Make Saltern driveable (#4257)
* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
This commit is contained in:
58
Content.Shared/Shuttles/PilotComponent.cs
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58
Content.Shared/Shuttles/PilotComponent.cs
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Shuttles
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{
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/// <summary>
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/// Stores what shuttle this entity is currently piloting.
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/// </summary>
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[RegisterComponent]
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[NetworkedComponent()]
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public sealed class PilotComponent : Component
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{
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public override string Name => "Pilot";
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[ViewVariables] public SharedShuttleConsoleComponent? Console { get; set; }
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not PilotComponentState state) return;
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if (state.Console == null)
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{
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Console = null;
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return;
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}
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if (!Owner.EntityManager.TryGetEntity(state.Console.Value, out var consoleEnt) ||
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!consoleEnt.TryGetComponent(out SharedShuttleConsoleComponent? shuttleConsoleComponent))
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{
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Logger.Warning($"Unable to set Helmsman console to {state.Console.Value}");
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return;
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}
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Console = shuttleConsoleComponent;
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new PilotComponentState(Console?.Owner.Uid);
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}
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[Serializable, NetSerializable]
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private sealed class PilotComponentState : ComponentState
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{
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public EntityUid? Console { get; }
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public PilotComponentState(EntityUid? uid)
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{
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Console = uid;
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}
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}
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}
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}
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28
Content.Shared/Shuttles/SharedShuttleComponent.cs
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28
Content.Shared/Shuttles/SharedShuttleComponent.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Shuttles
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{
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public abstract class SharedShuttleComponent : Component
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{
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public override string Name => "Shuttle";
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[ViewVariables]
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public virtual bool Enabled { get; set; } = true;
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/// <summary>
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/// How much our linear impulse is multiplied by.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float SpeedMultipler { get; set; } = 200.0f;
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[ViewVariables]
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public ShuttleMode Mode { get; set; } = ShuttleMode.Docking;
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}
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public enum ShuttleMode : byte
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{
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Docking,
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Cruise,
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}
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}
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14
Content.Shared/Shuttles/SharedShuttleConsoleComponent.cs
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14
Content.Shared/Shuttles/SharedShuttleConsoleComponent.cs
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Shuttles
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{
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/// <summary>
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/// Interact with to start piloting a shuttle.
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/// </summary>
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[NetworkedComponent()]
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public abstract class SharedShuttleConsoleComponent : Component
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{
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public override string Name => "ShuttleConsole";
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}
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}
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20
Content.Shared/Shuttles/SharedShuttleConsoleSystem.cs
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20
Content.Shared/Shuttles/SharedShuttleConsoleSystem.cs
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using Content.Shared.Movement;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Shuttles
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{
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public abstract class SharedShuttleConsoleSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PilotComponent, MovementAttemptEvent>(HandleMovementBlock);
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}
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private void HandleMovementBlock(EntityUid uid, PilotComponent component, MovementAttemptEvent args)
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{
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if (component.Console == null) return;
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args.Cancel();
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}
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}
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}
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