From 1515a3faffe8e66d0802feaeedcc2fda04cab2f6 Mon Sep 17 00:00:00 2001
From: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Date: Sat, 29 Apr 2023 18:17:31 +1000
Subject: [PATCH] Refactor thrusters (#15698)
---
.../Physics/Controllers/MoverController.cs | 170 ++++++------------
.../Shuttles/Components/ShuttleComponent.cs | 12 ++
.../Shuttles/Components/ThrusterComponent.cs | 4 +-
.../Shuttles/Systems/ThrusterSystem.cs | 34 ++++
.../Structures/Shuttles/thrusters.yml | 6 +-
5 files changed, 105 insertions(+), 121 deletions(-)
diff --git a/Content.Server/Physics/Controllers/MoverController.cs b/Content.Server/Physics/Controllers/MoverController.cs
index 2e9e4fcb80..bf56b32989 100644
--- a/Content.Server/Physics/Controllers/MoverController.cs
+++ b/Content.Server/Physics/Controllers/MoverController.cs
@@ -310,22 +310,14 @@ namespace Content.Server.Physics.Controllers
angularInput /= count;
brakeInput /= count;
- /*
- * So essentially:
- * 1. We do the same calcs for braking as we do for linear thrust so it's similar to a player pressing it
- * but we also need to handle when they get close to 0 hence why it sets velocity directly.
- *
- * 2. We do a similar calculation to mob movement where the closer you are to your speed cap the slower you accelerate
- *
- * TODO: Could combine braking linear input and thrust more but my brain was just not working debugging
- * TODO: Need to have variable speed caps based on thruster count or whatever
- */
-
// Handle shuttle movement
if (brakeInput > 0f)
{
if (body.LinearVelocity.Length > 0f)
{
+ // Minimum brake velocity for a direction to show its thrust appearance.
+ var appearanceThreshold = 0.1f;
+
// Get velocity relative to the shuttle so we know which thrusters to fire
var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
var force = Vector2.Zero;
@@ -333,7 +325,9 @@ namespace Content.Server.Physics.Controllers
if (shuttleVelocity.X < 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
- _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
+
+ if (shuttleVelocity.X < -appearanceThreshold)
+ _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
var index = (int) Math.Log2((int) DirectionFlag.East);
force.X += shuttle.LinearThrust[index];
@@ -341,7 +335,9 @@ namespace Content.Server.Physics.Controllers
else if (shuttleVelocity.X > 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.East);
- _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
+
+ if (shuttleVelocity.X > appearanceThreshold)
+ _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
var index = (int) Math.Log2((int) DirectionFlag.West);
force.X -= shuttle.LinearThrust[index];
@@ -350,7 +346,9 @@ namespace Content.Server.Physics.Controllers
if (shuttleVelocity.Y < 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.South);
- _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
+
+ if (shuttleVelocity.Y < -appearanceThreshold)
+ _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
var index = (int) Math.Log2((int) DirectionFlag.North);
force.Y += shuttle.LinearThrust[index];
@@ -358,47 +356,24 @@ namespace Content.Server.Physics.Controllers
else if (shuttleVelocity.Y > 0f)
{
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.North);
- _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
+
+ if (shuttleVelocity.Y > appearanceThreshold)
+ _thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
var index = (int) Math.Log2((int) DirectionFlag.South);
force.Y -= shuttle.LinearThrust[index];
}
- var impulse = force * brakeInput;
- var wishDir = impulse.Normalized;
- // TODO: Adjust max possible speed based on total thrust in particular direction.
