Merge branch '20-06-24-movement-prediction' into 20-06-24-foobar
This commit is contained in:
@@ -0,0 +1,71 @@
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using System;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs
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{
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public abstract class SharedStunnableComponent : Component, IMoveSpeedModifier, IActionBlocker
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{
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public sealed override string Name => "Stunnable";
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public override uint? NetID => ContentNetIDs.STUNNABLE;
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[ViewVariables] protected float WalkModifierOverride = 0f;
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[ViewVariables] protected float RunModifierOverride = 0f;
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[ViewVariables] public abstract bool Stunned { get; }
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[ViewVariables] public abstract bool KnockedDown { get; }
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[ViewVariables] public abstract bool SlowedDown { get; }
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#region ActionBlockers
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public bool CanMove() => (!Stunned);
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public bool CanInteract() => (!Stunned);
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public bool CanUse() => (!Stunned);
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public bool CanThrow() => (!Stunned);
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public bool CanSpeak() => true;
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public bool CanDrop() => (!Stunned);
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public bool CanPickup() => (!Stunned);
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public bool CanEmote() => true;
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public bool CanAttack() => (!Stunned);
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public bool CanEquip() => (!Stunned);
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public bool CanUnequip() => (!Stunned);
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public bool CanChangeDirection() => true;
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#endregion
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[ViewVariables]
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public float WalkSpeedModifier => (SlowedDown ? (WalkModifierOverride <= 0f ? 0.5f : WalkModifierOverride) : 1f);
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[ViewVariables]
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public float SprintSpeedModifier => (SlowedDown ? (RunModifierOverride <= 0f ? 0.5f : RunModifierOverride) : 1f);
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[Serializable, NetSerializable]
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protected sealed class StunnableComponentState : ComponentState
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{
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public bool Stunned { get; }
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public bool KnockedDown { get; }
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public bool SlowedDown { get; }
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public float WalkModifierOverride { get; }
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public float RunModifierOverride { get; }
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public StunnableComponentState(bool stunned, bool knockedDown, bool slowedDown, float walkModifierOverride, float runModifierOverride) : base(ContentNetIDs.STUNNABLE)
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{
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Stunned = stunned;
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KnockedDown = knockedDown;
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SlowedDown = slowedDown;
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WalkModifierOverride = walkModifierOverride;
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RunModifierOverride = runModifierOverride;
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}
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}
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}
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}
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@@ -0,0 +1,59 @@
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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// Does nothing except ensure uniqueness between mover components.
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// There can only be one.
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public interface IMoverComponent : IComponent
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{
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/// <summary>
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/// Movement speed (m/s) that the entity walks.
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/// </summary>
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float CurrentWalkSpeed { get; }
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/// <summary>
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/// Movement speed (m/s) that the entity sprints.
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/// </summary>
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float CurrentSprintSpeed { get; }
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/// <summary>
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/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
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/// </summary>
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float CurrentPushSpeed { get; }
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/// <summary>
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/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
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/// </summary>
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float GrabRange { get; }
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/// <summary>
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/// Is the entity Sprinting (running)?
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/// </summary>
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bool Sprinting { get; }
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
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GridCoordinates LastPosition { get; set; }
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float StepSoundDistance { get; set; }
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/// <summary>
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/// Toggles one of the four cardinal directions. Each of the four directions are
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/// composed into a single direction vector, <see cref="PlayerInputMoverComponent.VelocityDir"/>. Enabling
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/// opposite directions will cancel each other out, resulting in no direction.
