.GetComponent<TransformComponent>(Owner);
var strapTransform = EntMan.GetComponent<TransformComponent>(strap.Owner);
ownTransform.AttachParent(strapTransform);
ownTransform.LocalRotation = Angle.Zero;
switch (strap.Position)
{
case StrapPosition.None:
break;
case StrapPosition.Stand:
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
break;
case StrapPosition.Down:
EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
break;
}
ownTransform.LocalPosition = strap.BuckleOffset;
}
}
[Serializable, NetSerializable]

View File

@@ -26,6 +26,40 @@ namespace Content.Shared.Buckle.Components
[NetworkedComponent()]
public abstract class SharedStrapComponent : Component, IDragDropOn
{
/// <summary>
/// The change in position to the strapped mob
/// </summary>
[DataField("position")]
public StrapPosition Position { get; set; } = StrapPosition.None;
/// <summary>
/// The entity that is currently buckled here, synced from <see cref="BuckleComponent.BuckledTo"/>
/// </summary>
public readonly HashSet<EntityUid> BuckledEntities = new();
/// <summary>
/// The distance above which a buckled entity will be automatically unbuckled.
/// Don't change it unless you really have to
/// </summary>
[DataField("maxBuckleDistance", required: false)]
public float MaxBuckleDistance = 0.1f;
/// <summary>
/// Gets and clamps the buckle offset to MaxBuckleDistance
/// </summary>
public Vector2 BuckleOffset => Vector2.Clamp(
BuckleOffsetUnclamped,
Vector2.One * -MaxBuckleDistance,
Vector2.One * MaxBuckleDistance);
/// <summary>
/// The buckled entity will be offset by this amount from the center of the strap object.
/// If this offset it too big, it will be clamped to <see cref="MaxBuckleDistance"/>
/// </summary>
[DataField("buckleOffset", required: false)]
public Vector2 BuckleOffsetUnclamped = Vector2.Zero;
bool IDragDropOn.CanDragDropOn(DragDropEvent eventArgs)
{
if (!IoCManager.Resolve<IEntityManager>().TryGetComponent(eventArgs.Dragged, out SharedBuckleComponent? buckleComponent)) return false;
@@ -40,15 +74,22 @@ namespace Content.Shared.Buckle.Components
[Serializable, NetSerializable]
public sealed class StrapComponentState : ComponentState
{
public StrapComponentState(StrapPosition position)
{
Position = position;
}
/// <summary>
/// The change in position that this strap makes to the strapped mob
/// </summary>
public StrapPosition Position { get; }
public StrapPosition Position;
public float MaxBuckleDistance;
public Vector2 BuckleOffsetClamped;
public HashSet<EntityUid> BuckledEntities;
public StrapComponentState(StrapPosition position, Vector2 offset, HashSet<EntityUid> buckled, float maxBuckleDistance)
{
Position = position;
BuckleOffsetClamped = offset;
BuckledEntities = buckled;
MaxBuckleDistance = maxBuckleDistance;
}
}
[Serializable, NetSerializable]

View File

@@ -13,6 +13,8 @@ namespace Content.Shared.Buckle
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedStrapComponent, RotateEvent>(OnStrapRotate);
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
@@ -21,6 +23,23 @@ namespace Content.Shared.Buckle
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
}
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref RotateEvent args)
{
// TODO: This looks dirty af.
// On rotation of a strap, reattach all buckled entities.
// This fixes buckle offsets and draw depths.
foreach (var buckledEntity in component.BuckledEntities)
{
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
{
continue;
}
buckled.ReAttach(component);
Dirty(buckled);
}
}
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
{
if (component.Buckled)

View File

@@ -406,54 +406,6 @@ namespace Content.Shared.CCVar
* Physics
*/
/*
* WARNING: These are liable to get changed to datafields whenever movement refactor occurs and may no longer be valid.
* You were warned!
*/
/// <summary>
/// Minimum speed a mob has to be moving before applying movement friction.
/// </summary>
public static readonly CVarDef<float> MinimumFrictionSpeed =
CVarDef.Create("physics.minimum_friction_speed", 0.005f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The acceleration applied to mobs when moving.
/// </summary>
public static readonly CVarDef<float> MobAcceleration =
CVarDef.Create("physics.mob_acceleration", 14f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
public static readonly CVarDef<float> MobFriction =
CVarDef.Create("physics.mob_friction", 14f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The acceleration applied to mobs when moving and weightless.
/// </summary>
public static readonly CVarDef<float> MobWeightlessAcceleration =
CVarDef.Create("physics.mob_weightless_acceleration", 1f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction when weightless and providing inputs.
/// </summary>
public static readonly CVarDef<float> MobWeightlessFriction =
CVarDef.Create("physics.mob_weightless_friction", 1f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction when weightless and not providing inputs.
/// This is essentially how much their speed decreases per second.
/// </summary>
public static readonly CVarDef<float> MobWeightlessFrictionNoInput =
CVarDef.Create("physics.mob_weightless_friction_no_input", 0.2f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The movement speed modifier applied to a mob's total input velocity when weightless.
/// </summary>
public static readonly CVarDef<float> MobWeightlessModifier =
CVarDef.Create("physics.mob_weightless_modifier", 0.7f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// When a mob is walking should its X / Y movement be relative to its parent (true) or the map (false).
/// </summary>

View File

@@ -234,7 +234,7 @@ namespace Content.Shared.Containers.ItemSlots
{
if (sound == null || !_gameTiming.IsFirstTimePredicted)
return;
var filter = Filter.Pvs(uid, entityManager: EntityManager);
if (excluded != null && _netMan.IsServer)

View File

@@ -14,7 +14,7 @@ public sealed class FollowerSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<GetVerbsEvent<AlternativeVerb>>(OnGetAlternativeVerbs);
SubscribeLocalEvent<FollowerComponent, RelayMoveInputEvent>(OnFollowerMove);
SubscribeLocalEvent<FollowerComponent, MoveInputEvent>(OnFollowerMove);
SubscribeLocalEvent<FollowedComponent, EntityTerminatingEvent>(OnFollowedTerminating);
}
@@ -41,7 +41,7 @@ public sealed class FollowerSystem : EntitySystem
ev.Verbs.Add(verb);
}
private void OnFollowerMove(EntityUid uid, FollowerComponent component, RelayMoveInputEvent args)
private void OnFollowerMove(EntityUid uid, FollowerComponent component, ref MoveInputEvent args)
{
StopFollowingEntity(uid, component.Following);
}

View File

@@ -50,6 +50,13 @@ namespace Content.Shared.Input
public static readonly BoundKeyFunction Arcade2 = "Arcade2";
public static readonly BoundKeyFunction Arcade3 = "Arcade3";
public static readonly BoundKeyFunction OpenActionsMenu = "OpenAbilitiesMenu";
public static readonly BoundKeyFunction ShuttleStrafeLeft = "ShuttleStrafeLeft";
public static readonly BoundKeyFunction ShuttleStrafeUp = "ShuttleStrafeUp";
public static readonly BoundKeyFunction ShuttleStrafeRight = "ShuttleStrafeRight";
public static readonly BoundKeyFunction ShuttleStrafeDown = "ShuttleStrafeDown";
public static readonly BoundKeyFunction ShuttleRotateLeft = "ShuttleRotateLeft";
public static readonly BoundKeyFunction ShuttleRotateRight = "ShuttleRotateRight";
public static readonly BoundKeyFunction ShuttleBrake = "ShuttleBrake";
public static readonly BoundKeyFunction Hotbar0 = "Hotbar0";
public static readonly BoundKeyFunction Hotbar1 = "Hotbar1";
public static readonly BoundKeyFunction Hotbar2 = "Hotbar2";

View File

@@ -1,19 +0,0 @@
using Robust.Shared.Map;
namespace Content.Shared.Movement.Components
{
public interface IMobMoverComponent : IComponent
{
const float GrabRangeDefault = 0.6f;
const float PushStrengthDefault = 600.0f;
const float WeightlessStrengthDefault = 0.4f;
EntityCoordinates LastPosition { get; set; }
public float StepSoundDistance { get; set; }
float GrabRange { get; set; }
float PushStrength { get; set; }
}
}

