mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-05 22:07:25 +00:00
+24









Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
591 lines
22 KiB
C#
591 lines
22 KiB
C#
using System.Numerics;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Follower.Components;
|
|
using Content.Shared.Input;
|
|
using Content.Shared.Movement.Components;
|
|
using Content.Shared.Movement.Events;
|
|
using Robust.Shared.Input;
|
|
using Robust.Shared.Input.Binding;
|
|
using Robust.Shared.Players;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Timing;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Content.Shared.Movement.Systems
|
|
{
|
|
/// <summary>
|
|
/// Handles converting inputs into movement.
|
|
/// </summary>
|
|
public abstract partial class SharedMoverController
|
|
{
|
|
public bool CameraRotationLocked { get; set; }
|
|
|
|
private void InitializeInput()
|
|
{
|
|
var moveUpCmdHandler = new MoverDirInputCmdHandler(this, Direction.North);
|
|
var moveLeftCmdHandler = new MoverDirInputCmdHandler(this, Direction.West);
|
|
var moveRightCmdHandler = new MoverDirInputCmdHandler(this, Direction.East);
|
|
var moveDownCmdHandler = new MoverDirInputCmdHandler(this, 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(this))
|
|
.Bind(EngineKeyFunctions.CameraRotateLeft, new CameraRotateInputCmdHandler(this, Direction.East))
|
|
.Bind(EngineKeyFunctions.CameraRotateRight, new CameraRotateInputCmdHandler(this, Direction.West))
|
|
.Bind(EngineKeyFunctions.CameraReset, new CameraResetInputCmdHandler(this))
|
|
// TODO: Relay
|
|
// Shuttle
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeUp, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeUp))
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeLeft))
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeRight, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeRight))
|
|
.Bind(ContentKeyFunctions.ShuttleStrafeDown, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeDown))
|
|
.Bind(ContentKeyFunctions.ShuttleRotateLeft, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateLeft))
|
|
.Bind(ContentKeyFunctions.ShuttleRotateRight, new ShuttleInputCmdHandler(this, ShuttleButtons.RotateRight))
|
|
.Bind(ContentKeyFunctions.ShuttleBrake, new ShuttleInputCmdHandler(this, ShuttleButtons.Brake))
|
|
.Register<SharedMoverController>();
|
|
|
|
SubscribeLocalEvent<InputMoverComponent, ComponentInit>(OnInputInit);
|
|
SubscribeLocalEvent<InputMoverComponent, AfterAutoHandleStateEvent>(OnInputHandleState);
|
|
SubscribeLocalEvent<InputMoverComponent, EntParentChangedMessage>(OnInputParentChange);
|
|
|
|
SubscribeLocalEvent<AutoOrientComponent, EntParentChangedMessage>(OnAutoParentChange);
|
|
|
|
SubscribeLocalEvent<FollowedComponent, EntParentChangedMessage>(OnFollowedParentChange);
|
|
|
|
_configManager.OnValueChanged(CCVars.CameraRotationLocked, SetCameraRotationLocked, true);
|
|
_configManager.OnValueChanged(CCVars.GameDiagonalMovement, SetDiagonalMovement, true);
|
|
}
|
|
|
|
private void SetCameraRotationLocked(bool obj)
|
|
{
|
|
CameraRotationLocked = obj;
|
|
}
|
|
|
|
protected void SetMoveInput(InputMoverComponent component, MoveButtons buttons)
|
|
{
|
|
if (component.HeldMoveButtons == buttons)
|
|
return;
|
|
|
|
component.HeldMoveButtons = buttons;
|
|
Dirty(component);
|
|
}
|
|
|
|
private void OnInputHandleState(EntityUid uid, InputMoverComponent component, ref AfterAutoHandleStateEvent args)
|
|
{
|
|
component.LastInputTick = GameTick.Zero;
|
|
component.LastInputSubTick = 0;
|
|
}
|
|
|
|
private void ShutdownInput()
|
|
{
|
|
CommandBinds.Unregister<SharedMoverController>();
|
|
_configManager.UnsubValueChanged(CCVars.CameraRotationLocked, SetCameraRotationLocked);
|
|
_configManager.UnsubValueChanged(CCVars.GameDiagonalMovement, SetDiagonalMovement);
|
|
}
|
|
|
|
public bool DiagonalMovementEnabled { get; private set; }
|
|
|
|
private void SetDiagonalMovement(bool value) => DiagonalMovementEnabled = value;
|
|
|
|
protected virtual void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state) {}
|
|
|
|
private void OnAutoParentChange(EntityUid uid, AutoOrientComponent component, ref EntParentChangedMessage args)
|
|
{
|
|
ResetCamera(uid);
|
|
}
|
|
|
|
public void RotateCamera(EntityUid uid, Angle angle)
|
|
{
|
|
if (CameraRotationLocked || !MoverQuery.TryGetComponent(uid, out var mover))
|
|
return;
|
|
|
|
mover.TargetRelativeRotation += angle;
|
|
Dirty(uid, mover);
|
|
}
|
|
|
|
public void ResetCamera(EntityUid uid)
|
|
{
|
|
if (CameraRotationLocked ||
|
|
!MoverQuery.TryGetComponent(uid, out var mover))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// If we updated parent then cancel the accumulator and force it now.