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/// </summary>
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/// <param name="direction">Direction to toggle.</param>
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/// <param name="subTick"></param>
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/// <param name="enabled">If the direction is active.</param>
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void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
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void SetSprinting(ushort subTick, bool walking);
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}
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}
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@@ -0,0 +1,9 @@
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using Robust.Shared.Players;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public interface IRelayMoveInput
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{
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void MoveInputPressed(ICommonSession session);
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}
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}
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@@ -0,0 +1,92 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class MovementSpeedModifierComponent : Component
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{
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public const float DefaultBaseWalkSpeed = 4.0f;
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public const float DefaultBaseSprintSpeed = 7.0f;
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public override string Name => "MovementSpeedModifier";
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private float _cachedWalkSpeedModifier = 1.0f;
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[ViewVariables]
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public float WalkSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedWalkSpeedModifier;
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}
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}
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private float _cachedSprintSpeedModifier;
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[ViewVariables]
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public float SprintSpeedModifier
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{
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get
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{
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RecalculateMovementSpeedModifiers();
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return _cachedSprintSpeedModifier;
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}
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseWalkSpeed { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseSprintSpeed { get; set; }
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[ViewVariables]
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public float CurrentWalkSpeed => WalkSpeedModifier * BaseWalkSpeed;
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[ViewVariables]
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public float CurrentSprintSpeed => SprintSpeedModifier * BaseSprintSpeed;
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/// <summary>
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/// set to warn us that a component's movespeed modifier has changed
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/// </summary>
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private bool _movespeedModifiersNeedRefresh = true;
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public void RefreshMovementSpeedModifiers()
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{
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_movespeedModifiersNeedRefresh = true;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, p => p.BaseWalkSpeed, "baseWalkSpeed", 4);
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serializer.DataField(this, p => p.BaseSprintSpeed, "baseSprintSpeed", 7);
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}
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/// <summary>
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/// Recalculate movement speed with current modifiers, or return early if no change
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/// </summary>
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private void RecalculateMovementSpeedModifiers()
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{
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{
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if (!_movespeedModifiersNeedRefresh)
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return;
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var movespeedModifiers = Owner.GetAllComponents<IMoveSpeedModifier>();
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float walkSpeedModifier = 1.0f;
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float sprintSpeedModifier = 1.0f;
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foreach (var component in movespeedModifiers)
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{
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walkSpeedModifier *= component.WalkSpeedModifier;
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sprintSpeedModifier *= component.SprintSpeedModifier;
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}
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_cachedWalkSpeedModifier = walkSpeedModifier;
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_cachedSprintSpeedModifier = sprintSpeedModifier;
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}
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_movespeedModifiersNeedRefresh = false;
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}
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}
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public interface IMoveSpeedModifier
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{
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float WalkSpeedModifier { get; }
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float SprintSpeedModifier { get; }
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}
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}
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@@ -0,0 +1,295 @@
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using System;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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#nullable enable
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namespace Content.Shared.GameObjects.Components.Movement
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{
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public abstract class SharedPlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
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{
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// This class has to be able to handle server TPS being lower than client FPS.
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// While still having perfectly responsive movement client side.
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// We do this by keeping track of the exact sub-tick values that inputs are pressed on the client,
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// and then building a total movement vector based on those sub-tick steps.
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//
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// We keep track of the last sub-tick a movement input came in,
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// Then when a new input comes in, we calculate the fraction of the tick the LAST input was active for
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// (new sub-tick - last sub-tick)
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// and then add to the total-this-tick movement vector
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// by multiplying that fraction by the movement direction for the last input.
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// This allows us to incrementally build the movement vector for the current tick,
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// without having to keep track of some kind of list of inputs and calculating it later.
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//
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// We have to keep track of a separate movement vector for walking and sprinting,
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// since we don't actually know our current movement speed while processing inputs.
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// We change which vector we write into based on whether we were sprinting after the previous input.
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// (well maybe we do but the code is designed such that MoverSystem applies movement speed)
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// (and I'm not changing that)
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public sealed override string Name => "PlayerInputMover";
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public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
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private GameTick _lastInputTick;
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private ushort _lastInputSubTick;
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private Vector2 _curTickWalkMovement;
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private Vector2 _curTickSprintMovement;
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private MoveButtons _heldMoveButtons = MoveButtons.None;
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public float CurrentWalkSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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return component.CurrentWalkSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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}
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}
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public float CurrentSprintSpeed
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{
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get
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{
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent component))
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{
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return component.CurrentSprintSpeed;
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}
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return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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}
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}
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public float CurrentPushSpeed => 5;
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public float GrabRange => 0.2f;
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public bool Sprinting => !_heldMoveButtons.HasFlag(MoveButtons.Walk);
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/// <summary>
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/// Calculated linear velocity direction of the entity.
