# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
522 lines
21 KiB
C#
522 lines
21 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Numerics;
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using Content.Shared.Bed.Sleep;
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using Content.Shared.CCVar;
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using Content.Shared.Friction;
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using Content.Shared.Gravity;
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using Content.Shared.Inventory;
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using Content.Shared.Maps;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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namespace Content.Shared.Movement.Systems
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{
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/// <summary>
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/// Handles player and NPC mob movement.
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/// NPCs are handled server-side only.
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/// </summary>
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public abstract partial class SharedMoverController : VirtualController
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{
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly TagSystem _tags = default!;
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protected EntityQuery<InputMoverComponent> MoverQuery;
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protected EntityQuery<MobMoverComponent> MobMoverQuery;
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protected EntityQuery<MovementRelayTargetComponent> RelayTargetQuery;
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protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
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protected EntityQuery<PhysicsComponent> PhysicsQuery;
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protected EntityQuery<RelayInputMoverComponent> RelayQuery;
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protected EntityQuery<PullableComponent> PullableQuery;
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protected EntityQuery<TransformComponent> XformQuery;
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protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
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protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
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private const float StepSoundMoveDistanceRunning = 2;
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private const float StepSoundMoveDistanceWalking = 1.5f;
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private const float FootstepVariation = 0f;
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/// <summary>
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/// <see cref="CCVars.StopSpeed"/>
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/// </summary>
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private float _stopSpeed;
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private bool _relativeMovement;
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/// <summary>
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/// Cache the mob movement calculation to re-use elsewhere.
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/// </summary>
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public Dictionary<EntityUid, bool> UsedMobMovement = new();
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public override void Initialize()
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{
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base.Initialize();
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MoverQuery = GetEntityQuery<InputMoverComponent>();
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MobMoverQuery = GetEntityQuery<MobMoverComponent>();
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ModifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
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RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
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PhysicsQuery = GetEntityQuery<PhysicsComponent>();
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RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
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PullableQuery = GetEntityQuery<PullableComponent>();
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XformQuery = GetEntityQuery<TransformComponent>();
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NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
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CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
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InitializeInput();
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InitializeRelay();
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Subs.CVar(_configManager, CCVars.RelativeMovement, value => _relativeMovement = value, true);
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Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
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UpdatesBefore.Add(typeof(TileFrictionController));
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}
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public override void Shutdown()
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{
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base.Shutdown();
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ShutdownInput();
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}
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public override void UpdateAfterSolve(bool prediction, float frameTime)
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{
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base.UpdateAfterSolve(prediction, frameTime);
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UsedMobMovement.Clear();
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}
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/// <summary>
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/// Movement while considering actionblockers, weightlessness, etc.
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/// </summary>
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protected void HandleMobMovement(
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EntityUid uid,
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InputMoverComponent mover,
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EntityUid physicsUid,
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PhysicsComponent physicsComponent,
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TransformComponent xform,
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float frameTime)
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{
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var canMove = mover.CanMove;
|
|
if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
|
|
{
|
|
if (_mobState.IsIncapacitated(relayTarget.Source) ||
|
|
TryComp<SleepingComponent>(relayTarget.Source, out _) ||
|
|
!MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
|
|
{
|
|
canMove = false;
|
|
}
|
|
else
|
|
{
|
|
mover.RelativeEntity = relayedMover.RelativeEntity;
|
|
mover.RelativeRotation = relayedMover.RelativeRotation;
|
|
mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
|
|
}
|
|
}
|
|
|
|
// Update relative movement
|
|
if (mover.LerpTarget < Timing.CurTime)
|
|
{
|
|
if (TryUpdateRelative(mover, xform))
|
|
{
|
|
Dirty(uid, mover);
|
|
}
|
|
}
|
|
|
|
LerpRotation(uid, mover, frameTime);
|
|
|
|
if (!canMove
|
|
|| physicsComponent.BodyStatus != BodyStatus.OnGround && !CanMoveInAirQuery.HasComponent(uid)
|
|
|| PullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
|
|
{
|
|
UsedMobMovement[uid] = false;
|
|
return;
|
|
}
|
|
|
|
|
|
UsedMobMovement[uid] = true;
|
|
// Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
|
|
var weightless = _gravity.IsWeightless(physicsUid, physicsComponent, xform);
|
|
var (walkDir, sprintDir) = GetVelocityInput(mover);
|
|
var touching = false;
|
|
|
|
// Handle wall-pushes.
|
|
if (weightless)
|
|
{
|
|
if (xform.GridUid != null)
|
|
touching = true;
|
|
|
|
if (!touching)
|
|
{
|
|
var ev = new CanWeightlessMoveEvent(uid);
|
|
RaiseLocalEvent(uid, ref ev, true);
|
|
// No gravity: is our entity touching anything?
