Files
wwdpublic/Content.Shared/Movement/Systems/SharedMoverController.cs
Kai5 091a8ff433 [GoobPort] WIZ REAL (#465)
* Уэээээээ

* Почти настрадались

* Скоро конец....

* СКОРО

* Мышки плакали, кололись, но продолжали упорно жрать кактус

* Все ближе!

* Это такой конец?

* Книжка говна

* фиксики

* ОНО ЖИВОЕ

* Телепорт

* разное

* Added byond

* ивенты теперь работают

* Разфикс телепорта

* Свет мой зеркальце скажи, да всю правду доложи - Я ль робастней всех на свете?

* Разное

* Еще многа всего

* Многа разнава

* Скоро конец....

* ЭТО КОНЕЦ

* Фикс линтера (ну, или я на это надеюсь)

* Еще один фикс линтера

* Победа!

* фиксики

* пу пу пу

* Фикс подмастерья

* Мисклик

* Высокочастотный меч

* Неймспейсы

* Пул способностей мага
2025-04-26 10:18:58 +03:00

979 lines
43 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Shared._vg.TileMovement;
using Content.Shared.Alert;
using Content.Shared.Bed.Sleep;
using Content.Shared.CCVar;
using Content.Shared.Friction;
using Content.Shared.Gravity;
using Content.Shared.Interaction;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.StepTrigger.Components;
using Content.Shared.Tag;
using Content.Shared.Traits.Assorted.Components;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
namespace Content.Shared.Movement.Systems
{
/// <summary>
/// Handles player and NPC mob movement.
/// NPCs are handled server-side only.
/// </summary>
public abstract partial class SharedMoverController : VirtualController
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[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 EntityLookupSystem _lookup = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tags = default!;
[Dependency] private readonly IEntityManager _entities = default!; // Delta V-NoShoesSilentFootstepsComponent
[Dependency] private readonly SharedInteractionSystem _interaction = default!; // Tile Movement Change
protected EntityQuery<InputMoverComponent> MoverQuery;
protected EntityQuery<MobMoverComponent> MobMoverQuery;
protected EntityQuery<MovementRelayTargetComponent> RelayTargetQuery;
protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
protected EntityQuery<PhysicsComponent> PhysicsQuery;
protected EntityQuery<RelayInputMoverComponent> RelayQuery;
protected EntityQuery<PullableComponent> PullableQuery;
protected EntityQuery<TransformComponent> XformQuery;
protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
protected EntityQuery<FixturesComponent> FixturesQuery; // Tile Movement Change
protected EntityQuery<TileMovementComponent> TileMovementQuery; // Tile Movement Change
/// <summary>
/// <see cref="CCVars.StopSpeed"/>
/// </summary>
private float _stopSpeed;
private bool _relativeMovement;
private TimeSpan CurrentTime => PhysicsSystem.EffectiveCurTime ?? Timing.CurTime; // Tile Movement Change
/// <summary>
/// Cache the mob movement calculation to re-use elsewhere.
/// </summary>
public Dictionary<EntityUid, bool> UsedMobMovement = new();
public override void Initialize()
{
base.Initialize();
MoverQuery = GetEntityQuery<InputMoverComponent>();
MobMoverQuery = GetEntityQuery<MobMoverComponent>();
ModifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
PhysicsQuery = GetEntityQuery<PhysicsComponent>();
RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
PullableQuery = GetEntityQuery<PullableComponent>();
XformQuery = GetEntityQuery<TransformComponent>();
NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
TileMovementQuery = GetEntityQuery<TileMovementComponent>(); // Tile Movement Change
InitializeInput();
InitializeRelay();
InitializeCVars();
Subs.CVar(_configManager, CCVars.RelativeMovement, value => _relativeMovement = value, true);
Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
UpdatesBefore.Add(typeof(TileFrictionController));
}
public override void Shutdown()
{
base.Shutdown();
ShutdownInput();
}
public override void UpdateAfterSolve(bool prediction, float frameTime)