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/// </summary>
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[ViewVariables]
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public (Vector2 walking, Vector2 sprinting) VelocityDir
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{
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get
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{
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if (!_gameTiming.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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var immediateDir = DirVecForButtons(_heldMoveButtons);
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return Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
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}
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Vector2 walk;
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Vector2 sprint;
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float remainingFraction;
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if (_gameTiming.CurTick > _lastInputTick)
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{
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walk = Vector2.Zero;
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sprint = Vector2.Zero;
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remainingFraction = 1;
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}
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else
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{
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walk = _curTickWalkMovement;
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sprint = _curTickSprintMovement;
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remainingFraction = (ushort.MaxValue - _lastInputSubTick) / (float) ushort.MaxValue;
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}
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var curDir = DirVecForButtons(_heldMoveButtons) * remainingFraction;
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if (Sprinting)
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{
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sprint += curDir;
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}
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else
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{
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walk += curDir;
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}
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (walk, sprint);
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}
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}
|
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|
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public abstract GridCoordinates LastPosition { get; set; }
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public abstract float StepSoundDistance { get; set; }
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/// <summary>
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/// Whether or not the player can move diagonally.
|
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/// </summary>
|
||||
[ViewVariables]
|
||||
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>("game.diagonalmovement");
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|
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/// <inheritdoc />
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public override void OnAdd()
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||||
{
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// This component requires that the entity has a PhysicsComponent.
|
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if (!Owner.HasComponent<SharedPhysicsComponent>())
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Logger.Error(
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$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
|
||||
$" {nameof(SharedPhysicsComponent)}. ");
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|
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base.OnAdd();
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||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
