Throwing improvements (#969)

This commit is contained in:
Pieter-Jan Briers
2020-05-25 14:04:58 +02:00
committed by GitHub
parent 8794381697
commit 29f21dfe58
3 changed files with 86 additions and 21 deletions

View File

@@ -1,36 +1,23 @@
using System;
using System.Linq;
using Content.Server.GameObjects;
using Content.Server.GameObjects.Components;
using System.Linq;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.Interfaces;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Throw;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.Input;
using Content.Shared.Interfaces;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystemMessages;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Players;
using Robust.Shared.Utility;
namespace Content.Server.GameObjects.EntitySystems
{
@@ -195,7 +182,7 @@ namespace Content.Server.GameObjects.EntitySystems
newStackComp.Count = 1;
}
ThrowHelper.Throw(throwEnt, ThrowForce, coords, plyEnt.Transform.GridPosition, false, plyEnt);
ThrowHelper.ThrowTo(throwEnt, ThrowForce, coords, plyEnt.Transform.GridPosition, false, plyEnt);
return true;
}

View File

@@ -12,13 +12,34 @@ using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Random;
using System;
using System.Collections.Generic;
using System.Text;
using Robust.Shared.Interfaces.Physics;
namespace Content.Server.Throw
{
public static class ThrowHelper
{
/// <summary>
/// Throw an entity in the direction of <paramref name="targetLoc"/> from <paramref name="sourceLoc"/>.
/// </summary>
/// <param name="thrownEnt">The entity to throw.</param>
/// <param name="throwForce">
/// The force to throw the entity with.
/// Total impulse applied is equal to this force applied for one second.
/// </param>
/// <param name="targetLoc">
/// The target location to throw at.
/// This is only used to calculate a direction,
/// actual distance is purely determined by <paramref name="throwForce"/>.
/// </param>
/// <param name="sourceLoc">
/// The position to start the throw from.
/// </param>
/// <param name="spread">
/// If true, slightly spread the actual throw angle.
/// </param>
/// <param name="throwSourceEnt">
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
/// </param>
public static void Throw(IEntity thrownEnt, float throwForce, GridCoordinates targetLoc, GridCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
if (!thrownEnt.TryGetComponent(out CollidableComponent colComp))
@@ -64,11 +85,68 @@ namespace Content.Server.Throw
physComp.SetController<ThrowController>();
(physComp.Controller as ThrowController)?.StartThrow(angle.ToVec() * spd);
if (throwSourceEnt != null && throwSourceEnt.TryGetComponent<PhysicsComponent>(out var physics))
if (throwSourceEnt != null && throwSourceEnt.TryGetComponent<PhysicsComponent>(out var physics)
&& physics.Controller is MoverController mover)
{
const float ThrowFactor = 5.0f; // Break Newton's Third Law for better gameplay
(physics.Controller as MoverController)?.Push(-angle.ToVec(), spd * ThrowFactor / physics.Mass);
var physicsMgr = IoCManager.Resolve<IPhysicsManager>();
if (physicsMgr.IsWeightless(throwSourceEnt.Transform.GridPosition))
{
// We don't check for surrounding entities,
// so you'll still get knocked around if you're hugging the station wall in zero g.
// I got kinda lazy is the reason why. Also it makes a bit of sense.
// If somebody wants they can come along and make it so magboots completely hold you still.
// Would be a cool incentive to use them.
const float ThrowFactor = 5.0f; // Break Newton's Third Law for better gameplay
mover.Push(-angle.ToVec(), spd * ThrowFactor / physics.Mass);
}
}
}
/// <summary>
/// Throw an entity at the position of <paramref name="targetLoc"/> from <paramref name="sourceLoc"/>,
/// without overshooting.
/// </summary>
/// <param name="thrownEnt">The entity to throw.</param>
/// <param name="throwForceMax">
/// The MAXIMUM force to throw the entity with.
/// Throw force increases with distance to target, this is the maximum force allowed.
/// </param>
/// <param name="targetLoc">
/// The target location to throw at.
/// This function will try to land at this exact spot,
/// if <paramref name="throwForceMax"/> is large enough to allow for it to be reached.
/// </param>
/// <param name="sourceLoc">
/// The position to start the throw from.
/// </param>
/// <param name="spread">
/// If true, slightly spread the actual throw angle.
/// </param>
/// <param name="throwSourceEnt">
/// The entity that did the throwing. An opposite impulse will be applied to this entity if passed in.
/// </param>
public static void ThrowTo(IEntity thrownEnt, float throwForceMax, GridCoordinates targetLoc,
GridCoordinates sourceLoc, bool spread = false, IEntity throwSourceEnt = null)
{
var mapManager = IoCManager.Resolve<IMapManager>();
var timing = IoCManager.Resolve<IGameTiming>();
// Calculate the force necessary to land a throw based on throw duration, mass and distance.
var distance = (targetLoc.ToMapPos(mapManager) - sourceLoc.ToMapPos(mapManager)).Length;
var throwDuration = ThrowController.DefaultThrowTime;
var mass = 1f;
if (thrownEnt.TryGetComponent(out PhysicsComponent physicsComponent))
{
mass = physicsComponent.Mass;
}
var velocityNecessary = distance / throwDuration;
var impulseNecessary = velocityNecessary * mass;
var forceNecessary = impulseNecessary * (1f / timing.TickRate);
// Then clamp it to the max force allowed and call Throw().
Throw(thrownEnt, Math.Min(forceNecessary, throwForceMax), targetLoc, sourceLoc, spread, throwSourceEnt);
}
}
}

View File

@@ -11,7 +11,7 @@ namespace Content.Shared.Physics
private float _throwTime;
private SharedPhysicsComponent _component;
private const float DefaultThrowTime = 0.25f;
public const float DefaultThrowTime = 0.25f;
public float ThrowTime
{