|
|
if (!TryUpdateRelative(mover, XformQuery.GetComponent(uid)) && mover.TargetRelativeRotation.Equals(Angle.Zero))
|
|
return;
|
|
|
|
mover.LerpTarget = TimeSpan.Zero;
|
|
mover.TargetRelativeRotation = Angle.Zero;
|
|
Dirty(uid, mover);
|
|
}
|
|
|
|
private bool TryUpdateRelative(InputMoverComponent mover, TransformComponent xform)
|
|
{
|
|
var relative = xform.GridUid;
|
|
relative ??= xform.MapUid;
|
|
|
|
// So essentially what we want:
|
|
// 1. If we go from grid to map then preserve our rotation and continue as usual
|
|
// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
|
|
// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
|
|
|
|
if (mover.RelativeEntity.Equals(relative))
|
|
return false;
|
|
|
|
// Okay need to get our old relative rotation with respect to our new relative rotation
|
|
// e.g. if we were right side up on our current grid need to get what that is on our new grid.
|
|
var currentRotation = Angle.Zero;
|
|
var targetRotation = Angle.Zero;
|
|
|
|
// Get our current relative rotation
|
|
if (XformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
|
|
{
|
|
currentRotation = _transform.GetWorldRotation(oldRelativeXform, XformQuery) + mover.RelativeRotation;
|
|
}
|
|
|
|
if (XformQuery.TryGetComponent(relative, out var relativeXform))
|
|
{
|
|
// This is our current rotation relative to our new parent.
|
|
mover.RelativeRotation = (currentRotation - _transform.GetWorldRotation(relativeXform)).FlipPositive();
|
|
}
|
|
|
|
// If we went from grid -> map we'll preserve our worldrotation
|
|
if (relative != null && _mapManager.IsMap(relative.Value))
|
|
{
|
|
targetRotation = currentRotation.FlipPositive().Reduced();
|
|
}
|
|
// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
|
|
// OR just rotate to zero (depending on cvar)
|
|
else if (relative != null && _mapManager.IsGrid(relative.Value))
|
|
{
|
|
if (CameraRotationLocked)
|
|
targetRotation = Angle.Zero;
|
|
else
|
|
targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
|
|
}
|
|
|
|
mover.RelativeEntity = relative;
|
|
mover.TargetRelativeRotation = targetRotation;
|
|
return true;
|
|
}
|
|
|
|
public Angle GetParentGridAngle(InputMoverComponent mover)
|
|
{
|
|
var rotation = mover.RelativeRotation;
|
|
|
|
if (XformQuery.TryGetComponent(mover.RelativeEntity, out var relativeXform))
|
|
return _transform.GetWorldRotation(relativeXform) + rotation;
|
|
|
|
return rotation;
|
|
}
|
|
|
|
private void OnFollowedParentChange(EntityUid uid, FollowedComponent component, ref EntParentChangedMessage args)
|
|
{
|
|
foreach (var foll in component.Following)
|
|
{
|
|
if (!MoverQuery.TryGetComponent(foll, out var mover))
|
|
continue;
|
|
|
|
var ev = new EntParentChangedMessage(foll, null, args.OldMapId, XformQuery.GetComponent(foll));
|
|
OnInputParentChange(foll, mover, ref ev);
|
|
}
|
|
}
|
|
|
|
private void OnInputParentChange(EntityUid uid, InputMoverComponent component, ref EntParentChangedMessage args)
|
|
{
|
|
// If we change our grid / map then delay updating our LastGridAngle.