View File

@@ -1,37 +0,0 @@
namespace Content.Shared.Movement.Components
{
// Does nothing except ensure uniqueness between mover components.
// There can only be one.
public interface IMoverComponent : IComponent
{
/// <summary>
/// Is the entity Sprinting (running)?
/// </summary>
bool Sprinting { get; }
/// <summary>
/// Can the entity currently move. Avoids having to raise move-attempt events every time a player moves.
/// Note that this value will be overridden by the action blocker system, and shouldn't just be set directly.
/// </summary>
bool CanMove { get; set; }
Angle LastGridAngle { get; set; }
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
/// <param name="direction">Direction to toggle.</param>
/// <param name="subTick"></param>
/// <param name="enabled">If the direction is active.</param>
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
void SetSprinting(ushort subTick, bool walking);
}
}

View File

@@ -0,0 +1,51 @@
using Robust.Shared.GameStates;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[NetworkedComponent]
public sealed class InputMoverComponent : Component
{
// This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side.
// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
// and then building a total movement vector based on those sub-tick steps.
//
// We keep track of the last sub-tick a movement input came in,
// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
// (new sub-tick - last sub-tick)
// and then add to the total-this-tick movement vector
// by multiplying that fraction by the movement direction for the last input.
// This allows us to incrementally build the movement vector for the current tick,
// without having to keep track of some kind of list of inputs and calculating it later.
//
// We have to keep track of a separate movement vector for walking and sprinting,
// since we don't actually know our current movement speed while processing inputs.
// We change which vector we write into based on whether we were sprinting after the previous input.
// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
// (and I'm not changing that)
/// <summary>
/// Should our velocity be applied to our parent?
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("toParent")]
public bool ToParent = false;
public GameTick LastInputTick;
public ushort LastInputSubTick;
public Vector2 CurTickWalkMovement;
public Vector2 CurTickSprintMovement;
public MoveButtons HeldMoveButtons = MoveButtons.None;
[ViewVariables]
public Angle LastGridAngle { get; set; } = new(0);
public bool Sprinting => (HeldMoveButtons & MoveButtons.Walk) == 0x0;
[ViewVariables(VVAccess.ReadWrite)]
public bool CanMove { get; set; } = true;
}
}

View File

@@ -8,8 +8,5 @@ namespace Content.Shared.Movement.Components;
[RegisterComponent, NetworkedComponent]
public sealed class JetpackUserComponent : Component
{
public float Acceleration = 1f;
public float Friction = 0.3f;
public float WeightlessModifier = 1.2f;
public EntityUid Jetpack;
}

View File

@@ -0,0 +1,59 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// Has additional movement data such as footsteps and weightless grab range for an entity.
/// </summary>
[RegisterComponent]
[NetworkedComponent()]
public sealed class MobMoverComponent : Component
{
private float _stepSoundDistance;
[DataField("grabRange")] public float GrabRange = 1.0f;
[DataField("pushStrength")] public float PushStrength = 600f;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
/// <summary>
/// Used to keep track of how far we have moved before playing a step sound
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRangeVV
{
get => GrabRange;
set
{
if (MathHelper.CloseToPercent(GrabRange, value)) return;
GrabRange = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrengthVV
{
get => PushStrength;
set
{
if (MathHelper.CloseToPercent(PushStrength, value)) return;
PushStrength = value;
Dirty();
}
}
}
}

View File

@@ -3,12 +3,27 @@ using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// Applies basic movement speed and movement modifiers for an entity.
/// If this is not present on the entity then they will use defaults for movement.
/// </summary>
[RegisterComponent]
[NetworkedComponent, Access(typeof(MovementSpeedModifierSystem))]
public sealed class MovementSpeedModifierComponent : Component
{
public const float DefaultBaseWalkSpeed = 3.0f;
public const float DefaultBaseSprintSpeed = 5.0f;
// Weightless
public const float DefaultMinimumFrictionSpeed = 0.005f;
public const float DefaultWeightlessFriction = 1f;
public const float DefaultWeightlessFrictionNoInput = 0.2f;
public const float DefaultWeightlessModifier = 0.7f;
public const float DefaultWeightlessAcceleration = 1f;
public const float DefaultAcceleration = 20f;
public const float DefaultFriction = 20f;
public const float DefaultFrictionNoInput = 20f;
public const float DefaultBaseWalkSpeed = 2.5f;
public const float DefaultBaseSprintSpeed = 4.5f;
[ViewVariables]
public float WalkSpeedModifier = 1.0f;
@@ -38,6 +53,54 @@ namespace Content.Shared.Movement.Components
}
}
/// <summary>
/// Minimum speed a mob has to be moving before applying movement friction.
/// </summary>
[DataField("minimumFrictionSpeed")]
public float MinimumFrictionSpeed = DefaultMinimumFrictionSpeed;
/// <summary>
/// The negative velocity applied for friction when weightless and providing inputs.
/// </summary>
[DataField("weightlessFriction")]
public float WeightlessFriction = DefaultWeightlessFriction;
/// <summary>
/// The negative velocity applied for friction when weightless and not providing inputs.
/// This is essentially how much their speed decreases per second.
/// </summary>
[DataField("weightlessFrictionNoInput")]
public float WeightlessFrictionNoInput = DefaultWeightlessFrictionNoInput;
/// <summary>
/// The movement speed modifier applied to a mob's total input velocity when weightless.
/// </summary>
[DataField("weightlessModifier")]
public float WeightlessModifier = DefaultWeightlessModifier;
/// <summary>
/// The acceleration applied to mobs when moving and weightless.
/// </summary>
[DataField("weightlessAcceleration")]
public float WeightlessAcceleration = DefaultWeightlessAcceleration;
/// <summary>
/// The acceleration applied to mobs when moving.
/// </summary>
[DataField("acceleration")]
public float Acceleration = DefaultAcceleration;
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
[DataField("friction")]
public float Friction = DefaultFriction;
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
[DataField("frictionNoInput")] public float? FrictionNoInput = null;
[DataField("baseWalkSpeed")]
public float BaseWalkSpeed { get; set; } = DefaultBaseWalkSpeed;

View File

@@ -0,0 +1,13 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Raises the engine movement inputs for a particular entity onto the designated entity
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class RelayInputMoverComponent : Component
{
[ViewVariables]
public EntityUid? RelayEntity;
}

View File

@@ -1,24 +0,0 @@
namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
public sealed class SharedDummyInputMoverComponent : Component, IMoverComponent
{
public bool IgnorePaused => false;
public bool CanMove { get; set; } = true;
public Angle LastGridAngle { get => Angle.Zero; set {} }
public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
}
public void SetSprinting(ushort subTick, bool walking)
{
}
}
}