{
base.UpdateAfterSolve(prediction, frameTime);
UsedMobMovement.Clear();
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
protected void HandleMobMovement(
EntityUid uid,
InputMoverComponent mover,
EntityUid physicsUid,
PhysicsComponent physicsComponent,
TransformComponent xform,
float frameTime)
{
var canMove = mover.CanMove;
if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
{
if (_mobState.IsIncapacitated(relayTarget.Source) ||
TryComp<SleepingComponent>(relayTarget.Source, out _) ||
// Shitmed Change
!PhysicsQuery.TryGetComponent(relayTarget.Source, out var relayedPhysicsComponent) ||
!MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover) ||
!XformQuery.TryGetComponent(relayTarget.Source, out var relayedXform))
{
canMove = false;
}
else
{
mover.LerpTarget = relayedMover.LerpTarget;
mover.RelativeEntity = relayedMover.RelativeEntity;
mover.RelativeRotation = relayedMover.RelativeRotation;
mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
HandleMobMovement(relayTarget.Source, relayedMover, relayTarget.Source, relayedPhysicsComponent, relayedXform, frameTime);
}
}
// Update relative movement
// Shitmed Change Start
else
{
if (mover.LerpTarget < Timing.CurTime)
{
if (TryComp(uid, out RelayInputMoverComponent? relay)
&& TryComp(relay.RelayEntity, out TransformComponent? relayXform))
{
if (TryUpdateRelative(mover, relayXform))
Dirty(uid, mover);
}
else
{
if (TryUpdateRelative(mover, xform))
Dirty(uid, mover);
}
}
LerpRotation(uid, mover, frameTime);
}
// Shitmed Change End
if (!canMove
|| physicsComponent.BodyStatus != BodyStatus.OnGround && !CanMoveInAirQuery.HasComponent(uid)
|| PullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
{
UsedMobMovement[uid] = false;
return;
}
UsedMobMovement[uid] = true;
// Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
var weightless = _gravity.IsWeightless(physicsUid, physicsComponent, xform);
var (walkDir, sprintDir) = GetVelocityInput(mover);
var touching = false;
// Handle wall-pushes.
if (weightless)
{
if (xform.GridUid != null)
touching = true;
if (!touching)
{
var ev = new CanWeightlessMoveEvent(uid);
RaiseLocalEvent(uid, ref ev, true);
// No gravity: is our entity touching anything?
touching = ev.CanMove;
if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
}
}
// Get current tile def for things like speed/friction mods
ContentTileDefinition? tileDef = null;
// Don't bother getting the tiledef here if we're weightless or in-air
// since no tile-based modifiers should be applying in that situation
if (TryComp(xform.GridUid, out MapGridComponent? gridComp)
&& _mapSystem.TryGetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates, out var tile)
&& !(weightless || physicsComponent.BodyStatus == BodyStatus.InAir))
{
tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
}
// Tile Movement Change
// Try doing tile movement.
if (TileMovementQuery.TryComp(physicsUid, out var tileMovement))
{
if (!weightless && physicsComponent.BodyStatus == BodyStatus.OnGround)
{
var didTileMovement = HandleTileMovement(uid,
physicsUid,
tileMovement,
physicsComponent,
xform,
mover,
tileDef,
relayTarget,
frameTime);
tileMovement.WasWeightlessLastTick = weightless;
if(didTileMovement)
{
return;
}
}
else
{
tileMovement.WasWeightlessLastTick = weightless;
tileMovement.SlideActive = false;
}
}
// Regular movement.
// Target velocity.
// This is relative to the map / grid we're on.
var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
var parentRotation = GetParentGridAngle(mover);
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
DebugTools.Assert(MathHelper.CloseToPercent(total.Length(), worldTotal.Length()));
var velocity = physicsComponent.LinearVelocity;
float friction;
float weightlessModifier;
float accel;
if (weightless)
{
if (worldTotal != Vector2.Zero && touching)
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
else
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