|
|
var relative = args.Transform.GridUid;
|
|
relative ??= args.Transform.MapUid;
|
|
|
|
if (component.LifeStage < ComponentLifeStage.Running)
|
|
{
|
|
component.RelativeEntity = relative;
|
|
Dirty(uid, component);
|
|
return;
|
|
}
|
|
|
|
var oldMapId = args.OldMapId;
|
|
var mapId = args.Transform.MapID;
|
|
|
|
// If we change maps then reset eye rotation entirely.
|
|
if (oldMapId != mapId)
|
|
{
|
|
component.RelativeEntity = relative;
|
|
component.TargetRelativeRotation = Angle.Zero;
|
|
component.RelativeRotation = Angle.Zero;
|
|
component.LerpTarget = TimeSpan.Zero;
|
|
Dirty(uid, component);
|
|
return;
|
|
}
|
|
|
|
// If we go on a grid and back off then just reset the accumulator.
|
|
if (relative == component.RelativeEntity)
|
|
{
|
|
if (component.LerpTarget >= Timing.CurTime)
|
|
{
|
|
component.LerpTarget = TimeSpan.Zero;
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
component.LerpTarget = TimeSpan.FromSeconds(InputMoverComponent.LerpTime) + Timing.CurTime;
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
|
|
{
|
|
// Relayed movement just uses the same keybinds given we're moving the relayed entity
|
|
// the same as us.
|
|
|
|
if (TryComp<RelayInputMoverComponent>(entity, out var relayMover))
|
|
{
|
|
DebugTools.Assert(relayMover.RelayEntity != entity);
|
|
DebugTools.AssertNotNull(relayMover.RelayEntity);
|
|
|
|
if (MoverQuery.TryGetComponent(entity, out var mover))
|
|
SetMoveInput(mover, MoveButtons.None);
|
|
|
|
if (!_mobState.IsIncapacitated(entity))
|
|
HandleDirChange(relayMover.RelayEntity, dir, subTick, state);
|
|
|
|
return;
|
|
}
|
|
|
|
if (!MoverQuery.TryGetComponent(entity, out var moverComp))
|
|
return;
|
|
|
|
// Relay the fact we had any movement event.
|
|
// TODO: Ideally we'd do these in a tick instead of out of sim.
|
|
var moveEvent = new MoveInputEvent(entity);
|
|
RaiseLocalEvent(entity, ref moveEvent);
|
|
|
|
// For stuff like "Moving out of locker" or the likes
|
|
// We'll relay a movement input to the parent.
|
|
if (_container.IsEntityInContainer(entity) &&
|
|
TryComp<TransformComponent>(entity, out var xform) &&
|
|
xform.ParentUid.IsValid() &&
|
|
_mobState.IsAlive(entity))
|
|
{
|
|
var relayMoveEvent = new ContainerRelayMovementEntityEvent(entity);
|
|
RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
|
|
}
|
|
|
|
SetVelocityDirection(moverComp, dir, subTick, state);
|
|
}
|
|
|
|
private void OnInputInit(EntityUid uid, InputMoverComponent component, ComponentInit args)
|
|
{
|
|
var xform = Transform(uid);
|
|
|
|
if (!xform.ParentUid.IsValid())
|
|
return;
|
|
|
|
component.RelativeEntity = xform.GridUid ?? xform.MapUid;
|
|
component.TargetRelativeRotation = Angle.Zero;
|
|
}
|
|
|
|
private void HandleRunChange(EntityUid uid, ushort subTick, bool walking)
|
|
{
|
|
MoverQuery.TryGetComponent(uid, out var moverComp);
|
|
|
|
if (TryComp<RelayInputMoverComponent>(uid, out var relayMover))
|
|
{
|
|
// if we swap to relay then stop our existing input if we ever change back.
