SharedMoverController.cs 20 KB

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  1. using System.Diagnostics.CodeAnalysis;
  2. using System.Numerics;
  3. using Content.Shared.Bed.Sleep;
  4. using Content.Shared.CCVar;
  5. using Content.Shared.Friction;
  6. using Content.Shared.Gravity;
  7. using Content.Shared.Inventory;
  8. using Content.Shared.Maps;
  9. using Content.Shared.Mobs.Systems;
  10. using Content.Shared.Movement.Components;
  11. using Content.Shared.Movement.Events;
  12. using Content.Shared.Tag;
  13. using Robust.Shared.Audio;
  14. using Robust.Shared.Audio.Systems;
  15. using Robust.Shared.Configuration;
  16. using Robust.Shared.Containers;
  17. using Robust.Shared.Map;
  18. using Robust.Shared.Map.Components;
  19. using Robust.Shared.Physics;
  20. using Robust.Shared.Physics.Components;
  21. using Robust.Shared.Physics.Controllers;
  22. using Robust.Shared.Physics.Systems;
  23. using Robust.Shared.Timing;
  24. using Robust.Shared.Utility;
  25. using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
  26. using Robust.Shared.Maths; // Shitmed Change
  27. namespace Content.Shared.Movement.Systems;
  28. /// <summary>
  29. /// Handles player and NPC mob movement.
  30. /// NPCs are handled server-side only.
  31. /// </summary>
  32. public abstract partial class SharedMoverController : VirtualController
  33. {
  34. [Dependency] private readonly IConfigurationManager _configManager = default!;
  35. [Dependency] protected readonly IGameTiming Timing = default!;
  36. [Dependency] private readonly IMapManager _mapManager = default!;
  37. [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
  38. [Dependency] private readonly EntityLookupSystem _lookup = default!;
  39. [Dependency] private readonly InventorySystem _inventory = default!;
  40. [Dependency] private readonly MobStateSystem _mobState = default!;
  41. [Dependency] private readonly SharedAudioSystem _audio = default!;
  42. [Dependency] private readonly SharedContainerSystem _container = default!;
  43. [Dependency] private readonly SharedMapSystem _mapSystem = default!;
  44. [Dependency] private readonly SharedGravitySystem _gravity = default!;
  45. [Dependency] protected readonly SharedPhysicsSystem Physics = default!;
  46. [Dependency] private readonly SharedTransformSystem _transform = default!;
  47. [Dependency] private readonly TagSystem _tags = default!;
  48. protected EntityQuery<InputMoverComponent> MoverQuery;
  49. protected EntityQuery<MobMoverComponent> MobMoverQuery;
  50. protected EntityQuery<MovementRelayTargetComponent> RelayTargetQuery;
  51. protected EntityQuery<MovementSpeedModifierComponent> ModifierQuery;
  52. protected EntityQuery<PhysicsComponent> PhysicsQuery;
  53. protected EntityQuery<RelayInputMoverComponent> RelayQuery;
  54. protected EntityQuery<PullableComponent> PullableQuery;
  55. protected EntityQuery<TransformComponent> XformQuery;
  56. protected EntityQuery<CanMoveInAirComponent> CanMoveInAirQuery;
  57. protected EntityQuery<NoRotateOnMoveComponent> NoRotateQuery;
  58. protected EntityQuery<FootstepModifierComponent> FootstepModifierQuery;
  59. protected EntityQuery<MapGridComponent> MapGridQuery;
  60. /// <summary>
  61. /// <see cref="CCVars.StopSpeed"/>
  62. /// </summary>
  63. private float _stopSpeed;
  64. private bool _relativeMovement;
  65. /// <summary>
  66. /// Cache the mob movement calculation to re-use elsewhere.
  67. /// </summary>
  68. public Dictionary<EntityUid, bool> UsedMobMovement = new();
  69. public override void Initialize()
  70. {
  71. base.Initialize();
  72. MoverQuery = GetEntityQuery<InputMoverComponent>();
  73. MobMoverQuery = GetEntityQuery<MobMoverComponent>();
  74. ModifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
  75. RelayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
  76. PhysicsQuery = GetEntityQuery<PhysicsComponent>();
  77. RelayQuery = GetEntityQuery<RelayInputMoverComponent>();
  78. PullableQuery = GetEntityQuery<PullableComponent>();
  79. XformQuery = GetEntityQuery<TransformComponent>();
  80. NoRotateQuery = GetEntityQuery<NoRotateOnMoveComponent>();
  81. CanMoveInAirQuery = GetEntityQuery<CanMoveInAirComponent>();
  82. FootstepModifierQuery = GetEntityQuery<FootstepModifierComponent>();
  83. MapGridQuery = GetEntityQuery<MapGridComponent>();
  84. InitializeInput();
  85. InitializeRelay();
  86. Subs.CVar(_configManager, CCVars.RelativeMovement, value => _relativeMovement = value, true);
  87. Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true);
  88. UpdatesBefore.Add(typeof(TileFrictionController));
  89. }
  90. public override void Shutdown()
  91. {
  92. base.Shutdown();
  93. ShutdownInput();
  94. }
  95. public override void UpdateAfterSolve(bool prediction, float frameTime)
  96. {
  97. base.UpdateAfterSolve(prediction, frameTime);
  98. UsedMobMovement.Clear();
  99. }
  100. /// <summary>
  101. /// Movement while considering actionblockers, weightlessness, etc.