}
else
{
if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
{
friction = tileDef?.MobFriction ?? moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
}
else
{
friction = tileDef?.MobFrictionNoInput ?? moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
}
weightlessModifier = 1f;
accel = tileDef?.MobAcceleration ?? moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
}
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
if (worldTotal != Vector2.Zero)
{
if (!NoRotateQuery.HasComponent(uid))
{
// TODO apparently this results in a duplicate move event because "This should have its event run during
// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
var worldRot = _transform.GetWorldRotation(xform);
_transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot);
}
if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))
{
var soundModifier = mover.Sprinting ? 3.5f : 1.5f;
var volume = sound.Params.Volume + soundModifier;
if (_entities.TryGetComponent(uid, out FootstepVolumeModifierComponent? volumeModifier))
{
volume += mover.Sprinting
? volumeModifier.SprintVolumeModifier
: volumeModifier.WalkVolumeModifier;
}
var audioParams = sound.Params
.WithVolume(volume)
.WithVariation(sound.Params.Variation ?? mobMover.FootstepVariation);
// If we're a relay target then predict the sound for all relays.
if (relayTarget != null)
{
_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
}
else
{
_audio.PlayPredicted(sound, uid, uid, audioParams);
}
}
}
worldTotal *= weightlessModifier;
if (!weightless || touching)
Accelerate(ref velocity, in worldTotal, accel, frameTime);
PhysicsSystem.SetLinearVelocity(physicsUid, velocity, body: physicsComponent);
// Ensures that players do not spiiiiiiin
PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
}
private void WalkingAlert(Entity<InputMoverComponent> entity)
{
_alerts.ShowAlert(entity, entity.Comp.WalkingAlert, entity.Comp.Sprinting ? (short) 1 : (short) 0);
}
public void LerpRotation(EntityUid uid, InputMoverComponent mover, float frameTime)
{
var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
// if we've just traversed then lerp to our target rotation.
if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
{
var adjustment = angleDiff * 5f * frameTime;
var minAdjustment = 0.01 * frameTime;
if (angleDiff < 0)
{
adjustment = Math.Min(adjustment, -minAdjustment);
adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
}
else
{
adjustment = Math.Max(adjustment, minAdjustment);
adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
}
mover.RelativeRotation += adjustment;
mover.RelativeRotation.FlipPositive();
Dirty(uid, mover);
}
else if (!angleDiff.Equals(Angle.Zero))
{
mover.TargetRelativeRotation.FlipPositive();
mover.RelativeRotation = mover.TargetRelativeRotation;
Dirty(uid, mover);
}
}
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
{
var speed = velocity.Length();
if (speed < minimumFrictionSpeed)
return;
var drop = 0f;
var control = MathF.Max(_stopSpeed, speed);
drop += control * friction * frameTime;
var newSpeed = MathF.Max(0f, speed - drop);
if (newSpeed.Equals(speed))
return;
newSpeed /= speed;
velocity *= newSpeed;
}
private void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
{
var wishDir = velocity != Vector2.Zero ? velocity.Normalized() : Vector2.Zero;
var wishSpeed = velocity.Length();
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
var addSpeed = wishSpeed - currentSpeed;
if (addSpeed <= 0f)
return;
var accelSpeed = accel * frameTime * wishSpeed;
accelSpeed = MathF.Min(accelSpeed, addSpeed);
currentVelocity += wishDir * accelSpeed;
}
public bool UseMobMovement(EntityUid uid)
{
return UsedMobMovement.TryGetValue(uid, out var used) && used;
}
/// <summary>
/// Used for weightlessness to determine if we are near a wall.
/// </summary>
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
{
var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
{