|
|
if (moverComp != null)
|
|
{
|
|
SetMoveInput(moverComp, MoveButtons.None);
|
|
}
|
|
|
|
HandleRunChange(relayMover.RelayEntity, subTick, walking);
|
|
return;
|
|
}
|
|
|
|
if (moverComp == null) return;
|
|
|
|
SetSprinting(moverComp, subTick, walking);
|
|
}
|
|
|
|
public (Vector2 Walking, Vector2 Sprinting) GetVelocityInput(InputMoverComponent mover)
|
|
{
|
|
if (!Timing.InSimulation)
|
|
{
|
|
// Outside of simulation we'll be running client predicted movement per-frame.
|
|
// So return a full-length vector as if it's a full tick.
|
|
// Physics system will have the correct time step anyways.
|
|
var immediateDir = DirVecForButtons(mover.HeldMoveButtons);
|
|
return mover.Sprinting ? (Vector2.Zero, immediateDir) : (immediateDir, Vector2.Zero);
|
|
}
|
|
|
|
Vector2 walk;
|
|
Vector2 sprint;
|
|
float remainingFraction;
|
|
|
|
if (Timing.CurTick > mover.LastInputTick)
|
|
{
|
|
walk = Vector2.Zero;
|
|
sprint = Vector2.Zero;
|
|
remainingFraction = 1;
|
|
}
|
|
else
|
|
{
|
|
walk = mover.CurTickWalkMovement;
|
|
sprint = mover.CurTickSprintMovement;
|
|
remainingFraction = (ushort.MaxValue - mover.LastInputSubTick) / (float) ushort.MaxValue;
|
|
}
|
|
|
|
var curDir = DirVecForButtons(mover.HeldMoveButtons) * remainingFraction;
|
|
|
|
if (mover.Sprinting)
|
|
{
|
|
sprint += curDir;
|
|
}
|
|
else
|
|
{
|
|
walk += curDir;
|
|
}
|
|
|
|
// Logger.Info($"{curDir}{walk}{sprint}");
|
|
return (walk, sprint);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Toggles one of the four cardinal directions. Each of the four directions are
|
|
/// composed into a single direction vector, <see cref="VelocityDir"/>. Enabling
|
|
/// opposite directions will cancel each other out, resulting in no direction.
|
|
/// </summary>
|
|
public void SetVelocityDirection(InputMoverComponent component, Direction direction, ushort subTick, bool enabled)
|
|
{
|
|
// Logger.Info($"[{_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(component, subTick, enabled, bit);
|
|
}
|
|
|
|
private void SetMoveInput(InputMoverComponent component, ushort subTick, bool enabled, MoveButtons bit)
|
|
{
|
|
// Modifies held state of a movement button at a certain sub tick and updates current tick movement vectors.