View File

@@ -1,257 +0,0 @@
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Components
{
[RegisterComponent]
[ComponentReference(typeof(IMoverComponent))]
[NetworkedComponent()]
public sealed class SharedPlayerInputMoverComponent : Component, IMoverComponent
{
// This class has to be able to handle server TPS being lower than client FPS.
// While still having perfectly responsive movement client side.
// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
// and then building a total movement vector based on those sub-tick steps.
//
// We keep track of the last sub-tick a movement input came in,
// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
// (new sub-tick - last sub-tick)
// and then add to the total-this-tick movement vector
// by multiplying that fraction by the movement direction for the last input.
// This allows us to incrementally build the movement vector for the current tick,
// without having to keep track of some kind of list of inputs and calculating it later.
//
// We have to keep track of a separate movement vector for walking and sprinting,
// since we don't actually know our current movement speed while processing inputs.
// We change which vector we write into based on whether we were sprinting after the previous input.
// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
// (and I'm not changing that)
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
public GameTick _lastInputTick;
public ushort _lastInputSubTick;
public Vector2 CurTickWalkMovement;
public Vector2 CurTickSprintMovement;
private MoveButtons _heldMoveButtons = MoveButtons.None;
[ViewVariables]
public Angle LastGridAngle { get; set; } = new(0);
public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
[ViewVariables(VVAccess.ReadWrite)]
public bool CanMove { get; set; } = true;
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>
[ViewVariables]
public (Vector2 walking, Vector2 sprinting) VelocityDir
{
get
{
if (!_gameTiming.InSimulation)
{
// Outside of simulation we'll be running client predicted movement per-frame.
// So return a full-length vector as if it's a full tick.
// Physics system will have the correct time step anyways.
var immediateDir = DirVecForButtons(_heldMoveButtons);
return Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
}
Vector2 walk;
Vector2 sprint;
float remainingFraction;
if (_gameTiming.CurTick > _lastInputTick)
{
walk = Vector2.Zero;
sprint = Vector2.Zero;
remainingFraction = 1;
}
else
{
walk = CurTickWalkMovement;
sprint = CurTickSprintMovement;
remainingFraction = (ushort.MaxValue - _lastInputSubTick) / (float) ushort.MaxValue;
}
var curDir = DirVecForButtons(_heldMoveButtons) * remainingFraction;
if (Sprinting)
{
sprint += curDir;
}
else
{
walk += curDir;
}
// Logger.Info($"{curDir}{walk}{sprint}");
return (walk, sprint);
}
}
/// <summary>
/// Whether or not the player can move diagonally.
/// </summary>
[ViewVariables]
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
/// <inheritdoc />
protected override void Initialize()
{
base.Initialize();
LastGridAngle = _entityManager.GetComponent<TransformComponent>(Owner).Parent?.WorldRotation ?? new Angle(0);
}
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
/// <param name="direction">Direction to toggle.</param>
/// <param name="subTick"></param>
/// <param name="enabled">If the direction is active.</param>
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
var bit = direction switch
{
Direction.East => MoveButtons.Right,
Direction.North => MoveButtons.Up,
Direction.West => MoveButtons.Left,
Direction.South => MoveButtons.Down,
_ => throw new ArgumentException(nameof(direction))
};
SetMoveInput(subTick, enabled, bit);
}
private void SetMoveInput(ushort subTick, bool enabled, MoveButtons bit)
{
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
if (_gameTiming.CurTick > _lastInputTick)
{
CurTickWalkMovement = Vector2.Zero;
CurTickSprintMovement = Vector2.Zero;
_lastInputTick = _gameTiming.CurTick;
_lastInputSubTick = 0;
}
if (subTick >= _lastInputSubTick)
{
var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
ref var lastMoveAmount = ref Sprinting ? ref CurTickSprintMovement : ref CurTickWalkMovement;
lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
_lastInputSubTick = subTick;
}
if (enabled)
{
_heldMoveButtons |= bit;
}
else
{
_heldMoveButtons &= ~bit;
}
Dirty();
}
public void SetSprinting(ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(subTick, walking, MoveButtons.Walk);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
if (curState is MoverComponentState state)
{
_heldMoveButtons = state.Buttons;
_lastInputTick = GameTick.Zero;
_lastInputSubTick = 0;
CanMove = state.CanMove;
}
}
public override ComponentState GetComponentState()
{
return new MoverComponentState(_heldMoveButtons, CanMove);
}
/// <summary>
/// Retrieves the normalized direction vector for a specified combination of movement keys.
/// </summary>
private Vector2 DirVecForButtons(MoveButtons buttons)
{
// key directions are in screen coordinates
// _moveDir is in world coordinates
// if the camera is moved, this needs to be changed
var x = 0;
x -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
var y = 0;
if (DiagonalMovementEnabled || x == 0)
{
y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
y += HasFlag(buttons, MoveButtons.Up) ? 1 : 0;
}
var vec = new Vector2(x, y);
// can't normalize zero length vector
if (vec.LengthSquared > 1.0e-6)
{
// Normalize so that diagonals aren't faster or something.
vec = vec.Normalized;
}
return vec;
}
[Serializable, NetSerializable]
private sealed class MoverComponentState : ComponentState
{
public MoveButtons Buttons { get; }
public readonly bool CanMove;
public MoverComponentState(MoveButtons buttons, bool canMove)
{
Buttons = buttons;
CanMove = canMove;
}
}
[Flags]
private enum MoveButtons : byte
{
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Walk = 16,
}
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
{
return (buttons & flag) == flag;
}
}
}

View File

@@ -1,88 +0,0 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Components
{
/// <summary>
/// The basic player mover with footsteps and grabbing
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IMobMoverComponent))]
[NetworkedComponent()]
public sealed class SharedPlayerMobMoverComponent : Component, IMobMoverComponent
{
private float _stepSoundDistance;
[DataField("grabRange")]
private float _grabRange = IMobMoverComponent.GrabRangeDefault;
[DataField("pushStrength")]
private float _pushStrength = IMobMoverComponent.PushStrengthDefault;
[ViewVariables(VVAccess.ReadWrite)]
public EntityCoordinates LastPosition { get; set; }
/// <summary>
/// Used to keep track of how far we have moved before playing a step sound
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float StepSoundDistance
{
get => _stepSoundDistance;
set
{
if (MathHelper.CloseToPercent(_stepSoundDistance, value)) return;
_stepSoundDistance = value;
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float GrabRange
{
get => _grabRange;
set
{
if (MathHelper.CloseToPercent(_grabRange, value)) return;
_grabRange = value;
Dirty();
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrength
{
get => _pushStrength;
set
{
if (MathHelper.CloseToPercent(_pushStrength, value)) return;
_pushStrength = value;
Dirty();
}
}
public override ComponentState GetComponentState()
{
return new PlayerMobMoverComponentState(_grabRange, _pushStrength);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (curState is not PlayerMobMoverComponentState playerMoverState) return;
GrabRange = playerMoverState.GrabRange;
PushStrength = playerMoverState.PushStrength;
}
[Serializable, NetSerializable]
private sealed class PlayerMobMoverComponentState : ComponentState
{
public float GrabRange;
public float PushStrength;
public PlayerMobMoverComponentState(float grabRange, float pushStrength)
{
GrabRange = grabRange;
PushStrength = pushStrength;
}
}
}
}

View File

@@ -0,0 +1,16 @@
namespace Content.Shared.Movement.Events
{
/// <summary>
/// Raised on an entity's parent when it has movement inputs while in a container.
/// </summary>
[ByRefEvent]
public readonly struct ContainerRelayMovementEntityEvent
{
public readonly EntityUid Entity;
public ContainerRelayMovementEntityEvent(EntityUid entity)
{
Entity = entity;
}
}
}

View File

@@ -0,0 +1,17 @@
using Robust.Shared.Players;
namespace Content.Shared.Movement.Events;
/// <summary>
/// Raised on an entity whenever it has a movement input.
/// </summary>
[ByRefEvent]
public readonly struct MoveInputEvent
{
public readonly EntityUid Entity;
public MoveInputEvent(EntityUid entity)
{
Entity = entity;
}
}

View File

@@ -1,13 +0,0 @@
using Robust.Shared.Players;
namespace Content.Shared.Movement.Events;
public sealed class RelayMoveInputEvent : EntityEventArgs
{
public ICommonSession Session { get; }
public RelayMoveInputEvent(ICommonSession session)
{
Session = session;
}
}

View File

@@ -1,12 +0,0 @@
namespace Content.Shared.Movement.Events
{
public sealed class RelayMovementEntityEvent : EntityEventArgs
{
public EntityUid Entity { get; }
public RelayMovementEntityEvent(EntityUid entity)
{
Entity = entity;
}
}
}

View File

@@ -1,35 +0,0 @@
namespace Content.Shared.Movement;
/// <summary>
/// Contains all of the relevant data for mob movement.
/// Raised on a mob if something wants to overwrite its movement characteristics.
/// </summary>
[ByRefEvent]
public struct MobMovementProfileEvent
{
/// <summary>
/// Should we use this profile instead of the entity's default?
/// </summary>
public bool Override = false;
public readonly bool Touching;
public readonly bool Weightless;
public float Friction;
public float WeightlessModifier;
public float Acceleration;
public MobMovementProfileEvent(
bool touching,
bool weightless,
float friction,
float weightlessModifier,
float acceleration)
{
Touching = touching;
Weightless = weightless;
Friction = friction;
WeightlessModifier = weightlessModifier;
Acceleration = acceleration;
}
}

