Files
OldThink/Content.Shared/Movement/Systems/SharedMoverController.cs
Remuchi 5e74f6ae53 Merge branch 'master' of https://github.com/space-wizards/space-station-14 into upstream
# 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
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#	Resources/Locale/en-US/medical/components/health-analyzer-component.ftl
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#	Resources/Maps/Shuttles/cargo_fland.yml
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#	Resources/Prototypes/Actions/diona.yml
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#	Resources/Prototypes/Entities/Mobs/NPCs/animals.yml
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#	Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml
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#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml
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#	Resources/clientCommandPerms.yml
#	Resources/migration.yml
2024-03-26 15:52:23 +07:00

522 lines
21 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Content.Shared.Bed.Sleep;
using Content.Shared.CCVar;
using Content.Shared.Friction;
using Content.Shared.Gravity;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.Mobs.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Tag;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
namespace Content.Shared.Movement.Systems
{
/// <summary>
/// Handles player and NPC mob movement.
/// NPCs are handled server-side only.
/// </summary>
public abstract partial class SharedMoverController : VirtualController
{
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TagSystem _tags = default!;
protected EntityQuery<InputMoverComponent> MoverQuery;
protected EntityQuery<MobMoverComponent> MobMoverQuery;
protected EntityQuery<MovementRelayTargetComponent> RelayTargetQuery;
protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
protected EntityQuery<PhysicsComponent> PhysicsQuery;
protected EntityQuery<RelayInputMoverComponent> RelayQuery;
protected EntityQuery<PullableComponent> PullableQuery;
protected EntityQuery<TransformComponent> XformQuery;
protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f;
private const float FootstepVariation = 0f;
/// <summary>
/// <see cref="CCVars.StopSpeed"/>
/// </summary>
private float _stopSpeed;
private bool _relativeMovement;
/// <summary>
/// Cache the mob movement calculation to re-use elsewhere.
/// </summary>
public Dictionary<EntityUid, bool> UsedMobMovement = new();
public override void Initialize()
{
base.Initialize();
MoverQuery = GetEntityQuery<InputMoverComponent>();
MobMoverQuery = GetEntityQuery<MobMoverComponent>();
ModifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
PhysicsQuery = GetEntityQuery<PhysicsComponent>();
RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
PullableQuery = GetEntityQuery<PullableComponent>();
XformQuery = GetEntityQuery<TransformComponent>();
NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
InitializeInput();
InitializeRelay();
Subs.CVar(_configManager, CCVars.RelativeMovement, value => _relativeMovement = value, true);
Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
UpdatesBefore.Add(typeof(TileFrictionController));
}
public override void Shutdown()
{
base.Shutdown();
ShutdownInput();
}
public override void UpdateAfterSolve(bool prediction, float frameTime)
{
base.UpdateAfterSolve(prediction, frameTime);
UsedMobMovement.Clear();
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
protected void HandleMobMovement(
EntityUid uid,
InputMoverComponent mover,
EntityUid physicsUid,
PhysicsComponent physicsComponent,
TransformComponent xform,
float frameTime)
{
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;
}
}
}