|
|
ResetSubtick(component);
|
|
|
|
if (subTick >= component.LastInputSubTick)
|
|
{
|
|
var fraction = (subTick - component.LastInputSubTick) / (float) ushort.MaxValue;
|
|
|
|
ref var lastMoveAmount = ref component.Sprinting ? ref component.CurTickSprintMovement : ref component.CurTickWalkMovement;
|
|
|
|
lastMoveAmount += DirVecForButtons(component.HeldMoveButtons) * fraction;
|
|
|
|
component.LastInputSubTick = subTick;
|
|
}
|
|
|
|
var buttons = component.HeldMoveButtons;
|
|
|
|
if (enabled)
|
|
{
|
|
buttons |= bit;
|
|
}
|
|
else
|
|
{
|
|
buttons &= ~bit;
|
|
}
|
|
|
|
SetMoveInput(component, buttons);
|
|
}
|
|
|
|
private void ResetSubtick(InputMoverComponent component)
|
|
{
|
|
if (Timing.CurTick <= component.LastInputTick) return;
|
|
|
|
component.CurTickWalkMovement = Vector2.Zero;
|
|
component.CurTickSprintMovement = Vector2.Zero;
|
|
component.LastInputTick = Timing.CurTick;
|
|
component.LastInputSubTick = 0;
|
|
}
|
|
|
|
public void SetSprinting(InputMoverComponent component, ushort subTick, bool walking)
|
|
{
|
|
// Logger.Info($"[{_gameTiming.CurTick}/{subTick}] Sprint: {enabled}");
|
|
|
|
SetMoveInput(component, subTick, walking, MoveButtons.Walk);
|
|
}
|
|
|
|
/// <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 -= HasFlag(buttons, MoveButtons.Left) ? 1 : 0;
|
|
x += HasFlag(buttons, MoveButtons.Right) ? 1 : 0;
|
|
|
|
var y = 0;
|
|
if (DiagonalMovementEnabled || x == 0)
|
|
{
|
|
y -= HasFlag(buttons, MoveButtons.Down) ? 1 : 0;
|
|
y += HasFlag(buttons, 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;
|
|
}
|
|
|
|
private static bool HasFlag(MoveButtons buttons, MoveButtons flag)
|
|
{
|
|
return (buttons & flag) == flag;
|
|
}
|
|
|
|
private sealed class CameraRotateInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
private readonly Angle _angle;
|
|
|
|
public CameraRotateInputCmdHandler(SharedMoverController controller, Direction direction)
|
|
{
|
|
_controller = controller;
|
|
_angle = direction.ToAngle();
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
if (message.State != BoundKeyState.Up)
|
|
return false;
|
|
|
|
_controller.RotateCamera(session.AttachedEntity.Value, _angle);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class CameraResetInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
|
|
public CameraResetInputCmdHandler(SharedMoverController controller)
|
|
{
|
|
_controller = controller;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
if (message.State != BoundKeyState.Up)
|
|
return false;
|
|
|
|
_controller.ResetCamera(session.AttachedEntity.Value);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class MoverDirInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
private readonly Direction _dir;
|
|
|
|
public MoverDirInputCmdHandler(SharedMoverController controller, Direction dir)
|
|
{
|
|
_controller = controller;
|
|
_dir = dir;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
_controller.HandleDirChange(session.AttachedEntity.Value, _dir, message.SubTick, message.State == BoundKeyState.Down);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class WalkInputCmdHandler : InputCmdHandler
|
|
{
|
|
private SharedMoverController _controller;
|
|
|
|
public WalkInputCmdHandler(SharedMoverController controller)
|
|
{
|
|
_controller = controller;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
_controller.HandleRunChange(session.AttachedEntity.Value, message.SubTick, message.State == BoundKeyState.Down);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
private sealed class ShuttleInputCmdHandler : InputCmdHandler
|
|
{
|
|
private readonly SharedMoverController _controller;
|
|
private readonly ShuttleButtons _button;
|
|
|
|
public ShuttleInputCmdHandler(SharedMoverController controller, ShuttleButtons button)
|
|
{
|
|
_controller = controller;
|
|
_button = button;
|
|
}
|
|
|
|
public override bool HandleCmdMessage(IEntityManager entManager, ICommonSession? session, IFullInputCmdMessage message)
|
|
{
|
|
if (session?.AttachedEntity == null) return false;
|
|
|
|
_controller.HandleShuttleInput(session.AttachedEntity.Value, _button, message.SubTick, message.State == BoundKeyState.Down);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
[Flags]
|
|
[Serializable, NetSerializable]
|
|
public enum MoveButtons : byte
|
|
{
|
|
None = 0,
|
|
Up = 1,
|
|
Down = 2,
|
|
Left = 4,
|
|
Right = 8,
|
|
Walk = 16,
|
|
}
|
|
|
|
[Flags]
|
|
public enum ShuttleButtons : byte
|
|
{
|
|
None = 0,
|
|
StrafeUp = 1 << 0,
|
|
StrafeDown = 1 << 1,
|
|
StrafeLeft = 1 << 2,
|
|
StrafeRight = 1 << 3,
|
|
RotateLeft = 1 << 4,
|
|
RotateRight = 1 << 5,
|
|
Brake = 1 << 6,
|
|
}
|
|
|
|
}
|