Files
wwdpublic/Content.Shared/Movement/Systems/SharedMoverController.Input.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

644 lines
25 KiB
C#

using System.Numerics;
using Content.Shared.Alert;
using Content.Shared.CCVar;
using Content.Shared.Follower.Components;
using Content.Shared.Input;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Player;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.Movement.Systems
{
/// <summary>
/// Handles converting inputs into movement.
/// </summary>
public abstract partial class SharedMoverController
{
public bool CameraRotationLocked { get; set; }
private void InitializeInput()
{
var moveUpCmdHandler = new MoverDirInputCmdHandler(this, Direction.North);
var moveLeftCmdHandler = new MoverDirInputCmdHandler(this, Direction.West);
var moveRightCmdHandler = new MoverDirInputCmdHandler(this, Direction.East);
var moveDownCmdHandler = new MoverDirInputCmdHandler(this, Direction.South);
CommandBinds.Builder
.Bind(EngineKeyFunctions.MoveUp, moveUpCmdHandler)
.Bind(EngineKeyFunctions.MoveLeft, moveLeftCmdHandler)
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler(this))
.Bind(EngineKeyFunctions.CameraRotateLeft, new CameraRotateInputCmdHandler(this, Direction.East))
.Bind(EngineKeyFunctions.CameraRotateRight, new CameraRotateInputCmdHandler(this, Direction.West))
.Bind(EngineKeyFunctions.CameraReset, new CameraResetInputCmdHandler(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>(OnMoverGetState);
SubscribeLocalEvent<InputMoverComponent, ComponentHandleState>(OnMoverHandleState);
SubscribeLocalEvent<InputMoverComponent, EntParentChangedMessage>(OnInputParentChange);
SubscribeLocalEvent<AutoOrientComponent, EntParentChangedMessage>(OnAutoParentChange);
SubscribeLocalEvent<FollowedComponent, EntParentChangedMessage>(OnFollowedParentChange);
Subs.CVar(_configManager, CCVars.CameraRotationLocked, obj => CameraRotationLocked = obj, true);
Subs.CVar(_configManager, CCVars.GameDiagonalMovement, value => DiagonalMovementEnabled = value, true);
}
/// <summary>
/// Gets the buttons held with opposites cancelled out.
/// </summary>
public static MoveButtons GetNormalizedMovement(MoveButtons buttons)
{
var oldMovement = buttons;
if ((oldMovement & (MoveButtons.Left | MoveButtons.Right)) == (MoveButtons.Left | MoveButtons.Right))
{
oldMovement &= ~MoveButtons.Left;
oldMovement &= ~MoveButtons.Right;
}
if ((oldMovement & (MoveButtons.Up | MoveButtons.Down)) == (MoveButtons.Up | MoveButtons.Down))
{
oldMovement &= ~MoveButtons.Up;
oldMovement &= ~MoveButtons.Down;
}
return oldMovement;
}
protected void SetMoveInput(InputMoverComponent component, MoveButtons buttons)
{
if (component.HeldMoveButtons == buttons)
return;
// Relay the fact we had any movement event.
// TODO: Ideally we'd do these in a tick instead of out of sim.
var moveEvent = new MoveInputEvent(component.Owner, component, component.HeldMoveButtons);
component.HeldMoveButtons = buttons;
RaiseLocalEvent(component.Owner, ref moveEvent);
Dirty(component.Owner, component);
}
private void OnMoverHandleState(EntityUid uid, InputMoverComponent component, ComponentHandleState args)
{
if (args.Current is not InputMoverComponentState state)
return;
// Handle state
component.LerpTarget = state.LerpTarget;
component.RelativeRotation = state.RelativeRotation;
component.TargetRelativeRotation = state.TargetRelativeRotation;
component.CanMove = state.CanMove;
component.RelativeEntity = EnsureEntity<InputMoverComponent>(state.RelativeEntity, uid);
component.DefaultSprinting = state.DefaultSprinting;
// Reset
component.LastInputTick = GameTick.Zero;
component.LastInputSubTick = 0;
if (component.HeldMoveButtons != state.HeldMoveButtons)
{
var moveEvent = new MoveInputEvent(uid, component, component.HeldMoveButtons);
component.HeldMoveButtons = state.HeldMoveButtons;
RaiseLocalEvent(uid, ref moveEvent);
}
}
private void OnMoverGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
{
args.State = new InputMoverComponentState()
{
CanMove = component.CanMove,
RelativeEntity = GetNetEntity(component.RelativeEntity),
LerpTarget = component.LerpTarget,
HeldMoveButtons = component.HeldMoveButtons,
RelativeRotation = component.RelativeRotation,
TargetRelativeRotation = component.TargetRelativeRotation,
DefaultSprinting = component.DefaultSprinting
};
}
private void ShutdownInput()
{
CommandBinds.Unregister<SharedMoverController>();
}
public bool DiagonalMovementEnabled { get; private set; }
protected virtual void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state) {}
private void OnAutoParentChange(EntityUid uid, AutoOrientComponent component, ref EntParentChangedMessage args)
{
ResetCamera(uid);
}
public void RotateCamera(EntityUid uid, Angle angle)
{
if (CameraRotationLocked || !MoverQuery.TryGetComponent(uid, out var mover))
return;
mover.TargetRelativeRotation += angle;
Dirty(uid, mover);
}
public void ResetCamera(EntityUid uid)
{
if (CameraRotationLocked ||
!MoverQuery.TryGetComponent(uid, out var mover))
{
return;
}
// If we updated parent then cancel the accumulator and force it now.