||||
/// opposite directions will cancel each other out, resulting in no direction.
|
||||
/// </summary>
|
||||
/// <param name="direction">Direction to toggle.</param>
|
||||
/// <param name="subTick"></param>
|
||||
/// <param name="enabled">If the direction is active.</param>
|
||||
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
|
||||
{
|
||||
// Logger.Info($"[{_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(subTick, enabled, bit);
|
||||
}
|
||||
|
||||
private void SetMoveInput(ushort subTick, bool enabled, MoveButtons bit)
|
||||
{
|
||||
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
|
||||
|
||||
if (_gameTiming.CurTick > _lastInputTick)
|
||||
{
|
||||
_curTickWalkMovement = Vector2.Zero;
|
||||
_curTickSprintMovement = Vector2.Zero;
|
||||
_lastInputTick = _gameTiming.CurTick;
|
||||
_lastInputSubTick = 0;
|
||||
}
|
||||
|
||||
var fraction = (subTick - _lastInputSubTick) / (float) ushort.MaxValue;
|
||||
|
||||
ref var lastMoveAmount = ref Sprinting ? ref _curTickSprintMovement : ref _curTickWalkMovement;
|
||||
|
||||
lastMoveAmount += DirVecForButtons(_heldMoveButtons) * fraction;
|
||||
|
||||
if (enabled)
|
||||
{
|
||||
_heldMoveButtons |= bit;
|
||||
}
|
||||
else
|
||||
{
|
||||
_heldMoveButtons &= ~bit;
|
||||
}
|
||||
|
||||
_lastInputSubTick = subTick;
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
public void SetSprinting(ushort subTick, bool walking)
|
||||
{
|
||||
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
|
||||
|
||||
SetMoveInput(subTick, walking, MoveButtons.Walk);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
if (curState is MoverComponentState state)
|
||||
{
|
||||
_heldMoveButtons = state.Buttons;
|
||||
_lastInputTick = GameTick.Zero;
|
||||
_lastInputSubTick = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new MoverComponentState(_heldMoveButtons);
|
||||
}
|
||||
|
||||
/// <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 -= buttons.HasFlag(MoveButtons.Left) ? 1 : 0;
|
||||
x += buttons.HasFlag(MoveButtons.Right) ? 1 : 0;
|
||||
|
||||
var y = 0;
|
||||
if (DiagonalMovementEnabled || x == 0)
|
||||
{
|
||||
y -= buttons.HasFlag(MoveButtons.Down) ? 1 : 0;
|
||||
y += buttons.HasFlag(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;
|
||||
}
|
||||
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
|
||||
{
|
||||
// Don't collide with other mobs
|
||||
return collidedWith.Owner.HasComponent<SharedSpeciesComponent>();
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class MoverComponentState : ComponentState
|
||||
{
|
||||
public MoveButtons Buttons { get; }
|
||||
|
||||
public MoverComponentState(MoveButtons buttons) : base(ContentNetIDs
|
||||
.PLAYER_INPUT_MOVER)
|
||||
{
|
||||
Buttons = buttons;
|
||||
}
|
||||
}
|
||||
|
||||
[Flags]
|
||||
private enum MoveButtons : byte
|
||||
{
|
||||
None = 0,
|
||||
Up = 1,
|
||||
Down = 2,
|
||||
Left = 4,
|
||||
Right = 8,
|
||||
Walk = 16,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,60 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Nutrition
|
||||
{
|
||||
public abstract class SharedHungerComponent : Component, IMoveSpeedModifier
|
||||
{
|
||||
public sealed override string Name => "Hunger";
|
||||
|
||||
public sealed override uint? NetID => ContentNetIDs.HUNGER;
|
||||
|
||||
public abstract HungerThreshold CurrentHungerThreshold { get; }
|
||||
|
||||
|
||||
float IMoveSpeedModifier.WalkSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentHungerThreshold == HungerThreshold.Starving)
|
||||
{
|
||||
return 0.5f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
float IMoveSpeedModifier.SprintSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentHungerThreshold == HungerThreshold.Starving)
|
||||
{
|
||||
return 0.5f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class HungerComponentState : ComponentState
|
||||
{
|
||||
public HungerThreshold CurrentThreshold { get; }
|
||||
|
||||
public HungerComponentState(HungerThreshold currentThreshold) : base(ContentNetIDs.HUNGER)
|
||||
{
|
||||
CurrentThreshold = currentThreshold;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum HungerThreshold : byte
|
||||
{
|
||||
Overfed,
|
||||
Okay,
|
||||
Peckish,
|
||||
Starving,
|
||||