|
|
touching = ev.CanMove;
|
|
|
|
if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
|
|
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
|
|
}
|
|
}
|
|
|
|
// Get current tile def for things like speed/friction mods
|
|
ContentTileDefinition? tileDef = null;
|
|
|
|
// Don't bother getting the tiledef here if we're weightless or in-air
|
|
// since no tile-based modifiers should be applying in that situation
|
|
if (TryComp(xform.GridUid, out MapGridComponent? gridComp)
|
|
&& _mapSystem.TryGetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates, out var tile)
|
|
&& !(weightless || physicsComponent.BodyStatus == BodyStatus.InAir))
|
|
{
|
|
tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
|
|
}
|
|
|
|
// Regular movement.
|
|
// Target velocity.
|
|
// This is relative to the map / grid we're on.
|
|
var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
|
|
|
|
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
|
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
|
|
|
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
|
|
|
|
var parentRotation = GetParentGridAngle(mover);
|
|
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
|
|
|
|
DebugTools.Assert(MathHelper.CloseToPercent(total.Length(), worldTotal.Length()));
|
|
|
|
var velocity = physicsComponent.LinearVelocity;
|
|
float friction;
|
|
float weightlessModifier;
|
|
float accel;
|
|
|
|
if (weightless)
|
|
{
|
|
if (worldTotal != Vector2.Zero && touching)
|
|
friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
|
|
else
|
|
friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
|
|
|
|
weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
|
|
accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
|
|
}
|
|
else
|
|
{
|
|
if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
|
|
{
|
|
friction = tileDef?.MobFriction ?? moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
|
|
}
|
|
else
|
|
{
|
|
friction = tileDef?.MobFrictionNoInput ?? moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
|
|
}
|
|
|
|
weightlessModifier = 1f;
|
|
accel = tileDef?.MobAcceleration ?? moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
|
|
}
|
|
|
|
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
|
|
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
|
|
|
|
if (worldTotal != Vector2.Zero)
|
|
{
|
|
if (!NoRotateQuery.HasComponent(uid))
|
|
{
|
|
// TODO apparently this results in a duplicate move event because "This should have its event run during
|
|
// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
|
|
var worldRot = _transform.GetWorldRotation(xform);
|
|
_transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot);
|
|
}
|
|
|
|
if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
|
|
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))
|
|
{
|
|
var soundModifier = mover.Sprinting ? 3.5f : 1.5f;
|
|
|
|
var audioParams = sound.Params
|
|
.WithVolume(sound.Params.Volume + soundModifier)
|
|
.WithVariation(sound.Params.Variation ?? FootstepVariation);
|
|
|
|
// If we're a relay target then predict the sound for all relays.
|
|
if (relayTarget != null)
|
|
{
|
|
_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
|
|
}
|
|
else
|
|
{
|
|
_audio.PlayPredicted(sound, uid, uid, audioParams);
|
|
}
|
|
}
|
|
}
|
|
|
|
worldTotal *= weightlessModifier;
|
|
|
|
if (!weightless || touching)
|
|
Accelerate(ref velocity, in worldTotal, accel, frameTime);
|
|
|
|
PhysicsSystem.SetLinearVelocity(physicsUid, velocity, body: physicsComponent);
|
|
|
|
// Ensures that players do not spiiiiiiin
|
|
PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
|
|
}
|
|
|
|
public void LerpRotation(EntityUid uid, InputMoverComponent mover, float frameTime)
|
|
{
|
|
var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
|
|
|
|
// if we've just traversed then lerp to our target rotation.
|
|
if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
|
|
{
|
|
var adjustment = angleDiff * 5f * frameTime;
|
|
var minAdjustment = 0.01 * frameTime;
|
|
|
|
if (angleDiff < 0)
|
|
{
|
|
adjustment = Math.Min(adjustment, -minAdjustment);
|
|
adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
|
|
}
|
|
else
|
|
{
|
|
adjustment = Math.Max(adjustment, minAdjustment);
|
|
adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
|
|
}
|
|
|
|
mover.RelativeRotation += adjustment;
|
|
mover.RelativeRotation.FlipPositive();
|
|
Dirty(uid, mover);
|
|
}
|
|
else if (!angleDiff.Equals(Angle.Zero))
|
|
{
|
|
mover.TargetRelativeRotation.FlipPositive();
|
|
mover.RelativeRotation = mover.TargetRelativeRotation;
|
|
Dirty(uid, mover);
|
|
}
|
|
}
|
|
|
|
private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
|
|
{
|
|
var speed = velocity.Length();
|
|
|
|
if (speed < minimumFrictionSpeed)
|
|
return;
|
|
|
|
var drop = 0f;
|
|
|
|
var control = MathF.Max(_stopSpeed, speed);
|
|
drop += control * friction * frameTime;
|
|
|
|
var newSpeed = MathF.Max(0f, speed - drop);
|
|
|
|
if (newSpeed.Equals(speed))
|
|
return;
|
|
|
|
newSpeed /= speed;
|
|
velocity *= newSpeed;
|
|
}
|
|
|
|
private void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
|
|
{
|
|
var wishDir = velocity != Vector2.Zero ? velocity.Normalized() : Vector2.Zero;
|
|
var wishSpeed = velocity.Length();
|
|
|
|
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
|
|
var addSpeed = wishSpeed - currentSpeed;
|
|
|
|
if (addSpeed <= 0f)
|
|
return;
|
|
|
|
var accelSpeed = accel * frameTime * wishSpeed;
|
|
accelSpeed = MathF.Min(accelSpeed, addSpeed);
|
|
|
|
currentVelocity += wishDir * accelSpeed;
|
|
}
|
|
|
|
public bool UseMobMovement(EntityUid uid)
|
|
{
|
|
return UsedMobMovement.TryGetValue(uid, out var used) && used;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Used for weightlessness to determine if we are near a wall.