if (otherCollider == collider)
continue; // Don't try to push off of yourself!
// Only allow pushing off of anchored things that have collision.
if (otherCollider.BodyType != BodyType.Static ||
!otherCollider.CanCollide ||
((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
(otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
(TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
{
continue;
}
return true;
}
return false;
}
protected abstract bool CanSound();
private bool TryGetSound(
bool weightless,
EntityUid uid,
InputMoverComponent mover,
MobMoverComponent mobMover,
TransformComponent xform,
[NotNullWhen(true)] out SoundSpecifier? sound,
ContentTileDefinition? tileDef = null)
{
sound = null;
if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
return false;
var coordinates = xform.Coordinates;
var distanceNeeded = mover.Sprinting
? mobMover.StepSoundMoveDistanceRunning
: mobMover.StepSoundMoveDistanceWalking;
// Handle footsteps.
if (!weightless)
{
// Can happen when teleporting between grids.
if (!coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance) ||
distance > distanceNeeded)
{
mobMover.StepSoundDistance = distanceNeeded;
}
else
{
mobMover.StepSoundDistance += distance;
}
}
else
{
// In space no one can hear you squeak
return false;
}
mobMover.LastPosition = coordinates;
if (mobMover.StepSoundDistance < distanceNeeded)
return false;
mobMover.StepSoundDistance -= distanceNeeded;
if (TryComp<FootstepModifierComponent>(uid, out var moverModifier))
{
sound = moverModifier.FootstepSoundCollection;
return true;
}
// If got the component in yml and no shoes = no sound. Delta V
if (_entities.TryGetComponent(uid, out NoShoesSilentFootstepsComponent? _) &
!_inventory.TryGetSlotEntity(uid, "shoes", out var _))
{
return false;
}
// Delta V NoShoesSilentFootsteps till here.
if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
TryComp<FootstepModifierComponent>(shoes, out var modifier))
{
sound = modifier.FootstepSoundCollection;
return true;
}
return TryGetFootstepSound(uid, xform, shoes != null, out sound, tileDef: tileDef);
}
private bool TryGetFootstepSound(
EntityUid uid,
TransformComponent xform,
bool haveShoes,
[NotNullWhen(true)] out SoundSpecifier? sound,
ContentTileDefinition? tileDef = null)
{
sound = null;
// Fallback to the map?
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
{
if (TryComp<FootstepModifierComponent>(xform.MapUid, out var modifier))
{
sound = modifier.FootstepSoundCollection;
return true;
}
return false;
}
var position = grid.LocalToTile(xform.Coordinates);
var soundEv = new GetFootstepSoundEvent(uid);
// If the coordinates have a FootstepModifier component
// i.e. component that emit sound on footsteps emit that sound
var anchored = grid.GetAnchoredEntitiesEnumerator(position);
while (anchored.MoveNext(out var maybeFootstep))
{
RaiseLocalEvent(maybeFootstep.Value, ref soundEv);
if (soundEv.Sound != null)
{
sound = soundEv.Sound;
return true;
}
if (TryComp<FootstepModifierComponent>(maybeFootstep, out var footstep))
{
sound = footstep.FootstepSoundCollection;
return true;
}
}
// Walking on a tile.
// Tile def might have been passed in already from previous methods, so use that
// if we have it
if (tileDef == null && grid.TryGetTileRef(position, out var tileRef))
{
tileDef = (ContentTileDefinition) _tileDefinitionManager[tileRef.Tile.TypeId];
}
if (tileDef == null)
return false;
sound = haveShoes ? tileDef.FootstepSounds : tileDef.BarestepSounds;
return sound != null;
}
// Tile Movement Functions
/// /vg/station Tile Movement!
/// Uses a physics-based implementation, resulting in fluid tile movement that mixes the responsiveness of
/// pixel movement and the rigidity of tiles. Works surprisingly well.
/// Note: the code is intentionally separated here from everything else to make it easier to port and
/// to reduce the risk of merge conflicts.
/// However, I would also NOT recommend porting it right now unless you're okay with continually updating it.