- var wishSpeed = 20f;
+ var impulse = force * brakeInput * ShuttleComponent.BrakeCoefficient;
+ var maxImpulse = shuttleVelocity * body.Mass;
- var currentSpeed = Vector2.Dot(shuttleVelocity, wishDir);
- var addSpeed = wishSpeed - currentSpeed;
-
- if (addSpeed > 0f)
+ if ((impulse * frameTime).LengthSquared > maxImpulse.LengthSquared)
{
- var accelSpeed = impulse.Length * frameTime;
- accelSpeed = MathF.Min(accelSpeed, addSpeed);
- impulse = impulse.Normalized * accelSpeed * body.InvMass;
-
- // Cap inputs
- if (shuttleVelocity.X < 0f)
- {
- impulse.X = MathF.Min(impulse.X, -shuttleVelocity.X);
- }
- else if (shuttleVelocity.X > 0f)
- {
- impulse.X = MathF.Max(impulse.X, -shuttleVelocity.X);
- }
-
- if (shuttleVelocity.Y < 0f)
- {
- impulse.Y = MathF.Min(impulse.Y, -shuttleVelocity.Y);
- }
- else if (shuttleVelocity.Y > 0f)
- {
- impulse.Y = MathF.Max(impulse.Y, -shuttleVelocity.Y);
- }
-
- PhysicsSystem.SetLinearVelocity(shuttle.Owner, body.LinearVelocity + shuttleNorthAngle.RotateVec(impulse), body: body);
+ impulse = -maxImpulse;
}
+
+ PhysicsSystem.ApplyForce(shuttle.Owner, shuttleNorthAngle.RotateVec(impulse), body: body);
+
}
else
{
@@ -407,32 +382,20 @@ namespace Content.Server.Physics.Controllers
if (body.AngularVelocity != 0f)
{
- var impulse = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f);
- var wishSpeed = MathF.PI;
+ var impulse = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f) * ShuttleComponent.BrakeCoefficient;
+ var maxImpulse = body.AngularVelocity * body.Inertia;
- if (impulse < 0f)
- wishSpeed *= -1f;
-
- var currentSpeed = body.AngularVelocity;
- var addSpeed = wishSpeed - currentSpeed;
-
- if (!addSpeed.Equals(0f))
+ if (Math.Abs(impulse * frameTime) > Math.Abs(maxImpulse))
{
- var accelSpeed = impulse * body.InvI * frameTime;
-
- if (accelSpeed < 0f)
- accelSpeed = MathF.Max(accelSpeed, addSpeed);
- else
- accelSpeed = MathF.Min(accelSpeed, addSpeed);
-
- if (body.AngularVelocity < 0f && body.AngularVelocity + accelSpeed > 0f)
- accelSpeed = -body.AngularVelocity;
- else if (body.AngularVelocity > 0f && body.AngularVelocity + accelSpeed < 0f)
- accelSpeed = -body.AngularVelocity;
-
- PhysicsSystem.SetAngularVelocity(shuttle.Owner, body.AngularVelocity + accelSpeed, body: body);
- _thruster.SetAngularThrust(shuttle, true);
+ impulse = -maxImpulse;
}
+
+ PhysicsSystem.ApplyTorque(shuttle.Owner, impulse, body: body);
+ _thruster.SetAngularThrust(shuttle, true);
+ }
+ else
+ {
+ _thruster.SetAngularThrust(shuttle, false);
}
}
@@ -442,11 +405,6 @@ namespace Content.Server.Physics.Controllers
if (brakeInput.Equals(0f))
_thruster.DisableLinearThrusters(shuttle);
-
- if (body.LinearVelocity.Length < 0.08)
- {
- PhysicsSystem.SetLinearVelocity(shuttle.Owner, Vector2.Zero, body: body);
- }
}
else
{
@@ -454,8 +412,7 @@ namespace Content.Server.Physics.Controllers
var angle = linearInput.ToWorldAngle();
var linearDir = angle.GetDir();
var dockFlag = linearDir.AsFlag();
-
- var totalForce = new Vector2();
+ var totalForce = Vector2.Zero;
// Won't just do cardinal directions.
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
@@ -478,83 +435,62 @@ namespace Content.Server.Physics.Controllers
continue;
}
+ var force = Vector2.Zero;
var index = (int) Math.Log2((int) dir);
var thrust = shuttle.LinearThrust[index];
switch (dir)
{
case DirectionFlag.North:
- totalForce.Y += thrust;
+ force.Y += thrust;
break;
case DirectionFlag.South:
- totalForce.Y -= thrust;
+ force.Y -= thrust;
break;
case DirectionFlag.East:
- totalForce.X += thrust;
+ force.X += thrust;
break;
case DirectionFlag.West:
- totalForce.X -= thrust;
+ force.X -= thrust;
break;
default:
throw new ArgumentOutOfRangeException();
}
_thruster.EnableLinearThrustDirection(shuttle, dir);
+ var impulse = force * linearInput.Length;
+ totalForce += impulse;
}
- // We don't want to touch damping if no inputs are given
- // so we'll just add an artifical drag to the velocity input.
