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+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>
516 lines
21 KiB
C#
516 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.Pulling.Components;
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using Content.Shared.Tag;
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using Robust.Shared.Audio;
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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.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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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<SharedPullableComponent> 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<SharedPullableComponent>();
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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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_configManager.OnValueChanged(CCVars.RelativeMovement, SetRelativeMovement, true);
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_configManager.OnValueChanged(CCVars.StopSpeed, SetStopSpeed, true);
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UpdatesBefore.Add(typeof(TileFrictionController));
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}
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private void SetRelativeMovement(bool value) => _relativeMovement = value;
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private void SetStopSpeed(float value) => _stopSpeed = value;
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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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_configManager.UnsubValueChanged(CCVars.RelativeMovement, SetRelativeMovement);
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_configManager.UnsubValueChanged(CCVars.StopSpeed, SetStopSpeed);
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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;
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if (RelayTargetQuery.TryGetComponent(uid, out var relayTarget))
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{
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if (_mobState.IsIncapacitated(relayTarget.Source) ||
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TryComp<SleepingComponent>(relayTarget.Source, out _) ||
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!MoverQuery.TryGetComponent(relayTarget.Source, out var relayedMover))
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{
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canMove = false;
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}
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else
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{
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mover.RelativeEntity = relayedMover.RelativeEntity;
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mover.RelativeRotation = relayedMover.RelativeRotation;
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mover.TargetRelativeRotation = relayedMover.TargetRelativeRotation;
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}
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}
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// Update relative movement
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if (mover.LerpTarget < Timing.CurTime)
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{
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if (TryUpdateRelative(mover, xform))
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{
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Dirty(uid, mover);
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}
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}
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LerpRotation(uid, mover, frameTime);
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if (!canMove
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|| physicsComponent.BodyStatus != BodyStatus.OnGround && !CanMoveInAirQuery.HasComponent(uid)
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|| PullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
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{
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UsedMobMovement[uid] = false;
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return;
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}
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UsedMobMovement[uid] = true;
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// Specifically don't use mover.Owner because that may be different to the actual physics body being moved.
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var weightless = _gravity.IsWeightless(physicsUid, physicsComponent, xform);
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var (walkDir, sprintDir) = GetVelocityInput(mover);
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var touching = false;
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// Handle wall-pushes.
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if (weightless)
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{
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if (xform.GridUid != null)
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touching = true;
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if (!touching)
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{
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var ev = new CanWeightlessMoveEvent(uid);
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RaiseLocalEvent(uid, ref ev, true);
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// No gravity: is our entity touching anything?
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touching = ev.CanMove;
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if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
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touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
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}
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}
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// Get current tile def for things like speed/friction mods
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ContentTileDefinition? tileDef = null;
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// Don't bother getting the tiledef here if we're weightless or in-air
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// since no tile-based modifiers should be applying in that situation
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if (_mapManager.TryFindGridAt(xform.MapPosition, out var grid, out var gridComp)
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&& _mapSystem.TryGetTileRef(grid, gridComp, xform.Coordinates, out var tile)
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&& !(weightless || physicsComponent.BodyStatus == BodyStatus.InAir))
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{
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tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
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}
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// Regular movement.
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// Target velocity.
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// This is relative to the map / grid we're on.