if (!TryUpdateRelative(mover, XformQuery.GetComponent(uid)) && mover.TargetRelativeRotation.Equals(Angle.Zero))
return;
mover.LerpTarget = TimeSpan.Zero;
mover.TargetRelativeRotation = Angle.Zero;
Dirty(uid, mover);
}
private bool TryUpdateRelative(InputMoverComponent mover, TransformComponent xform)
{
var relative = xform.GridUid;
relative ??= xform.MapUid;
// So essentially what we want:
// 1. If we go from grid to map then preserve our rotation and continue as usual
// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
if (mover.RelativeEntity.Equals(relative))
return false;
// Okay need to get our old relative rotation with respect to our new relative rotation
// e.g. if we were right side up on our current grid need to get what that is on our new grid.
var currentRotation = Angle.Zero;
var targetRotation = Angle.Zero;
// Get our current relative rotation
if (XformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
{
currentRotation = _transform.GetWorldRotation(oldRelativeXform, XformQuery) + mover.RelativeRotation;
}
if (XformQuery.TryGetComponent(relative, out var relativeXform))
{
// This is our current rotation relative to our new parent.
mover.RelativeRotation = (currentRotation - _transform.GetWorldRotation(relativeXform)).FlipPositive();
}
// If we went from grid -> map we'll preserve our worldrotation
if (relative != null && _mapManager.IsMap(relative.Value))
{
targetRotation = currentRotation.FlipPositive().Reduced();
}
// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
// OR just rotate to zero (depending on cvar)
else if (relative != null && _mapManager.IsGrid(relative.Value))
{
if (CameraRotationLocked)
targetRotation = Angle.Zero;
else
targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
}
mover.RelativeEntity = relative;
mover.TargetRelativeRotation = targetRotation;
return true;
}
public Angle GetParentGridAngle(InputMoverComponent mover)
{
var rotation = mover.RelativeRotation;
if (XformQuery.TryGetComponent(mover.RelativeEntity, out var relativeXform))
return _transform.GetWorldRotation(relativeXform) + rotation;
return rotation;
}
private void OnFollowedParentChange(EntityUid uid, FollowedComponent component, ref EntParentChangedMessage args)
{
foreach (var foll in component.Following)
{
if (!MoverQuery.TryGetComponent(foll, out var mover))
continue;
var ev = new EntParentChangedMessage(foll, null, args.OldMapId, XformQuery.GetComponent(foll));
OnInputParentChange(foll, mover, ref ev);
}
}
private void OnInputParentChange(EntityUid uid, InputMoverComponent component, ref EntParentChangedMessage args)
{
// If we change our grid / map then delay updating our LastGridAngle.
var relative = args.Transform.GridUid;
relative ??= args.Transform.MapUid;
if (component.LifeStage < ComponentLifeStage.Running)
{
component.RelativeEntity = relative;
Dirty(uid, component);
return;
}
var oldMapId = args.OldMapId;
var mapId = args.Transform.MapUid;
// If we change maps then reset eye rotation entirely.
if (oldMapId != mapId)
{
component.RelativeEntity = relative;
component.TargetRelativeRotation = Angle.Zero;
component.RelativeRotation = Angle.Zero;
component.LerpTarget = TimeSpan.Zero;
Dirty(uid, component);
return;
}
// If we go on a grid and back off then just reset the accumulator.
if (relative == component.RelativeEntity)
{
if (component.LerpTarget >= Timing.CurTime)
{
component.LerpTarget = TimeSpan.Zero;
Dirty(uid, component);
}
return;
}
component.LerpTarget = TimeSpan.FromSeconds(InputMoverComponent.LerpTime) + Timing.CurTime;
Dirty(uid, component);
}
private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
{
// Relayed movement just uses the same keybinds given we're moving the relayed entity
// the same as us.