View File

@@ -29,8 +29,9 @@ public abstract class SharedJetpackSystem : EntitySystem
SubscribeLocalEvent<JetpackComponent, GetItemActionsEvent>(OnJetpackGetAction);
SubscribeLocalEvent<JetpackComponent, DroppedEvent>(OnJetpackDropped);
SubscribeLocalEvent<JetpackComponent, ToggleJetpackEvent>(OnJetpackToggle);
SubscribeLocalEvent<JetpackComponent, CanWeightlessMoveEvent>(OnJetpackCanWeightlessMove);
SubscribeLocalEvent<JetpackUserComponent, CanWeightlessMoveEvent>(OnJetpackUserCanWeightless);
SubscribeLocalEvent<JetpackUserComponent, MobMovementProfileEvent>(OnJetpackUserMovement);
SubscribeLocalEvent<JetpackUserComponent, EntParentChangedMessage>(OnJetpackUserEntParentChanged);
SubscribeLocalEvent<JetpackUserComponent, ComponentGetState>(OnJetpackUserGetState);
SubscribeLocalEvent<JetpackUserComponent, ComponentHandleState>(OnJetpackUserHandleState);
@@ -38,6 +39,11 @@ public abstract class SharedJetpackSystem : EntitySystem
SubscribeLocalEvent<GravityChangedMessage>(OnJetpackUserGravityChanged);
}
private void OnJetpackCanWeightlessMove(EntityUid uid, JetpackComponent component, ref CanWeightlessMoveEvent args)
{
args.CanMove = true;
}
private void OnJetpackUserGravityChanged(GravityChangedMessage ev)
{
var gridUid = ev.ChangedGridIndex;
@@ -75,17 +81,6 @@ public abstract class SharedJetpackSystem : EntitySystem
SetEnabled(component, false, args.User);
}
private void OnJetpackUserMovement(EntityUid uid, JetpackUserComponent component, ref MobMovementProfileEvent args)
{
// Only overwrite jetpack movement if they're offgrid.
if (args.Override || !args.Weightless) return;
args.Override = true;
args.Acceleration = component.Acceleration;
args.WeightlessModifier = component.WeightlessModifier;
args.Friction = component.Friction;
}
private void OnJetpackUserCanWeightless(EntityUid uid, JetpackUserComponent component, ref CanWeightlessMoveEvent args)
{
args.CanMove = true;
@@ -106,12 +101,17 @@ public abstract class SharedJetpackSystem : EntitySystem
private void SetupUser(EntityUid uid, JetpackComponent component)
{
var user = EnsureComp<JetpackUserComponent>(uid);
user.Acceleration = component.Acceleration;
user.Friction = component.Friction;
user.WeightlessModifier = component.WeightlessModifier;
var relay = EnsureComp<RelayInputMoverComponent>(uid);
relay.RelayEntity = component.Owner;
user.Jetpack = component.Owner;
}
private void RemoveUser(EntityUid uid)
{
if (!RemComp<JetpackUserComponent>(uid)) return;
RemComp<RelayInputMoverComponent>(uid);
}
private void OnJetpackToggle(EntityUid uid, JetpackComponent component, ToggleJetpackEvent args)
{
if (args.Handled) return;
@@ -175,7 +175,7 @@ public abstract class SharedJetpackSystem : EntitySystem
}
else
{
RemComp<JetpackUserComponent>(user.Value);
RemoveUser(user.Value);
}
_movementSpeedModifier.RefreshMovementSpeedModifiers(user.Value);

View File

@@ -1,11 +1,14 @@
using Content.Shared.MobState.Components;
using Content.Shared.CCVar;
using Content.Shared.Input;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Vehicle.Components;
using Robust.Shared.Containers;
using Content.Shared.Shuttles.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems
{
@@ -27,7 +30,41 @@ namespace Content.Shared.Movement.Systems
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler(this))
// TODO: Relay
// Shuttle
.Bind(ContentKeyFunctions.ShuttleStrafeUp, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeUp))
.Bind(ContentKeyFunctions.ShuttleStrafeLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeLeft))
.Bind(ContentKeyFunctions.ShuttleStrafeRight, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeRight))
.Bind(ContentKeyFunctions.ShuttleStrafeDown, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeDown))
.Bind(ContentKeyFunctions.ShuttleRotateLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateLeft))
.Bind(ContentKeyFunctions.ShuttleRotateRight, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateRight))
.Bind(ContentKeyFunctions.ShuttleBrake, new ShuttleInputCmdHandler(this, ShuttleButtons.Brake))
.Register<SharedMoverController>();
SubscribeLocalEvent<InputMoverComponent, ComponentInit>(OnInputInit);
SubscribeLocalEvent<InputMoverComponent, ComponentGetState>(OnInputGetState);
SubscribeLocalEvent<InputMoverComponent, ComponentHandleState>(OnInputHandleState);
}
private void SetMoveInput(InputMoverComponent component, MoveButtons buttons)
{
if (component.HeldMoveButtons == buttons) return;
component.HeldMoveButtons = buttons;
Dirty(component);
}
private void OnInputHandleState(EntityUid uid, InputMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not InputMoverComponentState state) return;
component.HeldMoveButtons = state.Buttons;
component.LastInputTick = GameTick.Zero;
component.LastInputSubTick = 0;
component.CanMove = state.CanMove;
}
private void OnInputGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
{
args.State = new InputMoverComponentState(component.HeldMoveButtons, component.CanMove);
}
private void ShutdownInput()
@@ -35,46 +72,229 @@ namespace Content.Shared.Movement.Systems
CommandBinds.Unregister<SharedMoverController>();
}
private void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
public bool DiagonalMovementEnabled => _configManager.GetCVar(CCVars.GameDiagonalMovement);
protected virtual void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state) {}
private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
{
if (!TryComp<IMoverComponent>(session?.AttachedEntity, out var moverComp))
return;
TryComp<InputMoverComponent>(entity, out var moverComp);
var owner = session?.AttachedEntity;
if (owner != null && session != null)
if (TryComp<RelayInputMoverComponent>(entity, out var relayMover))
{
EntityManager.EventBus.RaiseLocalEvent(owner.Value, new RelayMoveInputEvent(session), true);
// if we swap to relay then stop our existing input if we ever change back.
if (moverComp != null)
{
SetMoveInput(moverComp, MoveButtons.None);
}
// For stuff like "Moving out of locker" or the likes
if (owner.Value.IsInContainer() &&
(!EntityManager.TryGetComponent(owner.Value, out MobStateComponent? mobState) ||
mobState.IsAlive()))
{
var relayMoveEvent = new RelayMovementEntityEvent(owner.Value);
EntityManager.EventBus.RaiseLocalEvent(EntityManager.GetComponent<TransformComponent>(owner.Value).ParentUid, relayMoveEvent, true);
}
// Pass the rider's inputs to the vehicle (the rider itself is on the ignored list in C.S/MoverController.cs)
if (TryComp<RiderComponent>(owner.Value, out var rider) && rider.Vehicle != null && rider.Vehicle.HasKey)
{
if (TryComp<IMoverComponent>(rider.Vehicle.Owner, out var vehicleMover))
{
vehicleMover.SetVelocityDirection(dir, subTick, state);
}
}
if (relayMover.RelayEntity == null) return;
HandleDirChange(relayMover.RelayEntity.Value, dir, subTick, state);
return;
}
moverComp.SetVelocityDirection(dir, subTick, state);
if (moverComp == null)
return;
// Relay the fact we had any movement event.
// TODO: Ideally we'd do these in a tick instead of out of sim.
var owner = moverComp.Owner;
var moveEvent = new MoveInputEvent(entity);
RaiseLocalEvent(owner, ref moveEvent);
// For stuff like "Moving out of locker" or the likes
// We'll relay a movement input to the parent.
if (_container.IsEntityInContainer(owner) &&
TryComp<TransformComponent>(owner, out var xform) &&
xform.ParentUid.IsValid() &&
_mobState.IsAlive(owner))
{
var relayMoveEvent = new ContainerRelayMovementEntityEvent(owner);
RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
}
SetVelocityDirection(moverComp, dir, subTick, state);
}
private void HandleRunChange(ICommonSession? session, ushort subTick, bool walking)
private void OnInputInit(EntityUid uid, InputMoverComponent component, ComponentInit args)
{
if (!TryComp<IMoverComponent>(session?.AttachedEntity, out var moverComp))
var xform = Transform(uid);
if (!xform.ParentUid.IsValid()) return;
component.LastGridAngle = Transform(xform.ParentUid).WorldRotation;
}
private void HandleRunChange(EntityUid uid, ushort subTick, bool walking)
{
TryComp<InputMoverComponent>(uid, out var moverComp);
if (TryComp<RelayInputMoverComponent>(uid, out var relayMover))
{
// if we swap to relay then stop our existing input if we ever change back.
if (moverComp != null)
{
SetMoveInput(moverComp, MoveButtons.None);
}
if (relayMover.RelayEntity == null) return;
HandleRunChange(relayMover.RelayEntity.Value, subTick, walking);
return;
}
moverComp.SetSprinting(subTick, walking);
if (moverComp == null) return;
SetSprinting(moverComp, subTick, walking);
}
public (Vector2 Walking, Vector2 Sprinting) GetVelocityInput(InputMoverComponent mover)
{
if (!Timing.InSimulation)
{
// Outside of simulation we'll be running client predicted movement per-frame.
// So return a full-length vector as if it's a full tick.
// Physics system will have the correct time step anyways.
var immediateDir = DirVecForButtons(mover.HeldMoveButtons);
return mover.Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
}
Vector2 walk;
Vector2 sprint;
float remainingFraction;
if (Timing.CurTick > mover.LastInputTick)
{
walk = Vector2.Zero;
sprint = Vector2.Zero;
remainingFraction = 1;
}
else
{
walk = mover.CurTickWalkMovement;
sprint = mover.CurTickSprintMovement;
remainingFraction = (ushort.MaxValue - mover.LastInputSubTick) / (float) ushort.MaxValue;
}
var curDir = DirVecForButtons(mover.HeldMoveButtons) * remainingFraction;
if (mover.Sprinting)
{
sprint += curDir;
}
else
{
walk += curDir;
}
// Logger.Info($"{curDir}{walk}{sprint}");
return (walk, sprint);
}
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
public void SetVelocityDirection(InputMoverComponent component, Direction direction, ushort subTick, bool enabled)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] {direction}: {enabled}");
var bit = direction switch
{
Direction.East => MoveButtons.Right,
Direction.North => MoveButtons.Up,
Direction.West => MoveButtons.Left,
Direction.South => MoveButtons.Down,
_ => throw new ArgumentException(nameof(direction))
};
SetMoveInput(component, subTick, enabled, bit);
}
private void SetMoveInput(InputMoverComponent component, ushort subTick, bool enabled, MoveButtons bit)
{
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
ResetSubtick(component);
if (subTick >= component.LastInputSubTick)
{
var fraction = (subTick - component.LastInputSubTick) / (float) ushort.MaxValue;
ref var lastMoveAmount = ref component.Sprinting ? ref component.CurTickSprintMovement : ref component.CurTickWalkMovement;
lastMoveAmount += DirVecForButtons(component.HeldMoveButtons) * fraction;
component.LastInputSubTick = subTick;
}
var buttons = component.HeldMoveButtons;
if (enabled)
{
buttons |= bit;
}
else
{
buttons &= ~bit;
}
SetMoveInput(component, buttons);
}
private void ResetSubtick(InputMoverComponent component)
{
if (Timing.CurTick <= component.LastInputTick) return;
component.CurTickWalkMovement = Vector2.Zero;
component.CurTickSprintMovement = Vector2.Zero;
component.LastInputTick = Timing.CurTick;
component.LastInputSubTick = 0;
}
public void SetSprinting(InputMoverComponent component, ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(component, subTick, walking, MoveButtons.Walk);
}
/// <summary>
/// Retrieves the normalized direction vector for a specified combination of movement keys.
/// </summary>
private Vector2 DirVecForButtons(MoveButtons buttons)
{
// key directions are in screen coordinates
// _moveDir is in world coordinates
// if the camera is moved, this needs to be changed
var x = 0;
x -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
var y = 0;
if (DiagonalMovementEnabled || x == 0)
{
y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
y += HasFlag(buttons, MoveButtons.Up) ? 1 : 0;
}
var vec = new Vector2(x, y);
// can't normalize zero length vector
if (vec.LengthSquared > 1.0e-6)
{
// Normalize so that diagonals aren't faster or something.
vec = vec.Normalized;
}
return vec;
}
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
{
return (buttons & flag) == flag;
}
private sealed class MoverDirInputCmdHandler : InputCmdHandler
@@ -90,9 +310,9 @@ namespace Content.Shared.Movement.Systems
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full) return false;
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
_controller.HandleDirChange(session, _dir, message.SubTick, full.State == BoundKeyState.Down);
_controller.HandleDirChange(session.AttachedEntity.Value, _dir, message.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
@@ -108,11 +328,68 @@ namespace Content.Shared.Movement.Systems
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full) return false;
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
_controller.HandleRunChange(session, full.SubTick, full.State == BoundKeyState.Down);
_controller.HandleRunChange(session.AttachedEntity.Value, full.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
[Serializable, NetSerializable]
private sealed class InputMoverComponentState : ComponentState
{
public MoveButtons Buttons { get; }
public readonly bool CanMove;
public InputMoverComponentState(MoveButtons buttons, bool canMove)
{
Buttons = buttons;
CanMove = canMove;
}
}
private sealed class ShuttleInputCmdHandler : InputCmdHandler
{
private SharedMoverController _controller;
private ShuttleButtons _button;
public ShuttleInputCmdHandler(SharedMoverController controller, ShuttleButtons button)
{
_controller = controller;
_button = button;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
_controller.HandleShuttleInput(session.AttachedEntity.Value, _button, full.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
}
}
[Flags]
public enum MoveButtons : byte
{
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Walk = 16,
}
[Flags]
public enum ShuttleButtons : byte
{
None = 0,
StrafeUp = 1 << 0,
StrafeDown = 1 << 1,
StrafeLeft = 1 << 2,
StrafeRight = 1 << 3,
RotateLeft = 1 << 4,
RotateRight = 1 << 5,
Brake = 1 << 6,
}