|
|
/// </summary>
|
|
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
|
|
{
|
|
var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
|
|
|
|
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) ||
|
|
(TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected abstract bool CanSound();
|
|
|
|
private bool TryGetSound(
|
|
bool weightless,
|
|
EntityUid uid,
|
|
InputMoverComponent mover,
|
|
MobMoverComponent mobMover,
|
|
TransformComponent xform,
|
|
[NotNullWhen(true)] out SoundSpecifier? sound,
|
|
ContentTileDefinition? tileDef = null)
|
|
{
|
|
sound = null;
|
|
|
|
if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
|
|
return false;
|
|
|
|
var coordinates = xform.Coordinates;
|
|
var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking;
|
|
|
|
// Handle footsteps.
|
|
if (!weightless)
|
|
{
|
|
// Can happen when teleporting between grids.
|
|
if (!coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance) ||
|
|
distance > distanceNeeded)
|
|
{
|
|
mobMover.StepSoundDistance = distanceNeeded;
|
|
}
|
|
else
|
|
{
|
|
mobMover.StepSoundDistance += distance;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// In space no one can hear you squeak
|
|
return false;
|
|
}
|
|
|
|
mobMover.LastPosition = coordinates;
|
|
|
|
if (mobMover.StepSoundDistance < distanceNeeded)
|
|
return false;
|
|
|
|
mobMover.StepSoundDistance -= distanceNeeded;
|
|
|
|
if (TryComp<FootstepModifierComponent>(uid, out var moverModifier))
|
|
{
|
|
sound = moverModifier.FootstepSoundCollection;
|
|
return true;
|
|
}
|
|
|
|
if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
|
|
TryComp<FootstepModifierComponent>(shoes, out var modifier))
|
|
{
|
|
sound = modifier.FootstepSoundCollection;
|
|
return true;
|
|
}
|
|
|
|
//WD start
|
|
if (_inventory.TryGetSlotEntity(uid, "neck", out var neck)
|
|
&& TryComp<FootstepModifierComponent>(neck, out var modifierComponent))
|
|
{
|
|
sound = modifierComponent.FootstepSoundCollection;
|
|
return true;
|
|
}
|
|
//WD end
|
|
|
|
return TryGetFootstepSound(uid, xform, shoes != null, out sound, tileDef: tileDef);
|
|
}
|
|
|
|
private bool TryGetFootstepSound(
|
|
EntityUid uid,
|
|
TransformComponent xform,
|
|
bool haveShoes,
|
|
[NotNullWhen(true)] out SoundSpecifier? sound,
|
|
ContentTileDefinition? tileDef = null)
|
|
{
|
|
sound = null;
|
|
|
|
// Fallback to the map?
|
|
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
|
|
{
|
|
if (TryComp<FootstepModifierComponent>(xform.MapUid, out var modifier))
|
|
{
|
|
sound = modifier.FootstepSoundCollection;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
var position = grid.LocalToTile(xform.Coordinates);
|
|
var soundEv = new GetFootstepSoundEvent(uid);
|
|
|
|
// If the coordinates have a FootstepModifier component
|
|
// i.e. component that emit sound on footsteps emit that sound
|
|
var anchored = grid.GetAnchoredEntitiesEnumerator(position);
|
|
|
|
while (anchored.MoveNext(out var maybeFootstep))
|
|
{
|
|
RaiseLocalEvent(maybeFootstep.Value, ref soundEv);
|
|
|
|
if (soundEv.Sound != null)
|
|
{
|
|
sound = soundEv.Sound;
|
|
return true;
|
|
}
|
|
|
|
if (TryComp<FootstepModifierComponent>(maybeFootstep, out var footstep))
|
|
{
|
|
sound = footstep.FootstepSoundCollection;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Walking on a tile.
|
|
// Tile def might have been passed in already from previous methods, so use that
|
|
// if we have it
|
|
if (tileDef == null && grid.TryGetTileRef(position, out var tileRef))
|
|
{
|
|
tileDef = (ContentTileDefinition) _tileDefinitionManager[tileRef.Tile.TypeId];
|
|
}
|
|
|
|
if (tileDef == null)
|
|
return false;
|
|
|
|
sound = haveShoes ? tileDef.FootstepSounds : tileDef.BarestepSounds;
|
|
return sound != null;
|
|
}
|
|
}
|
|
}
|