  102. /// </summary>
  103. protected void HandleMobMovement(
  104. EntityUid uid,
  105. InputMoverComponent mover,
  106. EntityUid physicsUid,
  107. PhysicsComponent physicsComponent,
  108. TransformComponent xform,
  109. float frameTime)
  110. {
  111. var canMove = mover.CanMove;
  112. if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
  113. {
  114. if (_mobState.IsIncapacitated(relayTarget.Source) ||
  115. TryComp<SleepingComponent>(relayTarget.Source, out _) ||
  116. !PhysicsQuery.TryGetComponent(relayTarget.Source, out var relayedPhysicsComponent) ||
  117. !MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover) ||
  118. !XformQuery.TryGetComponent(relayTarget.Source, out var relayedXform))
  119. {
  120. canMove = false;
  121. }
  122. else
  123. {
  124. mover.RelativeEntity = relayedMover.RelativeEntity;
  125. mover.RelativeRotation = relayedMover.RelativeRotation;
  126. mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
  127. }
  128. }
  129. // Update relative movement
  130. // Shitmed Change Start
  131. else
  132. {
  133. if (mover.LerpTarget < Timing.CurTime)
  134. {
  135. if (TryComp(uid, out RelayInputMoverComponent? relay)
  136. && TryComp(relay.RelayEntity, out TransformComponent? relayXform))
  137. {
  138. if (TryUpdateRelative(mover, relayXform))
  139. Dirty(uid, mover);
  140. }
  141. else
  142. {
  143. if (TryUpdateRelative(mover, xform))
  144. Dirty(uid, mover);
  145. }
  146. }
  147. LerpRotation(uid, mover, frameTime);
  148. }
  149. // Shitmed Change End
  150. if (!canMove
  151. || physicsComponent.BodyStatus != BodyStatus.OnGround && !CanMoveInAirQuery.HasComponent(uid)
  152. || PullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
  153. {
  154. UsedMobMovement[uid] = false;
  155. return;
  156. }
  157. UsedMobMovement[uid] = true;
  158. // Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
  159. var weightless = _gravity.IsWeightless(physicsUid, physicsComponent, xform);
  160. var (walkDir, sprintDir) = GetVelocityInput(mover);
  161. var touching = false;
  162. // Handle wall-pushes.
  163. if (weightless)
  164. {
  165. if (xform.GridUid != null)
  166. touching = true;
  167. if (!touching)
  168. {
  169. var ev = new CanWeightlessMoveEvent(uid);
  170. RaiseLocalEvent(uid, ref ev, true);
  171. // No gravity: is our entity touching anything?
  172. touching = ev.CanMove;
  173. if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
  174. touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
  175. }
  176. }
  177. // Get current tile def for things like speed/friction mods
  178. ContentTileDefinition? tileDef = null;
  179. // Don't bother getting the tiledef here if we're weightless or in-air
  180. // since no tile-based modifiers should be applying in that situation
  181. if (MapGridQuery.TryComp(xform.GridUid, out var gridComp)
  182. && _mapSystem.TryGetTileRef(xform.GridUid.Value, gridComp, xform.Coordinates, out var tile)
  183. && !(weightless || physicsComponent.BodyStatus == BodyStatus.InAir))
  184. {
  185. tileDef = (ContentTileDefinition)_tileDefinitionManager[tile.Tile.TypeId];
  186. }
  187. // Regular movement.
  188. // Target velocity.
  189. // This is relative to the map / grid we're on.