if (TryComp<RelayInputMoverComponent>(entity, out var relayMover))
{
DebugTools.Assert(relayMover.RelayEntity != entity);
DebugTools.AssertNotNull(relayMover.RelayEntity);
if (MoverQuery.TryGetComponent(entity, out var mover))
SetMoveInput(mover, MoveButtons.None);
if (!_mobState.IsIncapacitated(entity))
HandleDirChange(relayMover.RelayEntity, dir, subTick, state);
return;
}
if (!MoverQuery.TryGetComponent(entity, out var moverComp))
return;
// For stuff like "Moving out of locker" or the likes
// We'll relay a movement input to the parent.
if (_container.IsEntityInContainer(entity) &&
TryComp<TransformComponent>(entity, out var xform) &&
xform.ParentUid.IsValid() &&
_mobState.IsAlive(entity))
{
var relayMoveEvent = new ContainerRelayMovementEntityEvent(entity);
RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
}
SetVelocityDirection(entity, moverComp, dir, subTick, state);
}
private void OnInputInit(EntityUid uid, InputMoverComponent component, ComponentInit args)
{
var xform = Transform(uid);
if (!xform.ParentUid.IsValid())
return;
component.RelativeEntity = xform.GridUid ?? xform.MapUid;
component.TargetRelativeRotation = Angle.Zero;
WalkingAlert(uid, component);
}
private void HandleRunChange(EntityUid uid, ushort subTick, bool walking)
{
MoverQuery.TryGetComponent(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);
WalkingAlert(uid, moverComp);
}
HandleRunChange(relayMover.RelayEntity, subTick, walking);
return;
}
if (moverComp == null) return;
SetSprinting(uid, 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($"{curDir}{walk}{sprint}");
return (walk, sprint);
}
/// <summary>
/// Toggles one of the four cardinal directions. Each of the four directions are
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
/// opposite directions will cancel each other out, resulting in no direction.
/// </summary>
public void SetVelocityDirection(EntityUid entity, InputMoverComponent component, Direction direction, ushort subTick, bool enabled)
{
// Logger.Info($"[{_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(entity, component, subTick, enabled, bit);
}
private void SetMoveInput(EntityUid entity, 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(EntityUid entity, InputMoverComponent component, ushort subTick, bool walking)
{
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
SetMoveInput(entity, component, subTick, walking, MoveButtons.Walk);
WalkingAlert(entity, component);
}
/// <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 CameraRotateInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
private readonly Angle _angle;
public CameraRotateInputCmdHandler(SharedMoverController controller, Direction direction)
{
_controller = controller;
_angle = direction.ToAngle();
}
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
{
if (session?.AttachedEntity == null) return false;
if (message.State != BoundKeyState.Up)
return false;
_controller.RotateCamera(session.AttachedEntity.Value, _angle);
return false;
}
}
private sealed class CameraResetInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
public CameraResetInputCmdHandler(SharedMoverController controller)
{
_controller = controller;
}
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
{
if (session?.AttachedEntity == null) return false;
if (message.State != BoundKeyState.Up)
return false;
_controller.ResetCamera(session.AttachedEntity.Value);
return false;
}
}
private sealed class MoverDirInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
private readonly Direction _dir;
public MoverDirInputCmdHandler(SharedMoverController controller, Direction dir)
{
_controller = controller;
_dir = dir;
}
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
{
if (session?.AttachedEntity == null) return false;
_controller.HandleDirChange(session.AttachedEntity.Value, _dir, message.SubTick, message.State == BoundKeyState.Down);
return false;
}
}
private sealed class WalkInputCmdHandler : InputCmdHandler
{
private SharedMoverController _controller;
public WalkInputCmdHandler(SharedMoverController controller)
{
_controller = controller;
}
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
{
if (session?.AttachedEntity == null) return false;
_controller.HandleRunChange(session.AttachedEntity.Value, message.SubTick, message.State == BoundKeyState.Down);
return false;
}
}
private sealed class ShuttleInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
private readonly ShuttleButtons _button;
public ShuttleInputCmdHandler(SharedMoverController controller, ShuttleButtons button)
{
_controller = controller;
_button = button;
}
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
{
if (session?.AttachedEntity == null) return false;
_controller.HandleShuttleInput(session.AttachedEntity.Value, _button, message.SubTick, message.State == BoundKeyState.Down);
return false;
}
}
}
[Flags]
[Serializable, NetSerializable]
public enum MoveButtons : byte
{
None = 0,
Up = 1,
Down = 2,
Left = 4,
Right = 8,
Walk = 16, // This may be either a sprint button or a walk button, depending on mover config
AnyDirection = Up | Down | Left | Right,
}
[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,
}
}