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var moveSpeedComponent = ModifierQuery.CompOrNull(uid);
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var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
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var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
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var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
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var parentRotation = GetParentGridAngle(mover);
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var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
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DebugTools.Assert(MathHelper.CloseToPercent(total.Length(), worldTotal.Length()));
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var velocity = physicsComponent.LinearVelocity;
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float friction;
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float weightlessModifier;
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float accel;
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if (weightless)
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{
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if (worldTotal != Vector2.Zero && touching)
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friction = moveSpeedComponent?.WeightlessFriction ?? MovementSpeedModifierComponent.DefaultWeightlessFriction;
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else
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friction = moveSpeedComponent?.WeightlessFrictionNoInput ?? MovementSpeedModifierComponent.DefaultWeightlessFrictionNoInput;
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weightlessModifier = moveSpeedComponent?.WeightlessModifier ?? MovementSpeedModifierComponent.DefaultWeightlessModifier;
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accel = moveSpeedComponent?.WeightlessAcceleration ?? MovementSpeedModifierComponent.DefaultWeightlessAcceleration;
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}
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else
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{
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if (worldTotal != Vector2.Zero || moveSpeedComponent?.FrictionNoInput == null)
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{
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friction = tileDef?.MobFriction ?? moveSpeedComponent?.Friction ?? MovementSpeedModifierComponent.DefaultFriction;
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}
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else
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{
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friction = tileDef?.MobFrictionNoInput ?? moveSpeedComponent.FrictionNoInput ?? MovementSpeedModifierComponent.DefaultFrictionNoInput;
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}
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weightlessModifier = 1f;
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accel = tileDef?.MobAcceleration ?? moveSpeedComponent?.Acceleration ?? MovementSpeedModifierComponent.DefaultAcceleration;
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}
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var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
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Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
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if (worldTotal != Vector2.Zero)
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{
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if (!NoRotateQuery.HasComponent(uid))
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{
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// TODO apparently this results in a duplicate move event because "This should have its event run during
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// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
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var worldRot = _transform.GetWorldRotation(xform);
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_transform.SetLocalRotation(xform, xform.LocalRotation + worldTotal.ToWorldAngle() - worldRot);
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}
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if (!weightless && MobMoverQuery.TryGetComponent(uid, out var mobMover) &&
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TryGetSound(weightless, uid, mover, mobMover, xform, out var sound, tileDef: tileDef))
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{
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var soundModifier = mover.Sprinting ? 3.5f : 1.5f;
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var audioParams = sound.Params
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.WithVolume(sound.Params.Volume + soundModifier)
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.WithVariation(sound.Params.Variation ?? FootstepVariation);
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// If we're a relay target then predict the sound for all relays.
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if (relayTarget != null)
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{
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_audio.PlayPredicted(sound, uid, relayTarget.Source, audioParams);
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}
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else
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{
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_audio.PlayPredicted(sound, uid, uid, audioParams);
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}
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}
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}
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worldTotal *= weightlessModifier;
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if (!weightless || touching)
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Accelerate(ref velocity, in worldTotal, accel, frameTime);
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PhysicsSystem.SetLinearVelocity(physicsUid, velocity, body: physicsComponent);
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// Ensures that players do not spiiiiiiin
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PhysicsSystem.SetAngularVelocity(physicsUid, 0, body: physicsComponent);
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}
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public void LerpRotation(EntityUid uid, InputMoverComponent mover, float frameTime)
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{
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var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
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// if we've just traversed then lerp to our target rotation.
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if (!angleDiff.EqualsApprox(Angle.Zero, 0.001))
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{
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var adjustment = angleDiff * 5f * frameTime;
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var minAdjustment = 0.01 * frameTime;
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if (angleDiff < 0)
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{
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adjustment = Math.Min(adjustment, -minAdjustment);
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adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
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}
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else
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{
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adjustment = Math.Max(adjustment, minAdjustment);
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adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
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}
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mover.RelativeRotation += adjustment;
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mover.RelativeRotation.FlipPositive();
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Dirty(uid, mover);
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}
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else if (!angleDiff.Equals(Angle.Zero))
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{
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mover.TargetRelativeRotation.FlipPositive();
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mover.RelativeRotation = mover.TargetRelativeRotation;
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Dirty(uid, mover);
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}
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}
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private void Friction(float minimumFrictionSpeed, float frameTime, float friction, ref Vector2 velocity)
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{
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var speed = velocity.Length();
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if (speed < minimumFrictionSpeed)
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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 SharedPullableComponent? 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;
|
|
}
|
|
|
|
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 (!_mapManager.TryGetGrid(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;
|
|
}
|
|
}
|
|
}
|