Deprecate IActionBlocker in favour of cancellable events (#4193)

* Deprecate IActionBlocker in favour of cancellable events

* Bring back old speech/emoting component restrictions

* Rename action blocker listener methods

* Use Entity System public methods instead of extension methods

Co-authored-by: Vera Aguilera Puerto <gradientvera@outlook.com>
This commit is contained in:
DrSmugleaf
2021-06-19 10:03:24 +02:00
committed by GitHub
parent e1e54e9cb1
commit 9b8185db23
98 changed files with 673 additions and 365 deletions

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#nullable enable
using Content.Shared.ActionBlocker;
using Content.Shared.MobState;
using Content.Shared.Movement.Components;
using Content.Shared.Pulling.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Controllers;
namespace Content.Shared.Physics.Controllers
{
/// <summary>
/// Handles player and NPC mob movement.
/// NPCs are handled server-side only.
/// </summary>
public abstract class SharedMoverController : VirtualController
{
[Dependency] private readonly IMapManager _mapManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
public override void Initialize()
{
base.Initialize();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
}
/// <summary>
/// A generic kinematic mover for entities.
/// </summary>
protected void HandleKinematicMovement(IMoverComponent mover, PhysicsComponent physicsComponent)
{
var (walkDir, sprintDir) = mover.VelocityDir;
// Regular movement.
// Target velocity.
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
if (total != Vector2.Zero)
{
mover.Owner.Transform.LocalRotation = total.GetDir().ToAngle();
}
physicsComponent.LinearVelocity = total;
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
/// <param name="mover"></param>
/// <param name="physicsComponent"></param>
/// <param name="mobMover"></param>
protected void HandleMobMovement(IMoverComponent mover, PhysicsComponent physicsComponent, IMobMoverComponent mobMover)
{
// TODO: Look at https://gameworksdocs.nvidia.com/PhysX/4.1/documentation/physxguide/Manual/CharacterControllers.html?highlight=controller as it has some adviceo n kinematic controllersx
if (!UseMobMovement(_broadPhaseSystem, physicsComponent, _mapManager))
{
return;
}
var transform = mover.Owner.Transform;
var (walkDir, sprintDir) = mover.VelocityDir;
var weightless = transform.Owner.IsWeightless(physicsComponent, mapManager: _mapManager);
// Handle wall-pushes.
if (weightless)
{
// No gravity: is our entity touching anything?
var touching = IsAroundCollider(_broadPhaseSystem, transform, mobMover, physicsComponent);
if (!touching)
{
transform.LocalRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
return;
}
}
// Regular movement.
// Target velocity.
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
if (weightless)
{
total *= mobMover.WeightlessStrength;
}
if (total != Vector2.Zero)
{
// This should have its event run during island solver soooo
transform.DeferUpdates = true;
transform.LocalRotation = total.GetDir().ToAngle();
transform.DeferUpdates = false;
HandleFootsteps(mover, mobMover);
}
physicsComponent.LinearVelocity = total;
}
public static bool UseMobMovement(SharedBroadPhaseSystem broadPhaseSystem, PhysicsComponent body, IMapManager mapManager)
{
return (body.BodyStatus == BodyStatus.OnGround) &
body.Owner.HasComponent<IMobStateComponent>() &&
ActionBlockerSystem.CanMove(body.Owner) &&
(!body.Owner.IsWeightless(body, mapManager: mapManager) ||
body.Owner.TryGetComponent(out SharedPlayerMobMoverComponent? mover) &&
IsAroundCollider(broadPhaseSystem, body.Owner.Transform, mover, body));
}
/// <summary>
/// Used for weightlessness to determine if we are near a wall.
/// </summary>
/// <param name="broadPhaseSystem"></param>
/// <param name="transform"></param>
/// <param name="mover"></param>
/// <param name="collider"></param>
/// <returns></returns>
public static bool IsAroundCollider(SharedBroadPhaseSystem broadPhaseSystem, ITransformComponent transform, IMobMoverComponent mover, IPhysBody collider)
{
var enlargedAABB = collider.GetWorldAABB().Enlarged(mover.GrabRange);
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) ||
(otherCollider.Owner.TryGetComponent(out SharedPullableComponent? pullable) && pullable.BeingPulled))
{
continue;
}
return true;
}
return false;
}
// TODO: Need a predicted client version that only plays for our own entity and then have server-side ignore our session (for that entity only)
protected virtual void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover) {}
}
}

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using System;
using Content.Shared.CCVar;
using Content.Shared.Movement.Components;
using JetBrains.Annotations;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Dynamics;
#nullable enable
namespace Content.Shared.Physics.Controllers
{
public sealed class SharedTileFrictionController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
private SharedBroadPhaseSystem _broadPhaseSystem = default!;
private float _stopSpeed;
private float _frictionModifier;
public override void Initialize()
{
base.Initialize();
_broadPhaseSystem = EntitySystem.Get<SharedBroadPhaseSystem>();
_frictionModifier = _configManager.GetCVar(CCVars.TileFrictionModifier);
_configManager.OnValueChanged(CCVars.TileFrictionModifier, value => _frictionModifier = value);
_stopSpeed = _configManager.GetCVar(CCVars.StopSpeed);
_configManager.OnValueChanged(CCVars.StopSpeed, value => _stopSpeed = value);
}
public override void UpdateBeforeMapSolve(bool prediction, PhysicsMap map, float frameTime)
{
base.UpdateBeforeMapSolve(prediction, map, frameTime);
foreach (var body in map.AwakeBodies)
{
// Only apply friction when it's not a mob (or the mob doesn't have control)
if (prediction && !body.Predict ||
body.BodyStatus == BodyStatus.InAir ||
SharedMoverController.UseMobMovement(_broadPhaseSystem, body, _mapManager)) continue;
var surfaceFriction = GetTileFriction(body);
var bodyModifier = body.Owner.GetComponentOrNull<SharedTileFrictionModifier>()?.Modifier ?? 1.0f;
var friction = _frictionModifier * surfaceFriction * bodyModifier;
ReduceLinearVelocity(prediction, body, friction, frameTime);
ReduceAngularVelocity(prediction, body, friction, frameTime);
}
}
private void ReduceLinearVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = body.LinearVelocity.Length;
if (speed <= 0.0f) return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
body.LinearVelocity *= newSpeed;
}
private void ReduceAngularVelocity(bool prediction, PhysicsComponent body, float friction, float frameTime)
{
var speed = MathF.Abs(body.AngularVelocity);
if (speed <= 0.0f) return;
// This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier.
var drop = 0.0f;
float control;
if (friction > 0.0f)
{
// TBH I can't really tell if this makes a difference.
if (!prediction)
{
control = speed < _stopSpeed ? _stopSpeed : speed;
}
else
{
control = speed;
}
drop += control * friction * frameTime;
}
var newSpeed = MathF.Max(0.0f, speed - drop);
newSpeed /= speed;
body.AngularVelocity *= newSpeed;
}
[Pure]
private float GetTileFriction(PhysicsComponent body)
{
var transform = body.Owner.Transform;
var coords = transform.Coordinates;
// TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events
if (body.BodyStatus == BodyStatus.InAir ||
body.Owner.IsWeightless(body, coords, _mapManager) ||
!_mapManager.TryGetGrid(transform.GridID, out var grid))
return 0.0f;
if (!coords.IsValid(EntityManager)) return 0.0f;
var tile = grid.GetTileRef(coords);
var tileDef = _tileDefinitionManager[tile.Tile.TypeId];
return tileDef.Friction;
}
}
}