- var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
+ totalForce = shuttleNorthAngle.RotateVec(totalForce);
- var wishDir = totalForce.Normalized;
- // TODO: Adjust max possible speed based on total thrust in particular direction.
- var wishSpeed = 20f;
-
- var currentSpeed = Vector2.Dot(shuttleVelocity, wishDir);
- var addSpeed = wishSpeed - currentSpeed;
-
- if (addSpeed > 0f)
+ if ((body.LinearVelocity + totalForce / body.Mass * frameTime).Length <= ShuttleComponent.MaxLinearVelocity)
{
- var accelSpeed = totalForce.Length * frameTime;
- accelSpeed = MathF.Min(accelSpeed, addSpeed);
- PhysicsSystem.ApplyLinearImpulse(shuttle.Owner, shuttleNorthAngle.RotateVec(totalForce.Normalized * accelSpeed), body: body);
+ PhysicsSystem.ApplyForce(shuttle.Owner, totalForce, body: body);
}
}
if (MathHelper.CloseTo(angularInput, 0f))
{
- _thruster.SetAngularThrust(shuttle, false);
PhysicsSystem.SetSleepingAllowed(shuttle.Owner, body, true);
- if (Math.Abs(body.AngularVelocity) < 0.01f)
- {
- PhysicsSystem.SetAngularVelocity(shuttle.Owner, 0f, body: body);
- }
+ if (brakeInput <= 0f)
+ _thruster.SetAngularThrust(shuttle, false);
}
else
{
PhysicsSystem.SetSleepingAllowed(shuttle.Owner, body, false);
var impulse = shuttle.AngularThrust * -angularInput;
- var wishSpeed = MathF.PI;
+ var tickChange = impulse * frameTime * body.InvI;
- if (impulse < 0f)
- wishSpeed *= -1f;
-
- var currentSpeed = body.AngularVelocity;
- var addSpeed = wishSpeed - currentSpeed;
-
- if (!addSpeed.Equals(0f))
+ // If the rotation brings it above speedcap then noop.
+ if (Math.Sign(body.AngularVelocity) != Math.Sign(tickChange) ||
+ Math.Abs(body.AngularVelocity + tickChange) <= ShuttleComponent.MaxAngularVelocity)
{
- var accelSpeed = impulse * body.InvI * frameTime;
-
- if (accelSpeed < 0f)
- accelSpeed = MathF.Max(accelSpeed, addSpeed);
- else
- accelSpeed = MathF.Min(accelSpeed, addSpeed);
-
- PhysicsSystem.SetAngularVelocity(shuttle.Owner, body.AngularVelocity + accelSpeed, body: body);
- _thruster.SetAngularThrust(shuttle, true);
+ PhysicsSystem.ApplyTorque(shuttle.Owner, impulse, body: body);
}
+
+ _thruster.SetAngularThrust(shuttle, true);
}
}
}
diff --git a/Content.Server/Shuttles/Components/ShuttleComponent.cs b/Content.Server/Shuttles/Components/ShuttleComponent.cs
index 6917eefcf8..05c22e30c8 100644
--- a/Content.Server/Shuttles/Components/ShuttleComponent.cs
+++ b/Content.Server/Shuttles/Components/ShuttleComponent.cs
@@ -6,6 +6,18 @@ namespace Content.Server.Shuttles.Components
[ViewVariables]
public bool Enabled = true;
+ [ViewVariables]
+ public Vector2[] CenterOfThrust = new Vector2[4];
+
+ ///
+ /// Thrust gets multiplied by this value if it's for braking.
