The real movement refactor (#9645)

* The real movement refactor

* ref events

* Jetpack cleanup

* a

* Vehicles partially working

* Balance tweaks

* Restore some shitcode

* AAAAAAAA

* Even more prediction

* ECS compstate trying to fix this

* yml

* vehicles kill me

* Don't lock keys

* a

* Fix problem

* Fix sounds

* shuttle inputs

* Shuttle controls

* space brakes

* Keybinds

* Fix merge

* Handle shutdown

* Fix keys

* Bump friction

* fix buckle offset

* Fix relay and friction

* Fix jetpack turning

* contexts amirite
This commit is contained in:
metalgearsloth
2022-07-16 13:51:52 +10:00
committed by GitHub
parent e0b7b48cae
commit b9e876ca92
109 changed files with 1752 additions and 1584 deletions

View File

@@ -41,12 +41,6 @@ namespace Content.Server.AI.Commands
return;
}
// TODO: IMover refffaaccctttooorrr
if (_entities.HasComponent<IMoverComponent>(entId))
{
_entities.RemoveComponent<IMoverComponent>(entId);
}
var comp = _entities.AddComponent<UtilityAi>(entId);
var behaviorManager = IoCManager.Resolve<INpcBehaviorManager>();

View File

@@ -123,7 +123,7 @@ namespace Content.Server.AI.Steering
/// <exception cref="InvalidOperationException"></exception>
public void Unregister(EntityUid entity)
{
if (EntityManager.TryGetComponent(entity, out SharedPlayerInputMoverComponent? controller))
if (EntityManager.TryGetComponent(entity, out InputMoverComponent? controller))
{
controller.CurTickSprintMovement = Vector2.Zero;
}
@@ -231,11 +231,11 @@ namespace Content.Server.AI.Steering
_listIndex = (_listIndex + 1) % _agentLists.Count;
}
private void SetDirection(SharedPlayerInputMoverComponent component, Vector2 value)
private void SetDirection(InputMoverComponent component, Vector2 value)
{
component.CurTickSprintMovement = value;
component._lastInputTick = _timing.CurTick;
component._lastInputSubTick = ushort.MaxValue;
component.LastInputTick = _timing.CurTick;
component.LastInputSubTick = ushort.MaxValue;
}
/// <summary>
@@ -250,7 +250,7 @@ namespace Content.Server.AI.Steering
{
// Main optimisation to be done below is the redundant calls and adding more variables
if (Deleted(entity) ||
!EntityManager.TryGetComponent(entity, out SharedPlayerInputMoverComponent? controller) ||
!EntityManager.TryGetComponent(entity, out InputMoverComponent? controller) ||
!controller.CanMove ||
!TryComp(entity, out TransformComponent? xform) ||
xform.GridUid == null)