Dead,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,61 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Nutrition
|
||||
{
|
||||
public abstract class SharedThirstComponent : Component, IMoveSpeedModifier
|
||||
{
|
||||
public sealed override string Name => "Thirst";
|
||||
|
||||
public sealed override uint? NetID => ContentNetIDs.THIRST;
|
||||
|
||||
public abstract ThirstThreshold CurrentThirstThreshold { get; }
|
||||
|
||||
float IMoveSpeedModifier.SprintSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentThirstThreshold == ThirstThreshold.Parched)
|
||||
{
|
||||
return 0.25f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
float IMoveSpeedModifier.WalkSpeedModifier
|
||||
{
|
||||
get
|
||||
{
|
||||
if (CurrentThirstThreshold == ThirstThreshold.Parched)
|
||||
{
|
||||
return 0.5f;
|
||||
}
|
||||
return 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class ThirstComponentState : ComponentState
|
||||
{
|
||||
public ThirstThreshold CurrentThreshold { get; }
|
||||
|
||||
public ThirstComponentState(ThirstThreshold currentThreshold) : base(ContentNetIDs.THIRST)
|
||||
{
|
||||
CurrentThreshold = currentThreshold;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum ThirstThreshold : byte
|
||||
{
|
||||
// Hydrohomies
|
||||
OverHydrated,
|
||||
Okay,
|
||||
Thirsty,
|
||||
Parched,
|
||||
Dead,
|
||||
}
|
||||
}
|
||||
@@ -1,13 +1,22 @@
|
||||
using System;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Observer
|
||||
{
|
||||
public class SharedGhostComponent : Component
|
||||
public class SharedGhostComponent : Component, IActionBlocker
|
||||
{
|
||||
public override string Name => "Ghost";
|
||||
public override uint? NetID => ContentNetIDs.GHOST;
|
||||
|
||||
public bool CanInteract() => false;
|
||||
public bool CanUse() => false;
|
||||
public bool CanThrow() => false;
|
||||
public bool CanDrop() => false;
|
||||
public bool CanPickup() => false;
|
||||
public bool CanEmote() => false;
|
||||
public bool CanAttack() => false;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
|
||||
@@ -50,8 +50,13 @@
|
||||
public const uint PDA = 1044;
|
||||
public const uint PATHFINDER_DEBUG = 1045;
|
||||
public const uint AI_DEBUG = 1046;
|
||||
public const uint FLASHABLE = 1047;
|
||||
|
||||
public const uint PLAYER_INPUT_MOVER = 1047;
|
||||
public const uint STUNNABLE = 1048;
|
||||
public const uint HUNGER = 1049;
|
||||
public const uint THIRST = 1050;
|
||||
|
||||
public const uint FLASHABLE = 1051;
|
||||
|
||||
// Net IDs for integration tests.
|
||||
public const uint PREDICTION_TEST = 10001;
|
||||
}
|
||||
|
||||
162
Content.Shared/GameObjects/EntitySystems/ActionBlockerSystem.cs
Normal file
162
Content.Shared/GameObjects/EntitySystems/ActionBlockerSystem.cs
Normal file
@@ -0,0 +1,162 @@
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
public interface IActionBlocker
|
||||
{
|
||||
bool CanMove() => true;
|
||||
|
||||
bool CanInteract() => true;
|
||||
|
||||
bool CanUse() => true;
|
||||
|
||||
bool CanThrow() => true;
|
||||
|
||||
bool CanSpeak() => true;
|
||||
|
||||
bool CanDrop() => true;
|
||||
|
||||
bool CanPickup() => true;
|
||||
|
||||
bool CanEmote() => true;
|
||||
|
||||
bool CanAttack() => true;
|
||||
bool CanEquip() => true;
|
||||
bool CanUnequip() => true;
|
||||
bool CanChangeDirection() => true;
|
||||
}
|
||||
|
||||
public class ActionBlockerSystem : EntitySystem
|
||||
{
|
||||
public static bool CanMove(IEntity entity)
|
||||
{
|
||||
bool canmove = true;
|
||||
foreach(var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canmove &= actionblockercomponents.CanMove(); //sets var to false if false
|
||||
}
|
||||
return canmove;
|
||||
}
|
||||
|
||||
public static bool CanInteract(IEntity entity)
|
||||
{
|
||||
bool caninteract = true;
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
caninteract &= actionblockercomponents.CanInteract();
|
||||
}
|
||||
return caninteract;
|
||||
}
|
||||
|
||||
public static bool CanUse(IEntity entity)
|
||||
{
|
||||
bool canuse = true;
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canuse &= actionblockercomponents.CanUse();
|
||||
}
|
||||
return canuse;
|
||||
}
|
||||
|
||||
public static bool CanThrow(IEntity entity)
|
||||
{
|
||||
bool canthrow = true;
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canthrow &= actionblockercomponents.CanThrow();
