Files
wwdpublic/Content.Shared/Movement/Components/InputMoverComponent.cs
Mnemotechnican d5fe1a3bb1 User-Friendly Sprinting (#889)
# Description
"Walking by default" is now implemented as a client-side toggle in the
settings. Also, fixed walking alerts being shitcode and not displaying
the correct walking/running state.

One issue still persists: if you press the "toggle walk" button while
typing in the chat, it still resets the walking state to default. I
don't know what causes it, probably the input field leaking button-up
input events instead of marking them as handled.

<details><summary><h1>Media</h1></summary>
<p>

https://github.com/user-attachments/assets/97d5b495-ea9b-4854-a6b0-84815ed5a332

</p>
</details>

# Changelog
🆑
- add: You can now choose whether you want to walk or run by default in
the settings.

---------

Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
# Conflicts:
#	Content.Client/Options/UI/Tabs/KeyRebindTab.xaml.cs
#	Content.Shared/CCVar/CCVars.cs
2024-10-19 12:51:44 +07:00

101 lines
4.0 KiB
C#

using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.CCVar;
using Content.Shared.Movement.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Timing;
using Robust.Shared.Prototypes;
namespace Content.Shared.Movement.Components
{
[RegisterComponent, NetworkedComponent]
public sealed partial 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;
/// <summary>
/// Entity our movement is relative to.
/// </summary>
public EntityUid? RelativeEntity;
/// <summary>
/// Although our movement might be relative to a particular entity we may have an additional relative rotation
/// e.g. if we've snapped to a different cardinal direction
/// </summary>
[ViewVariables]
public Angle TargetRelativeRotation = Angle.Zero;
/// <summary>
/// The current relative rotation. This will lerp towards the <see cref="TargetRelativeRotation"/>.
/// </summary>
[ViewVariables]
public Angle RelativeRotation;
/// <summary>
/// If we traverse on / off a grid then set a timer to update our relative inputs.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan LerpTarget;
public const float LerpTime = 1.0f;
public bool Sprinting => DefaultSprinting
? (HeldMoveButtons & MoveButtons.Walk) != 0x0
: (HeldMoveButtons & MoveButtons.Walk) == 0x0;
public bool DefaultSprinting = true;
[ViewVariables(VVAccess.ReadWrite)]
public bool CanMove = true;
[DataField]
public ProtoId<AlertPrototype> WalkingAlert = "Walking";
}
[Serializable, NetSerializable]
public sealed class InputMoverComponentState : ComponentState
{
public MoveButtons HeldMoveButtons;
public NetEntity? RelativeEntity;
public Angle TargetRelativeRotation;
public Angle RelativeRotation;
public TimeSpan LerpTarget;
public bool CanMove, DefaultSprinting;
}
}