View File

@@ -0,0 +1,39 @@
using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeMob()
{
SubscribeLocalEvent<MobMoverComponent, ComponentGetState>(OnMobGetState);
SubscribeLocalEvent<MobMoverComponent, ComponentHandleState>(OnMobHandleState);
}
private void OnMobHandleState(EntityUid uid, MobMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not MobMoverComponentState state) return;
component.GrabRangeVV = state.GrabRange;
component.PushStrengthVV = state.PushStrength;
}
private void OnMobGetState(EntityUid uid, MobMoverComponent component, ref ComponentGetState args)
{
args.State = new MobMoverComponentState(component.GrabRange, component.PushStrength);
}
[Serializable, NetSerializable]
private sealed class MobMoverComponentState : ComponentState
{
public float GrabRange;
public float PushStrength;
public MobMoverComponentState(float grabRange, float pushStrength)
{
GrabRange = grabRange;
PushStrength = pushStrength;
}
}
}

View File

@@ -49,8 +49,8 @@ public abstract partial class SharedMoverController
if (otherBody.BodyType != BodyType.Dynamic || !otherFixture.Hard) return;
if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out IMobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
if (!EntityManager.TryGetComponent(ourFixture.Body.Owner, out MobMoverComponent? mobMover) || worldNormal == Vector2.Zero) return;
otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrength * frameTime);
otherBody.ApplyLinearImpulse(-worldNormal * mobMover.PushStrengthVV * frameTime);
}
}

View File

@@ -0,0 +1,43 @@
using Content.Shared.Movement.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Systems;
public abstract partial class SharedMoverController
{
private void InitializeRelay()
{
SubscribeLocalEvent<RelayInputMoverComponent, ComponentGetState>(OnRelayGetState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentHandleState>(OnRelayHandleState);
SubscribeLocalEvent<RelayInputMoverComponent, ComponentShutdown>(OnRelayShutdown);
}
private void OnRelayShutdown(EntityUid uid, RelayInputMoverComponent component, ComponentShutdown args)
{
// If relay is removed then cancel all inputs.
if (!TryComp<InputMoverComponent>(component.RelayEntity, out var inputMover)) return;
SetMoveInput(inputMover, MoveButtons.None);
}
private void OnRelayHandleState(EntityUid uid, RelayInputMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not RelayInputMoverComponentState state) return;
component.RelayEntity = state.Entity;
}
private void OnRelayGetState(EntityUid uid, RelayInputMoverComponent component, ref ComponentGetState args)
{
args.State = new RelayInputMoverComponentState()
{
Entity = component.RelayEntity,
};
}
[Serializable, NetSerializable]
private sealed class RelayInputMoverComponentState : ComponentState
{
public EntityUid? Entity;
}
}