|
||||
}
|
||||
return canthrow;
|
||||
}
|
||||
|
||||
public static bool CanSpeak(IEntity entity)
|
||||
{
|
||||
bool canspeak = true;
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canspeak &= actionblockercomponents.CanSpeak();
|
||||
}
|
||||
return canspeak;
|
||||
}
|
||||
|
||||
public static bool CanDrop(IEntity entity)
|
||||
{
|
||||
bool candrop = true;
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
candrop &= actionblockercomponents.CanDrop();
|
||||
}
|
||||
return candrop;
|
||||
}
|
||||
|
||||
public static bool CanPickup(IEntity entity)
|
||||
{
|
||||
bool canpickup = true;
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canpickup &= actionblockercomponents.CanPickup();
|
||||
}
|
||||
return canpickup;
|
||||
}
|
||||
|
||||
public static bool CanEmote(IEntity entity)
|
||||
{
|
||||
bool canemote = true;
|
||||
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canemote &= actionblockercomponents.CanEmote();
|
||||
}
|
||||
|
||||
return canemote;
|
||||
}
|
||||
|
||||
public static bool CanAttack(IEntity entity)
|
||||
{
|
||||
bool canattack = true;
|
||||
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canattack &= actionblockercomponents.CanAttack();
|
||||
}
|
||||
|
||||
return canattack;
|
||||
}
|
||||
|
||||
public static bool CanEquip(IEntity entity)
|
||||
{
|
||||
bool canequip = true;
|
||||
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canequip &= actionblockercomponents.CanEquip();
|
||||
}
|
||||
|
||||
return canequip;
|
||||
}
|
||||
|
||||
public static bool CanUnequip(IEntity entity)
|
||||
{
|
||||
bool canunequip = true;
|
||||
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canunequip &= actionblockercomponents.CanUnequip();
|
||||
}
|
||||
|
||||
return canunequip;
|
||||
}
|
||||
|
||||
public static bool CanChangeDirection(IEntity entity)
|
||||
{
|
||||
bool canchangedirection = true;
|
||||
|
||||
foreach (var actionblockercomponents in entity.GetAllComponents<IActionBlocker>())
|
||||
{
|
||||
canchangedirection &= actionblockercomponents.CanChangeDirection();
|
||||
}
|
||||
|
||||
return canchangedirection;
|
||||
}
|
||||
}
|
||||
}
|
||||
227
Content.Shared/GameObjects/EntitySystems/SharedMoverSystem.cs
Normal file
227
Content.Shared/GameObjects/EntitySystems/SharedMoverSystem.cs
Normal file
@@ -0,0 +1,227 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Input;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Interfaces.Configuration;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.Physics;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
public abstract class SharedMoverSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IEntityManager _entityManager = default!;
|
||||
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
||||
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
EntityQuery = new TypeEntityQuery(typeof(IMoverComponent));
|
||||
|
||||
var moveUpCmdHandler = new MoverDirInputCmdHandler(Direction.North);
|
||||
var moveLeftCmdHandler = new MoverDirInputCmdHandler(Direction.West);
|
||||
var moveRightCmdHandler = new MoverDirInputCmdHandler(Direction.East);
|
||||
var moveDownCmdHandler = new MoverDirInputCmdHandler(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())
|
||||
.Register<SharedMoverSystem>();
|
||||
|
||||
_configurationManager.RegisterCVar("game.diagonalmovement", true, CVar.ARCHIVE);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Shutdown()
|
||||
{
|
||||
CommandBinds.Unregister<SharedMoverSystem>();
|
||||
base.Shutdown();
|
||||
}
|
||||
|
||||
|
||||
protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, SharedPhysicsComponent physics,
|
||||
CollidableComponent? collider = null)
|
||||
{
|
||||
if (physics.Controller == null)
|
||||
{
|
||||
// Set up controller
|
||||
SetController(physics);
|
||||
}
|
||||
|
||||
var weightless = !transform.Owner.HasComponent<MovementIgnoreGravityComponent>() &&
|
||||
_physicsManager.IsWeightless(transform.GridPosition);
|
||||
|
||||
if (weightless && collider != null)
|
||||
{
|
||||
// No gravity: is our entity touching anything?
|
||||
var touching = IsAroundCollider(transform, mover, collider);
|
||||
|
||||
if (!touching)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: movement check.