/// For one, a shapecast-based implementation rather than a true physics implementation is in the cards for
/// the future. For another, it's not terribly clean and is not integrated too well into existing movement code.
/// <summary>
/// Runs one tick of tile-based movement on the given inputs.
/// </summary>
/// <param name="uid">UID of the entity doing the move.</param>
/// <param name="physicsUid">UID of the physics entity doing the move. Usually the same as uid.</param>
/// <param name="tileMovement">TileMovementComponent on the entity doing the move.</param>
/// <param name="physicsComponent">PhysicsComponent on the entity doing the move.</param>
/// <param name="targetTransform">TransformComponent on the entity doing the move.</param>
/// <param name="inputMover">InputMoverComponent on the entity doing the move.</param>
/// <param name="tileDef">ContentTileDefinition of the tile underneath the entity doing the move, if there is one.</param>
/// <param name="relayTarget">MovementRelayTargetComponent on the relay target, if any.</param>
/// <param name="frameTime">Time in seconds since the last tick of the physics system.</param>
/// <returns></returns>
public bool HandleTileMovement(
EntityUid uid,
EntityUid physicsUid,
TileMovementComponent tileMovement,
PhysicsComponent physicsComponent,
TransformComponent targetTransform,
InputMoverComponent inputMover,
ContentTileDefinition? tileDef,
MovementRelayTargetComponent? relayTarget,
float frameTime
)
{
// For smoothness' sake, if we just arrived on a grid after pixel moving in space then initiate a slide
// towards the center of the tile we're on and continue. It feels much nicer this way.
if (tileMovement.WasWeightlessLastTick)
{
InitializeSlideToCenter(physicsUid, tileMovement);
UpdateSlide(physicsUid, physicsUid, tileMovement, inputMover);
}
// If we're not moving, apply friction to existing velocity and then continue.
else if (StripWalk(inputMover.HeldMoveButtons) == MoveButtons.None && !tileMovement.SlideActive)
{
var movementVelocity = physicsComponent.LinearVelocity;
var movementSpeedComponent = ModifierQuery.CompOrNull(uid);
var friction = GetEntityFriction(inputMover, movementSpeedComponent, tileDef);
var minimumFrictionSpeed = movementSpeedComponent?.MinimumFrictionSpeed ??
MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
Friction(minimumFrictionSpeed, frameTime, friction, ref movementVelocity);
PhysicsSystem.SetLinearVelocity(physicsUid, movementVelocity, body: physicsComponent);
PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
}
// Otherwise, handle typical tile movement.
else
{
// Play step sound.
if (MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
TryGetSound(false, uid, inputMover, mobMover, targetTransform, out var sound, tileDef: tileDef))
{
var soundModifier = inputMover.Sprinting ? 3.5f : 1.5f;
var volume = sound.Params.Volume + soundModifier;
var audioParams = sound.Params
.WithVolume(volume)
.WithVariation(sound.Params.Variation ?? mobMover.FootstepVariation);
// If we're a relay target then predict the sound for all relays.
if (relayTarget != null)
{
_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
}
else
{
_audio.PlayPredicted(sound, uid, uid, audioParams);
}
}
// If we're sliding...
if (tileMovement.SlideActive)
{
var movementSpeed = GetEntityMoveSpeed(uid, inputMover.Sprinting);
// Check whether we should end the slide.
if (CheckForSlideEnd(
StripWalk(inputMover.HeldMoveButtons),
targetTransform,
tileMovement,
movementSpeed))
{
EndSlide(uid, tileMovement);
// After ending the slide, check for immediately starting a new slide.
if (StripWalk(inputMover.HeldMoveButtons) != MoveButtons.None)
{
InitializeSlide(physicsUid, tileMovement, inputMover);
UpdateSlide(physicsUid, physicsUid, tileMovement, inputMover);
tileMovement.FailureSlideActive = false;
}
// Otherwise if we failed to reach the destination, begin a "failure slide" back to the