View File

@@ -5,16 +5,19 @@ using Content.Shared.Friction;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.EntitySystems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pulling.Components;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Movement.Systems
@@ -26,9 +29,12 @@ namespace Content.Shared.Movement.Systems
public abstract partial class SharedMoverController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMobStateSystem _mobState = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly TagSystem _tags = default!;
@@ -39,46 +45,11 @@ namespace Content.Shared.Movement.Systems
private const float FootstepVolume = 3f;
private const float FootstepWalkingAddedVolumeMultiplier = 0f;
/// <summary>
/// <see cref="CCVars.MinimumFrictionSpeed"/>
/// </summary>
private float _minimumFrictionSpeed;
/// <summary>
/// <see cref="CCVars.StopSpeed"/>
/// </summary>
private float _stopSpeed;
/// <summary>
/// <see cref="CCVars.MobAcceleration"/>
/// </summary>
private float _mobAcceleration;
/// <summary>
/// <see cref="CCVars.MobFriction"/>
/// </summary>
private float _frictionVelocity;
/// <summary>
/// <see cref="CCVars.MobWeightlessAcceleration"/>
/// </summary>
private float _mobWeightlessAcceleration;
/// <summary>
/// <see cref="CCVars.MobWeightlessFriction"/>
/// </summary>
private float _weightlessFrictionVelocity;
/// <summary>
/// <see cref="CCVars.MobWeightlessFrictionNoInput"/>
/// </summary>
private float _weightlessFrictionVelocityNoInput;
/// <summary>
/// <see cref="CCVars.MobWeightlessModifier"/>
/// </summary>
private float _mobWeightlessModifier;
private bool _relativeMovement;
/// <summary>
@@ -90,29 +61,16 @@ namespace Content.Shared.Movement.Systems
{
base.Initialize();
InitializeInput();
InitializeMob();
InitializePushing();
// Hello
InitializeRelay();
_configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, true);
_configManager.OnValueChanged(CCVars.MinimumFrictionSpeed, SetMinimumFrictionSpeed, true);
_configManager.OnValueChanged(CCVars.MobFriction, SetFrictionVelocity, true);
_configManager.OnValueChanged(CCVars.MobWeightlessFriction, SetWeightlessFrictionVelocity, true);
_configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
_configManager.OnValueChanged(CCVars.MobAcceleration, SetMobAcceleration, true);
_configManager.OnValueChanged(CCVars.MobWeightlessAcceleration, SetMobWeightlessAcceleration, true);
_configManager.OnValueChanged(CCVars.MobWeightlessFrictionNoInput, SetWeightlessFrictionNoInput, true);
_configManager.OnValueChanged(CCVars.MobWeightlessModifier, SetMobWeightlessModifier, true);
UpdatesBefore.Add(typeof(SharedTileFrictionController));
}
private void SetRelativeMovement(bool value) => _relativeMovement = value;
private void SetMinimumFrictionSpeed(float value) => _minimumFrictionSpeed = value;
private void SetStopSpeed(float value) => _stopSpeed = value;
private void SetFrictionVelocity(float value) => _frictionVelocity = value;
private void SetWeightlessFrictionVelocity(float value) => _weightlessFrictionVelocity = value;
private void SetMobAcceleration(float value) => _mobAcceleration = value;
private void SetMobWeightlessAcceleration(float value) => _mobWeightlessAcceleration = value;
private void SetWeightlessFrictionNoInput(float value) => _weightlessFrictionVelocityNoInput = value;
private void SetMobWeightlessModifier(float value) => _mobWeightlessModifier = value;
public override void Shutdown()
{
@@ -120,14 +78,7 @@ namespace Content.Shared.Movement.Systems
ShutdownInput();
ShutdownPushing();
_configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
_configManager.UnsubValueChanged(CCVars.MinimumFrictionSpeed, SetMinimumFrictionSpeed);
_configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
_configManager.UnsubValueChanged(CCVars.MobFriction, SetFrictionVelocity);
_configManager.UnsubValueChanged(CCVars.MobWeightlessFriction, SetWeightlessFrictionVelocity);
_configManager.UnsubValueChanged(CCVars.MobAcceleration, SetMobAcceleration);
_configManager.UnsubValueChanged(CCVars.MobWeightlessAcceleration, SetMobWeightlessAcceleration);
_configManager.UnsubValueChanged(CCVars.MobWeightlessFrictionNoInput, SetWeightlessFrictionNoInput);
_configManager.UnsubValueChanged(CCVars.MobWeightlessModifier, SetMobWeightlessModifier);
}
public override void UpdateAfterSolve(bool prediction, float frameTime)
@@ -136,7 +87,7 @@ namespace Content.Shared.Movement.Systems
UsedMobMovement.Clear();
}
protected Angle GetParentGridAngle(TransformComponent xform, IMoverComponent mover)
protected Angle GetParentGridAngle(TransformComponent xform, InputMoverComponent mover)
{
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
return mover.LastGridAngle;
@@ -144,43 +95,12 @@ namespace Content.Shared.Movement.Systems
return grid.WorldRotation;
}
/// <summary>
/// A generic kinematic mover for entities.
/// </summary>
protected void HandleKinematicMovement(IMoverComponent mover, PhysicsComponent physicsComponent)
{
var (walkDir, sprintDir) = mover.VelocityDir;
var transform = EntityManager.GetComponent<TransformComponent>(mover.Owner);
var parentRotation = GetParentGridAngle(transform, mover);
// Regular movement.
// Target velocity.
var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(mover.Owner);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
if (transform.GridUid != null)
mover.LastGridAngle = parentRotation;
if (worldTotal != Vector2.Zero)
transform.LocalRotation = transform.GridUid != null
? total.ToWorldAngle()
: worldTotal.ToWorldAngle();
_physics.SetLinearVelocity(physicsComponent, worldTotal);
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
protected void HandleMobMovement(
IMoverComponent mover,
InputMoverComponent mover,
PhysicsComponent physicsComponent,
IMobMoverComponent mobMover,
TransformComponent xform,
float frameTime)
{
@@ -194,7 +114,7 @@ namespace Content.Shared.Movement.Systems
UsedMobMovement[mover.Owner] = true;
var weightless = mover.Owner.IsWeightless(physicsComponent, mapManager: _mapManager, entityManager: EntityManager);
var (walkDir, sprintDir) = mover.VelocityDir;
var (walkDir, sprintDir) = GetVelocityInput(mover);
var touching = false;
// Handle wall-pushes.
@@ -208,7 +128,10 @@ namespace Content.Shared.Movement.Systems
var ev = new CanWeightlessMoveEvent();
RaiseLocalEvent(xform.Owner, ref ev);
// No gravity: is our entity touching anything?
touching = ev.CanMove || IsAroundCollider(_physics, xform, mobMover, physicsComponent);
touching = ev.CanMove;
if (!touching && TryComp<MobMoverComponent>(xform.Owner, out var mobMover))
touching |= IsAroundCollider(_physics, xform, mobMover, physicsComponent);
}
if (!touching)
@@ -222,8 +145,10 @@ namespace Content.Shared.Movement.Systems
// Target velocity.
// This is relative to the map / grid we're on.
var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(mover.Owner);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
var parentRotation = GetParentGridAngle(xform, mover);
@@ -239,37 +164,30 @@ namespace Content.Shared.Movement.Systems
if (weightless)
{
if (worldTotal != Vector2.Zero && touching)
friction = _weightlessFrictionVelocity;
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
else
friction = _weightlessFrictionVelocityNoInput;
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
weightlessModifier = _mobWeightlessModifier;
accel = _mobWeightlessAcceleration;
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
}
else
{
friction = _frictionVelocity;
if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
{
friction = moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
}
else
{
friction = moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
}
weightlessModifier = 1f;
accel = _mobAcceleration;
accel = moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
}
var profile = new MobMovementProfileEvent(
touching,
weightless,
friction,
weightlessModifier,
accel);
RaiseLocalEvent(xform.Owner, ref profile);
if (profile.Override)
{
friction = profile.Friction;
weightlessModifier = profile.WeightlessModifier;
accel = profile.Acceleration;
}
Friction(frameTime, friction, ref velocity);
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
if (xform.GridUid != EntityUid.Invalid)
mover.LastGridAngle = parentRotation;
@@ -278,12 +196,24 @@ namespace Content.Shared.Movement.Systems
{
// This should have its event run during island solver soooo
xform.DeferUpdates = true;
xform.LocalRotation = xform.GridUid != null
TransformComponent rotateXform;
// If we're in a container then relay rotation to the parent instead
if (_container.TryGetContainingContainer(xform.Owner, out var container))
{
rotateXform = Transform(container.Owner);
}
else
{
rotateXform = xform;
}
rotateXform.LocalRotation = xform.GridUid != null
? total.ToWorldAngle()
: worldTotal.ToWorldAngle();
xform.DeferUpdates = false;
rotateXform.DeferUpdates = false;
if (!weightless && TryGetSound(mover, mobMover, xform, out var variation, out var sound))
if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) && TryGetSound(mover, mobMover, xform, out var variation, out var sound))
{
var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
SoundSystem.Play(sound,
@@ -300,11 +230,11 @@ namespace Content.Shared.Movement.Systems
_physics.SetLinearVelocity(physicsComponent, velocity);
}
private void Friction(float frameTime, float friction, ref Vector2 velocity)
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
{
var speed = velocity.Length;
if (speed < _minimumFrictionSpeed) return;
if (speed < minimumFrictionSpeed) return;
var drop = 0f;
@@ -340,11 +270,11 @@ namespace Content.Shared.Movement.Systems
return UsedMobMovement.TryGetValue(uid, out var used) && used;
}
protected bool UseMobMovement(IMoverComponent mover, PhysicsComponent body)
protected bool UseMobMovement(InputMoverComponent mover, PhysicsComponent body)
{
return mover.CanMove &&
body.BodyStatus == BodyStatus.OnGround &&
HasComp<MobStateComponent>(body.Owner) &&
HasComp<InputMoverComponent>(body.Owner) &&
// If we're being pulled then don't mess with our velocity.
(!TryComp(body.Owner, out SharedPullableComponent? pullable) || !pullable.BeingPulled);
}
@@ -352,9 +282,9 @@ namespace Content.Shared.Movement.Systems
/// <summary>
/// Used for weightlessness to determine if we are near a wall.
/// </summary>
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, IMobMoverComponent mover, IPhysBody collider)
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, IPhysBody collider)
{
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRange);
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRangeVV);
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
{
@@ -381,7 +311,7 @@ namespace Content.Shared.Movement.Systems
protected abstract bool CanSound();
private bool TryGetSound(IMoverComponent mover, IMobMoverComponent mobMover, TransformComponent xform, out float variation, [NotNullWhen(true)] out string? sound)
private bool TryGetSound(InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, out float variation, [NotNullWhen(true)] out string? sound)
{
sound = null;
variation = 0f;