  190. var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
  191. var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
  192. var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
  193. var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
  194. var parentRotation = GetParentGridAngle(mover);
  195. var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
  196. DebugTools.Assert(MathHelper.CloseToPercent(total.Length(), worldTotal.Length()));
  197. var velocity = physicsComponent.LinearVelocity;
  198. float friction;
  199. float weightlessModifier;
  200. float accel;
  201. if (weightless)
  202. {
  203. if (gridComp == null && !MapGridQuery.HasComp(xform.GridUid))
  204. friction = moveSpeedComponent?.OffGridFriction ?? MovementSpeedModifierComponent.DefaultOffGridFriction;
  205. else if (worldTotal != Vector2.Zero && touching)
  206. friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
  207. else
  208. friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
  209. weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
  210. accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
  211. }
  212. else
  213. {
  214. if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
  215. {
  216. friction = tileDef?.MobFriction ?? moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
  217. }
  218. else
  219. {
  220. friction = tileDef?.MobFrictionNoInput ?? moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
  221. }
  222. weightlessModifier = 1f;
  223. accel = tileDef?.MobAcceleration ?? moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
  224. }
  225. var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
  226. Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
  227. if (worldTotal != Vector2.Zero)
  228. {
  229. if (!NoRotateQuery.HasComponent(uid))
  230. {
  231. // TODO apparently this results in a duplicate move event because "This should have its event run during
  232. // island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
  233. var worldRot = _transform.GetWorldRotation(xform);
  234. _transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot);
  235. }
  236. if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
  237. TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))
  238. {
  239. var soundModifier = mover.Sprinting ? 3.5f : 1.5f;
  240. var audioParams = sound.Params
  241. .WithVolume(sound.Params.Volume + soundModifier)
  242. .WithVariation(sound.Params.Variation ?? mobMover.FootstepVariation);
  243. // If we're a relay target then predict the sound for all relays.
  244. if (relayTarget != null)
  245. {
  246. _audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
  247. }
  248. else
  249. {
  250. _audio.PlayPredicted(sound, uid, uid, audioParams);
  251. }
  252. }
  253. }
  254. worldTotal *= weightlessModifier;
  255. if (!weightless || touching)
  256. Accelerate(ref velocity, in worldTotal, accel, frameTime);
  257. PhysicsSystem.SetLinearVelocity(physicsUid, velocity, body: physicsComponent);
  258. // Ensures that players do not spiiiiiiin
  259. PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
  260. }
  261. public void LerpRotation(EntityUid uid, InputMoverComponent mover, float frameTime)
  262. {
  263. var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
  264. // if we've just traversed then lerp to our target rotation.
  265. if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
  266. {
  267. var adjustment = angleDiff * 5f * frameTime;
  268. var minAdjustment = 0.01 * frameTime;
  269. if (angleDiff < 0)
  270. {
  271. adjustment = Math.Min(adjustment, -minAdjustment);
  272. adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
  273. }
  274. else
  275. {
  276. adjustment = Math.Max(adjustment, minAdjustment);
  277. adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
  278. }
  279. mover.RelativeRotation += adjustment;
  280. mover.RelativeRotation.FlipPositive();
  281. Dirty(uid, mover);
  282. }
  283. else if (!angleDiff.Equals(Angle.Zero))
  284. {
  285. mover.TargetRelativeRotation.FlipPositive();
  286. mover.RelativeRotation = mover.TargetRelativeRotation;
  287. Dirty(uid, mover);
  288. }
  289. }
  290. private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
  291. {
  292. var speed = velocity.Length();
  293. if (speed < minimumFrictionSpeed)
  294. return;
  295. var drop = 0f;
  296. var control = MathF.Max(_stopSpeed, speed);
  297. drop += control * friction * frameTime;
  298. var newSpeed = MathF.Max(0f, speed - drop);
  299. if (newSpeed.Equals(speed))
  300. return;
  301. newSpeed /= speed;
  302. velocity *= newSpeed;
  303. }
  304. private void Accelerate(ref Vector2 currentVelocity, in Vector2 velocity, float accel, float frameTime)
  305. {
  306. var wishDir = velocity != Vector2.Zero ? velocity.Normalized() : Vector2.Zero;
  307. var wishSpeed = velocity.Length();
  308. var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
  309. var addSpeed = wishSpeed - currentSpeed;
  310. if (addSpeed <= 0f)
  311. return;
  312. var accelSpeed = accel * frameTime * wishSpeed;
  313. accelSpeed = MathF.Min(accelSpeed, addSpeed);
  314. currentVelocity += wishDir * accelSpeed;
  315. }
  316. public bool UseMobMovement(EntityUid uid)
  317. {
  318. return UsedMobMovement.TryGetValue(uid, out var used) && used;
  319. }
  320. /// <summary>
  321. /// Used for weightlessness to determine if we are near a wall.