// original position.
else if(!tileMovement.FailureSlideActive && !targetTransform.LocalPosition.EqualsApprox(tileMovement.Destination, 0.04))
{
InitializeSlideToTarget(physicsUid, tileMovement, targetTransform.LocalPosition, MoveButtons.None);
UpdateSlide(physicsUid, physicsUid, tileMovement, inputMover);
tileMovement.FailureSlideActive = true;
}
// If we reached proper destination or have already done a "failure slide", snap to tile forcefully.
else
{
ForceSnapToTile(uid, inputMover);
tileMovement.FailureSlideActive = false;
}
}
// Special case: tile movement takes us between two fully adjacent grids seamlessly.
// Since we perform tile movement in local coordinates, stop and start the movement
// again to realign to new grid.
// Improvement suggestion: this is mostly smooth but there is a very tiny bit of
// jitter. Instead of being lazy and stopping/starting a new movement, it should
// convert the origin into the coordinate system with the new grid as the parent.
else if (tileMovement.Origin.EntityId != targetTransform.ParentUid)
{
var previousButtons = tileMovement.CurrentSlideMoveButtons;
var previousInitialKeyDownTime = tileMovement.MovementKeyInitialDownTime;
InitializeSlideToCenter(physicsUid, tileMovement);
tileMovement.CurrentSlideMoveButtons = previousButtons;
tileMovement.MovementKeyInitialDownTime = previousInitialKeyDownTime;
UpdateSlide(physicsUid, physicsUid, tileMovement, inputMover);
}
// Otherwise, continue slide.
else
{
UpdateSlide(physicsUid, physicsUid, tileMovement, inputMover);
}
}
// If we're not sliding, start slide.
else
{
InitializeSlide(physicsUid, tileMovement, inputMover);
UpdateSlide(physicsUid, physicsUid, tileMovement, inputMover);
}
// Set WorldRotation so that our character is facing the way we're walking.
if (!NoRotateQuery.HasComponent(uid) && !tileMovement.FailureSlideActive)
{
if (tileMovement.SlideActive && TryComp(
inputMover.RelativeEntity,
out TransformComponent? parentTransform))
{
var delta = tileMovement.Destination - tileMovement.Origin.Position;
var worldRot = _transform.GetWorldRotation(parentTransform).RotateVec(delta).ToWorldAngle();
_transform.SetWorldRotation(targetTransform, worldRot);
}
}
}
tileMovement.LastTickLocalCoordinates = targetTransform.LocalPosition;
Dirty(uid, tileMovement);
return true;
}
private bool CheckForSlideEnd(
MoveButtons pressedButtons,
TransformComponent transform,
TileMovementComponent tileMovement,
float movementSpeed
)
{
// minPressedTime will be 1.05x the time it should take for you to go from 1 tile to another. Need to
// account for diagonals being sqrt(2) length as well. Max of 10 seconds just in case.
var distanceToDestination = (tileMovement.Destination - tileMovement.Origin.Position).Length();
var minPressedTime = Math.Min((1.05f / movementSpeed) * distanceToDestination, 20);
// We need to stop the move once we are close enough. This isn't perfect, since it technically ends the move
// 1 tick early in some cases. This is because there's a fundamental issue where because this is a physics-based
// tile movement system, we sometimes find scenarios where on each tick of the physics system, the player is moved
// back and forth across the destination in a loop. Thus, the tolerance needs to be set overly high so that it
// reaches the distance one the physics body can move in a single tick.
float destinationTolerance = movementSpeed / 100f;
var reachedDestination =
transform.LocalPosition.EqualsApprox(tileMovement.Destination, destinationTolerance);
var stoppedPressing = pressedButtons != tileMovement.CurrentSlideMoveButtons;
var minDurationPassed = CurrentTime - tileMovement.MovementKeyInitialDownTime >= TimeSpan.FromSeconds(minPressedTime);
var noProgress = tileMovement.LastTickLocalCoordinates != null && transform.LocalPosition.EqualsApprox(tileMovement.LastTickLocalCoordinates.Value, destinationTolerance/3);