View File

@@ -1,6 +1,6 @@
using Content.Shared.ActionBlocker;
using Content.Shared.Pulling.Components;
using Content.Shared.MobState.Components;
using Content.Shared.MobState.EntitySystems;
using Content.Shared.Movement.Events;
namespace Content.Shared.Pulling.Systems
@@ -8,19 +8,20 @@ namespace Content.Shared.Pulling.Systems
public sealed class SharedPullableSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly SharedMobStateSystem _mobState = default!;
[Dependency] private readonly SharedPullingSystem _pullSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedPullableComponent, RelayMoveInputEvent>(OnRelayMoveInput);
SubscribeLocalEvent<SharedPullableComponent, MoveInputEvent>(OnRelayMoveInput);
}
private void OnRelayMoveInput(EntityUid uid, SharedPullableComponent component, RelayMoveInputEvent args)
private void OnRelayMoveInput(EntityUid uid, SharedPullableComponent component, ref MoveInputEvent args)
{
var entity = args.Session.AttachedEntity;
if (entity == null || !_blocker.CanMove(entity.Value)) return;
if (TryComp<MobStateComponent>(component.Owner, out var mobState) && mobState.IsIncapacitated()) return;
var entity = args.Entity;
if (_mobState.IsIncapacitated(entity) || !_blocker.CanMove(entity)) return;
_pullSystem.TryStopPull(component);
}
}

View File

@@ -17,13 +17,12 @@ public sealed class ShuttleConsoleBoundInterfaceState : RadarConsoleBoundInterfa
/// When the next FTL state change happens.
/// </summary>
public readonly TimeSpan FTLTime;
public readonly ShuttleMode Mode;
public List<(EntityUid Entity, string Destination, bool Enabled)> Destinations;
public ShuttleConsoleBoundInterfaceState(
FTLState ftlState,
TimeSpan ftlTime,
ShuttleMode mode,
List<(EntityUid Entity, string Destination, bool Enabled)> destinations,
float maxRange,
EntityCoordinates? coordinates,
@@ -33,6 +32,5 @@ public sealed class ShuttleConsoleBoundInterfaceState : RadarConsoleBoundInterfa
FTLState = ftlState;
FTLTime = ftlTime;
Destinations = destinations;
Mode = mode;
}
}

View File

@@ -1,5 +1,6 @@
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Timing;
namespace Content.Shared.Shuttles.Components
{
@@ -18,5 +19,15 @@ namespace Content.Shared.Shuttles.Components
[ViewVariables] public EntityCoordinates? Position { get; set; }
public const float BreakDistance = 0.25f;
public Vector2 CurTickStrafeMovement = Vector2.Zero;
public float CurTickRotationMovement;
public float CurTickBraking;
public GameTick LastInputTick = GameTick.Zero;
public ushort LastInputSubTick = 0;
[ViewVariables]
public ShuttleButtons HeldButtons = ShuttleButtons.None;
}
}

View File

@@ -1,8 +0,0 @@
namespace Content.Shared.Shuttles.Components
{
public enum ShuttleMode : byte
{
Strafing,
Cruise,
}
}

View File

@@ -1,13 +0,0 @@
using Content.Shared.Shuttles.Components;
using Robust.Shared.Serialization;
namespace Content.Shared.Shuttles.Events;
/// <summary>
/// Raised by the client to request the server change a particular shuttle's mode.
/// </summary>
[Serializable, NetSerializable]
public sealed class ShuttleModeRequestMessage : BoundUserInterfaceMessage
{
public ShuttleMode Mode;
}

View File

@@ -33,7 +33,7 @@ public sealed class ThrowingSystem : EntitySystem
Vector2 direction,
float strength = 1.0f,
EntityUid? user = null,
float pushbackRatio = 10.0f,
float pushbackRatio = 5.0f,
PhysicsComponent? physics = null,
TransformComponent? transform = null,
EntityQuery<PhysicsComponent>? physicsQuery = null,

View File

@@ -1,16 +1,17 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Vehicle.Components
{
/// <summary>
/// Added to objects inside a vehicle to stop people besides the rider from
/// removing them.
/// </summary>
[RegisterComponent]
[RegisterComponent, NetworkedComponent]
public sealed class InVehicleComponent : Component
{
/// <summary>
/// The vehicle this rider is currently riding.
/// </summary>
[ViewVariables]
public VehicleComponent Vehicle = default!;
[ViewVariables] public VehicleComponent? Vehicle;
}
}

View File

@@ -1,15 +1,17 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Vehicle.Components
{
/// <summary>
/// Added to people when they are riding in a vehicle
/// used mostly to keep track of them for entityquery.
/// </summary>
[RegisterComponent]
[RegisterComponent, NetworkedComponent]
public sealed class RiderComponent : Component
{
/// <summary>
/// The vehicle this rider is currently riding.
/// </summary>
[ViewVariables] public VehicleComponent? Vehicle;
[ViewVariables] public EntityUid? Vehicle;
}
}

View File

@@ -1,6 +1,5 @@
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Sound;
using Content.Shared.Containers.ItemSlots;
using Robust.Shared.Audio;
using Robust.Shared.Utility;
@@ -17,7 +16,7 @@ namespace Content.Shared.Vehicle.Components
{
/// <summary>
/// Whether someone is currently riding the vehicle
/// </summary
/// </summary>
public bool HasRider = false;
/// <summary>
@@ -27,7 +26,47 @@ namespace Content.Shared.Vehicle.Components
public EntityUid? Rider;
/// <summary>
/// Whether the vehicle should treat north as it's unique direction in its visualizer
/// The base offset for the vehicle (when facing east)
/// </summary>
public Vector2 BaseBuckleOffset = Vector2.Zero;
/// <summary>
/// The sound that the horn makes
/// </summary>
[DataField("hornSound")] public SoundSpecifier? HornSound =
new SoundPathSpecifier("/Audio/Effects/Vehicle/carhorn.ogg")
{
Params =
{
Volume = -3f,
}
};
public IPlayingAudioStream? HonkPlayingStream;
/// Use ambient sound component for the idle sound.
/// <summary>
/// The action for the horn (if any)
/// </summary>
[DataField("hornAction")]
public InstantAction HornAction = new()
{
UseDelay = TimeSpan.FromSeconds(3.4),
Icon = new SpriteSpecifier.Texture(new ResourcePath("Objects/Fun/bikehorn.rsi/icon.png")),
Name = "action-name-honk",
Description = "action-desc-honk",
Event = new HonkActionEvent(),
};
/// <summary>
/// Whether the vehicle has a key currently inside it or not.
/// </summary>
public bool HasKey = false;
// TODO: Fix this
/// <summary>
/// Whether the vehicle should treat north as its unique direction in its visualizer
/// </summary>
[DataField("northOnly")]
public bool NorthOnly = false;
@@ -43,55 +82,5 @@ namespace Content.Shared.Vehicle.Components
/// </summary>
[DataField("southOverride")]
public float SouthOverride = 0f;
/// <summary>
/// The base offset for the vehicle (when facing east)
/// </summary>
public Vector2 BaseBuckleOffset = Vector2.Zero;
/// <summary>
/// The sound that the horn makes
/// </summary>
[DataField("hornSound")]
public SoundSpecifier? HornSound = new SoundPathSpecifier("/Audio/Effects/Vehicle/carhorn.ogg");
/// <summary>
/// Whether the horn is a siren or not.
/// </summary>
[DataField("hornIsSiren")]
public bool HornIsLooping = false;
/// <summary>
/// If this vehicle has a siren currently playing.
/// </summary>
public bool LoopingHornIsPlaying = false;
public IPlayingAudioStream? SirenPlayingStream;
/// Use ambient sound component for the idle sound.
/// <summary>
/// The action for the horn (if any)
/// </summary>
[DataField("hornAction")]
public InstantAction HornAction = new()
{
UseDelay = TimeSpan.FromSeconds(3.4),
Icon = new SpriteSpecifier.Texture(new ResourcePath("Objects/Fun/bikehorn.rsi/icon.png")),
Name = "action-name-honk",
Description = "action-desc-honk",
Event = new HonkActionEvent(),
};
/// <summary>
/// The prototype ID of the key that was inserted so it can be
/// spawned when the key is removed.
/// </summary>
public ItemSlot KeySlot = new();
/// <summary>
/// Whether the vehicle has a key currently inside it or not.
/// </summary>
public bool HasKey = false;
}
}