  322. /// </summary>
  323. private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
  324. {
  325. var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
  326. foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
  327. {
  328. if (otherCollider == collider)
  329. continue; // Don't try to push off of yourself!
  330. // Only allow pushing off of anchored things that have collision.
  331. if (otherCollider.BodyType != BodyType.Static ||
  332. !otherCollider.CanCollide ||
  333. ((collider.CollisionMask & otherCollider.CollisionLayer) == 0 &&
  334. (otherCollider.CollisionMask & collider.CollisionLayer) == 0) ||
  335. (TryComp(otherCollider.Owner, out PullableComponent? pullable) && pullable.BeingPulled))
  336. {
  337. continue;
  338. }
  339. return true;
  340. }
  341. return false;
  342. }
  343. protected abstract bool CanSound();
  344. private bool TryGetSound(
  345. bool weightless,
  346. EntityUid uid,
  347. InputMoverComponent mover,
  348. MobMoverComponent mobMover,
  349. TransformComponent xform,
  350. [NotNullWhen(true)] out SoundSpecifier? sound,
  351. ContentTileDefinition? tileDef = null)
  352. {
  353. sound = null;
  354. if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
  355. return false;
  356. var coordinates = xform.Coordinates;
  357. var distanceNeeded = mover.Sprinting
  358. ? mobMover.StepSoundMoveDistanceRunning
  359. : mobMover.StepSoundMoveDistanceWalking;
  360. // Handle footsteps.
  361. if (!weightless)
  362. {
  363. // Can happen when teleporting between grids.
  364. if (!coordinates.TryDistance(EntityManager, mobMover.LastPosition, out var distance) ||
  365. distance > distanceNeeded)
  366. {
  367. mobMover.StepSoundDistance = distanceNeeded;
  368. }
  369. else
  370. {
  371. mobMover.StepSoundDistance += distance;
  372. }
  373. }
  374. else
  375. {
  376. // In space no one can hear you squeak
  377. return false;
  378. }
  379. mobMover.LastPosition = coordinates;
  380. if (mobMover.StepSoundDistance < distanceNeeded)
  381. return false;
  382. mobMover.StepSoundDistance -= distanceNeeded;
  383. if (FootstepModifierQuery.TryComp(uid, out var moverModifier))
  384. {
  385. sound = moverModifier.FootstepSoundCollection;
  386. return sound != null;
  387. }
  388. if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
  389. FootstepModifierQuery.TryComp(shoes, out var modifier))
  390. {
  391. sound = modifier.FootstepSoundCollection;
  392. return sound != null;
  393. }
  394. return TryGetFootstepSound(uid, xform, shoes != null, out sound, tileDef: tileDef);
  395. }
  396. private bool TryGetFootstepSound(
  397. EntityUid uid,
  398. TransformComponent xform,
  399. bool haveShoes,
  400. [NotNullWhen(true)] out SoundSpecifier? sound,
  401. ContentTileDefinition? tileDef = null)
  402. {
  403. sound = null;
  404. // Fallback to the map?
  405. if (!MapGridQuery.TryComp(xform.GridUid, out var grid))
  406. {
  407. if (FootstepModifierQuery.TryComp(xform.MapUid, out var modifier))
  408. {
  409. sound = modifier.FootstepSoundCollection;
  410. }
  411. return sound != null;
  412. }
  413. var position = grid.LocalToTile(xform.Coordinates);
  414. var soundEv = new GetFootstepSoundEvent(uid);
  415. // If the coordinates have a FootstepModifier component
  416. // i.e. component that emit sound on footsteps emit that sound
  417. var anchored = grid.GetAnchoredEntitiesEnumerator(position);
  418. while (anchored.MoveNext(out var maybeFootstep))
  419. {
  420. RaiseLocalEvent(maybeFootstep.Value, ref soundEv);
  421. if (soundEv.Sound != null)
  422. {
  423. sound = soundEv.Sound;
  424. return true;
  425. }
  426. if (FootstepModifierQuery.TryComp(maybeFootstep, out var footstep))
  427. {
  428. sound = footstep.FootstepSoundCollection;
  429. return sound != null;
  430. }
  431. }
  432. // Walking on a tile.
  433. // Tile def might have been passed in already from previous methods, so use that
  434. // if we have it
  435. if (tileDef == null && grid.TryGetTileRef(position, out var tileRef))
  436. {
  437. tileDef = (ContentTileDefinition)_tileDefinitionManager[tileRef.Tile.TypeId];
  438. }
  439. if (tileDef == null)
  440. return false;
  441. sound = haveShoes ? tileDef.FootstepSounds : tileDef.BarestepSounds;
  442. return sound != null;
  443. }
  444. }