Mob Movement Major Refactor (#36847)
* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -3,15 +3,13 @@ using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Client.GameObjects;
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using Robust.Client.Physics;
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using Robust.Client.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Client.Physics.Controllers;
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namespace Content.Client.PhysicsSystem.Controllers;
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public sealed class MoverController : SharedMoverController
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{
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@@ -101,39 +99,13 @@ public sealed class MoverController : SharedMoverController
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private void HandleClientsideMovement(EntityUid player, float frameTime)
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{
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if (!MoverQuery.TryGetComponent(player, out var mover) ||
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!XformQuery.TryGetComponent(player, out var xform))
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{
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return;
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}
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var physicsUid = player;
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PhysicsComponent? body;
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var xformMover = xform;
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if (mover.ToParent && RelayQuery.HasComponent(xform.ParentUid))
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{
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if (!PhysicsQuery.TryGetComponent(xform.ParentUid, out body) ||
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!XformQuery.TryGetComponent(xform.ParentUid, out xformMover))
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{
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return;
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}
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physicsUid = xform.ParentUid;
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}
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else if (!PhysicsQuery.TryGetComponent(player, out body))
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if (!MoverQuery.TryGetComponent(player, out var mover))
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{
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return;
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}
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// Server-side should just be handled on its own so we'll just do this shizznit
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HandleMobMovement(
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player,
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mover,
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physicsUid,
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body,
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xformMover,
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frameTime);
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HandleMobMovement((player, mover), frameTime);
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}
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protected override bool CanSound()
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