View File

@@ -0,0 +1,20 @@
using Content.Shared.Physics.Pull;
using Content.Shared.Vehicle.Components;
using Robust.Shared.Serialization;
namespace Content.Shared.Vehicle;
public abstract partial class SharedVehicleSystem
{
[Serializable, NetSerializable]
protected sealed class RiderComponentState : ComponentState
{
public EntityUid? Entity;
}
private void OnRiderPull(EntityUid uid, RiderComponent component, PullAttemptEvent args)
{
if (component.Vehicle != null)
args.Cancelled = true;
}
}

View File

@@ -1,73 +1,174 @@
using Content.Shared.Vehicle.Components;
using Content.Shared.Actions;
using Content.Shared.Buckle.Components;
using Content.Shared.Item;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Physics.Pull;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Vehicle;
/// <summary>
/// Stores the VehicleVisuals and shared event
/// Nothing for a system but these need to be put somewhere in
/// Content.Shared
/// </summary>
namespace Content.Shared.Vehicle
public abstract partial class SharedVehicleSystem : EntitySystem
{
public sealed class SharedVehicleSystem : EntitySystem
[Dependency] private readonly MovementSpeedModifierSystem _modifier = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt);
}
base.Initialize();
SubscribeLocalEvent<InVehicleComponent, GettingPickedUpAttemptEvent>(OnPickupAttempt);
SubscribeLocalEvent<RiderComponent, PullAttemptEvent>(OnRiderPull);
SubscribeLocalEvent<VehicleComponent, RefreshMovementSpeedModifiersEvent>(OnVehicleModifier);
SubscribeLocalEvent<VehicleComponent, ComponentStartup>(OnVehicleStartup);
SubscribeLocalEvent<VehicleComponent, RotateEvent>(OnVehicleRotate);
}
private void OnPickupAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
private void OnVehicleModifier(EntityUid uid, VehicleComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!component.HasKey)
{
if (component.Vehicle == null || !component.Vehicle.HasRider)
return;
if (component.Vehicle.Rider != args.User)
args.Cancel();
args.ModifySpeed(0f, 0f);
}
}
/// <summary>
/// Stores the vehicle's draw depth mostly
/// </summary>
[Serializable, NetSerializable]
public enum VehicleVisuals : byte
private void OnPickupAttempt(EntityUid uid, InVehicleComponent component, GettingPickedUpAttemptEvent args)
{
/// <summary>
/// What layer the vehicle should draw on (assumed integer)
/// </summary>
DrawDepth,
/// <summary>
/// Whether the wheels should be turning
/// </summary>
AutoAnimate
if (component.Vehicle == null || component.Vehicle.Rider != null && component.Vehicle.Rider != args.User)
args.Cancel();
}
/// <summary>
/// Raised when someone honks a vehicle horn
/// </summary>
public sealed class HonkActionEvent : InstantActionEvent { }
/// <summary>
/// Raised on the rider when someone is buckled to a vehicle.
/// </summary>
[Serializable, NetSerializable]
public sealed class BuckledToVehicleEvent : EntityEventArgs
// TODO: Shitcode, needs to use sprites instead of actual offsets.
private void OnVehicleRotate(EntityUid uid, VehicleComponent component, ref RotateEvent args)
{
public EntityUid Vehicle;
public EntityUid Rider;
/// <summary>
/// Whether they were buckled or unbuckled
/// </summary>
public bool Buckling;
public BuckledToVehicleEvent(EntityUid vehicle, EntityUid rider, bool buckling)
// This first check is just for safety
if (!HasComp<InputMoverComponent>(uid))
{
Vehicle = vehicle;
Rider = rider;
Buckling = buckling;
UpdateAutoAnimate(uid, false);
return;
}
UpdateBuckleOffset(args.Component, component);
UpdateDrawDepth(uid, GetDrawDepth(args.Component, component.NorthOnly));
}
private void OnVehicleStartup(EntityUid uid, VehicleComponent component, ComponentStartup args)
{
UpdateDrawDepth(uid, 2);
// This code should be purged anyway but with that being said this doesn't handle components being changed.
if (TryComp<SharedStrapComponent>(uid, out var strap))
{
component.BaseBuckleOffset = strap.BuckleOffset;
strap.BuckleOffsetUnclamped = Vector2.Zero;
}
_modifier.RefreshMovementSpeedModifiers(uid);
}
/// <summary>
/// Depending on which direction the vehicle is facing,
/// change its draw depth. Vehicles can choose between special drawdetph
/// when facing north or south. East and west are easy.
/// </summary>
protected int GetDrawDepth(TransformComponent xform, bool northOnly)
{
// TODO: I can't even
if (northOnly)
{
return xform.LocalRotation.Degrees switch
{
< 135f => (int) DrawDepth.DrawDepth.Doors,
<= 225f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => 5
};
}
return xform.LocalRotation.Degrees switch
{
< 45f => (int) DrawDepth.DrawDepth.Doors,
<= 315f => (int) DrawDepth.DrawDepth.WallMountedItems,
_ => (int) DrawDepth.DrawDepth.Doors,
};
}
/// <summary>
/// Change the buckle offset based on what direction the vehicle is facing and
/// teleport any buckled entities to it. This is the most crucial part of making
/// buckled vehicles work.
/// </summary>
protected void UpdateBuckleOffset(TransformComponent xform, VehicleComponent component)
{
if (!TryComp<SharedStrapComponent>(component.Owner, out var strap))
return;
// TODO: Strap should handle this but buckle E/C moment.
var oldOffset = strap.BuckleOffsetUnclamped;
strap.BuckleOffsetUnclamped = xform.LocalRotation.Degrees switch
{
< 45f => (0, component.SouthOverride),
<= 135f => component.BaseBuckleOffset,
< 225f => (0, component.NorthOverride),
<= 315f => (component.BaseBuckleOffset.X * -1, component.BaseBuckleOffset.Y),
_ => (0, component.SouthOverride)
};
if (!oldOffset.Equals(strap.BuckleOffsetUnclamped))
Dirty(strap);
foreach (var buckledEntity in strap.BuckledEntities)
{
var buckleXform = Transform(buckledEntity);
_transform.SetLocalPositionNoLerp(buckleXform, strap.BuckleOffset);
}
}
/// <summary>
/// Set the draw depth for the sprite.
/// </summary>
protected void UpdateDrawDepth(EntityUid uid, int drawDepth)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(VehicleVisuals.DrawDepth, drawDepth);
}
/// <summary>
/// Set whether the vehicle's base layer is animating or not.
/// </summary>
protected void UpdateAutoAnimate(EntityUid uid, bool autoAnimate)
{
if (!TryComp<AppearanceComponent>(uid, out var appearance))
return;
appearance.SetData(VehicleVisuals.AutoAnimate, autoAnimate);
}
}
/// <summary>
/// Stores the vehicle's draw depth mostly
/// </summary>
[Serializable, NetSerializable]
public enum VehicleVisuals : byte
{
/// <summary>
/// What layer the vehicle should draw on (assumed integer)
/// </summary>
DrawDepth,
/// <summary>
/// Whether the wheels should be turning
/// </summary>
AutoAnimate
}
/// <summary>
/// Raised when someone honks a vehicle horn
/// </summary>
public sealed class HonkActionEvent : InstantActionEvent { }