var hardDurationLimitPassed = CurrentTime - tileMovement.MovementKeyInitialDownTime >= TimeSpan.FromSeconds(minPressedTime) * 3;
return reachedDestination || (stoppedPressing && (minDurationPassed || noProgress)) || hardDurationLimitPassed;
}
/// <summary>
/// Initializes a slide, setting destination and other variables needed to start a slide to the given
/// position (which is a local coordinate relative to the parent of the given uid).
/// </summary>
/// <param name="uid">UID of the entity that will be performing the slide.</param>
/// <param name="tileMovement">TileMovementComponent on the entity represented by UID.</param>
/// <param name="localPositionTarget">Target of the slide coordinates local to the parent entity of uid.</param>
/// <param name="heldMoveButtons">Buttons used to initiate this slide.</param>
private void InitializeSlideToTarget(
EntityUid uid,
TileMovementComponent tileMovement,
Vector2 localPositionTarget,
MoveButtons heldMoveButtons)
{
var transform = Transform(uid);
var localPosition = transform.LocalPosition;
tileMovement.SlideActive = true;
tileMovement.Origin = new EntityCoordinates(transform.ParentUid, localPosition);
tileMovement.Destination = SnapCoordinatesToTile(localPositionTarget);
tileMovement.MovementKeyInitialDownTime = CurrentTime;
tileMovement.CurrentSlideMoveButtons = heldMoveButtons;
}
/// <summary>
/// Initializes a slide, setting destination and other variables needed to start a slide to the center of the
/// tile the entity is currently on.
/// </summary>
/// <param name="uid">UID of the entity that will be performing the slide.</param>
/// <param name="tileMovement">TileMovementComponent on the entity represented by UID.</param>
private void InitializeSlideToCenter(EntityUid uid, TileMovementComponent tileMovement)
{
var localPosition = Transform(uid).LocalPosition;
InitializeSlideToTarget(uid, tileMovement, SnapCoordinatesToTile(localPosition), MoveButtons.None);
}
/// <summary>
/// Initializes a slide, setting destination and other variables needed to move in the direction currently given by
/// the InputMoverComponent.
/// </summary>
/// <param name="uid">UID of the entity that will be performing the slide.</param>
/// <param name="tileMovement">TileMovementComponent on the entity represented by UID.</param>
/// <param name="inputMover">InputMoverComponent on the entity represented by UID.</param>
private void InitializeSlide(EntityUid uid, TileMovementComponent tileMovement, InputMoverComponent inputMover)
{
var transform = Transform(uid);
var localPosition = transform.LocalPosition;
var offset = DirVecForButtons(inputMover.HeldMoveButtons);
offset = inputMover.TargetRelativeRotation.RotateVec(offset);
InitializeSlideToTarget(uid, tileMovement, localPosition + offset, StripWalk(inputMover.HeldMoveButtons));
}
/// <summary>
/// Updates the velocity of the current physics-based tile movement slide on the given entity.
/// </summary>
/// <param name="uid">UID of the entity being moved.</param>
/// <param name="physicsUid">UID of the entity with the physics body being moved. Usually the same as uid.</param>
/// <param name="tileMovement">TileMovementComponent on the entity that's being moved.</param>
/// <param name="inputMover">InputMoverComponent of the person controlling the move.</param>
private void UpdateSlide(
EntityUid uid,
EntityUid physicsUid,
TileMovementComponent tileMovement,
InputMoverComponent inputMover
)
{
var targetTransform = Transform(uid);
if (PhysicsQuery.TryComp(physicsUid, out var physicsComponent))
{
// Gather some components and values.
var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
var parentRotation = Angle.Zero;
if (XformQuery.TryGetComponent(targetTransform.GridUid, out var relativeTransform))
{
parentRotation = _transform.GetWorldRotation(relativeTransform);
}
// Determine velocity based on movespeed, and rotate it so that it's in the right direction.