|
||||
var (walkDir, sprintDir) = mover.VelocityDir;
|
||||
var combined = walkDir + sprintDir;
|
||||
if (combined.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
|
||||
{
|
||||
(physics.Controller as MoverController)?.StopMoving();
|
||||
}
|
||||
else
|
||||
{
|
||||
//Console.WriteLine($"{IoCManager.Resolve<IGameTiming>().TickStamp}: {combined}");
|
||||
|
||||
if (weightless)
|
||||
{
|
||||
(physics.Controller as MoverController)?.Push(combined, mover.CurrentPushSpeed);
|
||||
transform.LocalRotation = walkDir.GetDir().ToAngle();
|
||||
return;
|
||||
}
|
||||
|
||||
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
|
||||
//Console.WriteLine($"{walkDir} ({mover.CurrentWalkSpeed}) + {sprintDir} ({mover.CurrentSprintSpeed}): {total}");
|
||||
|
||||
(physics.Controller as MoverController)?.Move(total, 1);
|
||||
transform.LocalRotation = total.GetDir().ToAngle();
|
||||
|
||||
HandleFootsteps(mover);
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void HandleFootsteps(IMoverComponent mover)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected abstract void SetController(SharedPhysicsComponent physics);
|
||||
|
||||
private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
|
||||
CollidableComponent collider)
|
||||
{
|
||||
foreach (var entity in _entityManager.GetEntitiesInRange(transform.Owner, mover.GrabRange, true))
|
||||
{
|
||||
if (entity == transform.Owner)
|
||||
{
|
||||
continue; // Don't try to push off of yourself!
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent<CollidableComponent>(out var otherCollider))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// TODO: Item check.
|
||||
var touching = ((collider.CollisionMask & otherCollider.CollisionLayer) != 0x0
|
||||
|| (otherCollider.CollisionMask & collider.CollisionLayer) != 0x0) // Ensure collision
|
||||
&& true; // !entity.HasComponent<ItemComponent>(); // This can't be an item
|
||||
|
||||
if (touching)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
private static void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
|
||||
{
|
||||
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
|
||||
return;
|
||||
|
||||
var owner = session?.AttachedEntity;
|
||||
|
||||
if (owner != null)
|
||||
{
|
||||
foreach (var comp in owner.GetAllComponents<IRelayMoveInput>())
|
||||
{
|
||||
comp.MoveInputPressed(session);
|
||||
}
|
||||
}
|
||||
|
||||
moverComp.SetVelocityDirection(dir, subTick, state);
|
||||
}
|
||||
|
||||
private static void HandleRunChange(ICommonSession? session, ushort subTick, bool walking)
|
||||
{
|
||||
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
moverComp.SetSprinting(subTick, walking);
|
||||
}
|
||||
|
||||
private static bool TryGetAttachedComponent<T>(ICommonSession? session, [MaybeNullWhen(false)] out T component)
|
||||
where T : IComponent
|
||||
{
|
||||
component = default;
|
||||
|
||||
var ent = session?.AttachedEntity;
|
||||
|
||||
if (ent == null || !ent.IsValid())
|
||||
return false;
|
||||
|
||||
if (!ent.TryGetComponent(out T comp))
|
||||
return false;
|
||||
|
||||
component = comp;
|
||||
return true;
|
||||
}
|
||||
|
||||
private sealed class MoverDirInputCmdHandler : InputCmdHandler
|
||||
{
|
||||
private readonly Direction _dir;
|
||||
|
||||
public MoverDirInputCmdHandler(Direction dir)
|
||||
{
|
||||
_dir = dir;
|
||||
}
|
||||
|
||||
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
|
||||
{
|
||||
if (!(message is FullInputCmdMessage full))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
HandleDirChange(session, _dir, message.SubTick, full.State == BoundKeyState.Down);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class WalkInputCmdHandler : InputCmdHandler
|
||||
{
|
||||
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
|
||||
{
|
||||
if (!(message is FullInputCmdMessage full))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
HandleRunChange(session, full.SubTick, full.State == BoundKeyState.Down);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user