+ ///
+ public const float BrakeCoefficient = 1.5f;
+
+ public const float MaxLinearVelocity = 10f;
+
+ public const float MaxAngularVelocity = 1f;
+
///
/// The cached thrust available for each cardinal direction
///
diff --git a/Content.Server/Shuttles/Components/ThrusterComponent.cs b/Content.Server/Shuttles/Components/ThrusterComponent.cs
index 75d4774305..a7713473c0 100644
--- a/Content.Server/Shuttles/Components/ThrusterComponent.cs
+++ b/Content.Server/Shuttles/Components/ThrusterComponent.cs
@@ -46,10 +46,10 @@ namespace Content.Server.Shuttles.Components
// Need to serialize this because RefreshParts isn't called on Init and this will break post-mapinit maps!
[ViewVariables(VVAccess.ReadWrite), DataField("thrust")]
- public float Thrust;
+ public float Thrust = 100f;
[DataField("baseThrust"), ViewVariables(VVAccess.ReadWrite)]
- public float BaseThrust = 750f;
+ public float BaseThrust = 100f;
[DataField("thrusterType")]
public ThrusterType Type = ThrusterType.Linear;
diff --git a/Content.Server/Shuttles/Systems/ThrusterSystem.cs b/Content.Server/Shuttles/Systems/ThrusterSystem.cs
index 1157f7427b..6311d0e8c0 100644
--- a/Content.Server/Shuttles/Systems/ThrusterSystem.cs
+++ b/Content.Server/Shuttles/Systems/ThrusterSystem.cs
@@ -13,6 +13,7 @@ using Content.Shared.Shuttles.Components;
using Content.Shared.Temperature;
using Robust.Server.GameObjects;
using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
@@ -295,6 +296,38 @@ public sealed class ThrusterSystem : EntitySystem
}
_ambient.SetAmbience(uid, true);
+ RefreshCenter(uid, shuttleComponent);
+ }
+
+ ///
+ /// Refreshes the center of thrust for movement calculations.
+ ///
+ private void RefreshCenter(EntityUid uid, ShuttleComponent shuttle)
+ {
+ // TODO: Only refresh relevant directions.
+ var center = Vector2.Zero;
+ var thrustQuery = GetEntityQuery();
+ var xformQuery = GetEntityQuery();
+
+ foreach (var dir in new[]
+ { Direction.South, Direction.East, Direction.North, Direction.West })
+ {
+ var index = (int) dir / 2;
+ var pop = shuttle.LinearThrusters[index];
+ var totalThrust = 0f;
+
+ foreach (var ent in pop)
+ {
+ if (!thrustQuery.TryGetComponent(ent, out var thruster) || !xformQuery.TryGetComponent(ent, out var xform))
+ continue;
+
+ center += xform.LocalPosition * thruster.Thrust;
+ totalThrust += thruster.Thrust;
+ }
+
+ center /= pop.Count * totalThrust;
+ shuttle.CenterOfThrust[index] = center;
+ }
}
public void DisableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null, Angle? angle = null)
@@ -358,6 +391,7 @@ public sealed class ThrusterSystem : EntitySystem
}
component.Colliding.Clear();
+ RefreshCenter(uid, shuttleComponent);
}
public bool CanEnable(EntityUid uid, ThrusterComponent component)
diff --git a/Resources/Prototypes/Entities/Structures/Shuttles/thrusters.yml b/Resources/Prototypes/Entities/Structures/Shuttles/thrusters.yml
index eab6009855..58376b9399 100644
--- a/Resources/Prototypes/Entities/Structures/Shuttles/thrusters.yml
+++ b/Resources/Prototypes/Entities/Structures/Shuttles/thrusters.yml
@@ -92,7 +92,8 @@
- type: Thruster
thrusterType: Angular
requireSpace: false
- baseThrust: 5000
+ baseThrust: 2000
+ thrust: 2000
machinePartThrust: Manipulator
- type: Sprite
# Listen I'm not the biggest fan of the sprite but it was the most appropriate thing I could find.
@@ -133,7 +134,8 @@
- type: Thruster
thrusterType: Angular
requireSpace: false
- baseThrust: 5000
+ baseThrust: 100
+ thrust: 100
- type: ApcPowerReceiver
needsPower: false
powerLoad: 0