var movementVelocity = (tileMovement.Destination) - (targetTransform.LocalPosition);
movementVelocity.Normalize();
if (inputMover.Sprinting)
{
movementVelocity *= moveSpeedComponent?.CurrentSprintSpeed ??
MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
else
{
movementVelocity *= moveSpeedComponent?.CurrentWalkSpeed ??
MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
}
movementVelocity = parentRotation.RotateVec(movementVelocity);
// Apply final velocity to physics body.
PhysicsSystem.SetLinearVelocity(physicsUid, movementVelocity, body: physicsComponent);
PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
}
}
/// <summary>
/// Sets values on a TileMovementComponent designating that the slide has ended and sets it velocity to zero.
/// </summary>
/// <param name="uid">UID of the entity whose slide is being ended.</param>
/// <param name="tileMovement">TileMovementComponent on the entity represented by UID.</param>
private void EndSlide(EntityUid uid, TileMovementComponent tileMovement)
{
tileMovement.SlideActive = false;
tileMovement.MovementKeyInitialDownTime = null;
var physicsComponent = PhysicsQuery.GetComponent(uid);
PhysicsSystem.SetLinearVelocity(uid, Vector2.Zero, body: physicsComponent);
PhysicsSystem.SetAngularVelocity(uid, 0, body: physicsComponent);
}
/// <summary>
/// Instantly snaps/teleports an entity to the center of the tile it is currently standing on based on the
/// given grid. Does not trigger collisions on the way there, but does trigger collisions after the snap.
/// </summary>
/// <param name="uid">UID of entity to be snapped.</param>
/// <param name="inputMover">InputMoverComponent on the entity to be snapped.</param>
private void ForceSnapToTile(EntityUid uid, InputMoverComponent inputMover)
{
if (TryComp(inputMover.RelativeEntity, out TransformComponent? rel))
{
var targetTransform = Transform(uid);
var localCoordinates = targetTransform.LocalPosition;
var snappedCoordinates = SnapCoordinatesToTile(localCoordinates);
if (!localCoordinates.EqualsApprox(snappedCoordinates) && targetTransform.ParentUid.IsValid())
{
_transform.SetLocalPosition(uid, snappedCoordinates);
}
PhysicsSystem.WakeBody(uid);
}
}
/// <summary>
/// Returns the movespeed of the given entity.
/// </summary>
/// <param name="uid">UID of the entity whose movespeed is being grabbed. May or may not have a MoveSpeedComponent.</param>
/// <param name="sprinting">Whether the speed of the entity while sprinting should be grabbed.</param>
/// <returns></returns>
private float GetEntityMoveSpeed(EntityUid uid, bool sprinting)
{
var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
if (sprinting)
{
return moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
}
return moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
}
private float GetEntityFriction(
InputMoverComponent inputMover,
MovementSpeedModifierComponent? movementSpeedComponent,
ContentTileDefinition? tileDef
)
{
if (inputMover.HeldMoveButtons != MoveButtons.None || movementSpeedComponent?.FrictionNoInput == null)
{
return tileDef?.MobFriction ??
movementSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
}
return tileDef?.MobFrictionNoInput ?? movementSpeedComponent.FrictionNoInput ??
MovementSpeedModifierComponent.DefaultFrictionNoInput;
}
/// <summary>
/// Sets the walk value on the given MoveButtons input to zero.
/// </summary>
/// <param name="input">The MoveButtons to edit.</param>
/// <returns></returns>
private MoveButtons StripWalk(MoveButtons input)
{
return input & ~MoveButtons.Walk;
}
/// <summary>
/// Returns the given local coordinates snapped to the center of the tile it is currently on.
/// </summary>
/// <param name="input">Given coordinates to snap.</param>
/// <returns>The closest tile center to the input.<returns>
public static Vector2 SnapCoordinatesToTile(Vector2 input)
{
return new Vector2((int) Math.Floor(input.X) + 0.5f, (int) Math.Floor(input.Y) + 0.5f);
}
// Tile Movement Functions End
}
}