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>
This commit is contained in:
Princess Cheeseballs
2025-05-02 01:18:08 -07:00
committed by GitHub
parent 1fbc845126
commit 36030ef154
42 changed files with 799 additions and 524 deletions

View File

@@ -1,5 +1,9 @@
using System.Text.Json.Serialization.Metadata;
using Content.Shared.CCVar;
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Systems
@@ -7,6 +11,71 @@ namespace Content.Shared.Movement.Systems
public sealed class MovementSpeedModifierSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
private float _frictionModifier;
private float _airDamping;
private float _offGridDamping;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MovementSpeedModifierComponent, MapInitEvent>(OnModMapInit);
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
}
private void OnModMapInit(Entity<MovementSpeedModifierComponent> ent, ref MapInitEvent args)
{
// TODO: Dirty these smarter.
ent.Comp.WeightlessAcceleration = ent.Comp.BaseWeightlessAcceleration;
ent.Comp.WeightlessModifier = ent.Comp.BaseWeightlessModifier;
ent.Comp.WeightlessFriction = _airDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.WeightlessFrictionNoInput = _airDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.OffGridFriction = _offGridDamping * ent.Comp.BaseWeightlessFriction;
ent.Comp.Acceleration = ent.Comp.BaseAcceleration;
ent.Comp.Friction = _frictionModifier * ent.Comp.BaseFriction;
ent.Comp.FrictionNoInput = _frictionModifier * ent.Comp.BaseFriction;
Dirty(ent);
}
public void RefreshWeightlessModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
if (_timing.ApplyingState)
return;
var ev = new RefreshWeightlessModifiersEvent()
{
WeightlessAcceleration = move.BaseWeightlessAcceleration,
WeightlessAccelerationMod = 1.0f,
WeightlessModifier = move.BaseWeightlessModifier,
WeightlessFriction = move.BaseWeightlessFriction,
WeightlessFrictionMod = 1.0f,
WeightlessFrictionNoInput = move.BaseWeightlessFriction,
WeightlessFrictionNoInputMod = 1.0f,
};
RaiseLocalEvent(uid, ref ev);
if (MathHelper.CloseTo(ev.WeightlessAcceleration, move.WeightlessAcceleration) &&
MathHelper.CloseTo(ev.WeightlessModifier, move.WeightlessModifier) &&
MathHelper.CloseTo(ev.WeightlessFriction, move.WeightlessFriction) &&
MathHelper.CloseTo(ev.WeightlessFrictionNoInput, move.WeightlessFrictionNoInput))
{
return;
}
move.WeightlessAcceleration = ev.WeightlessAcceleration * ev.WeightlessAccelerationMod;
move.WeightlessModifier = ev.WeightlessModifier;
move.WeightlessFriction = _airDamping * ev.WeightlessFriction * ev.WeightlessFrictionMod;
move.WeightlessFrictionNoInput = _airDamping * ev.WeightlessFrictionNoInput * ev.WeightlessFrictionNoInputMod;
Dirty(uid, move);
}
public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
@@ -39,15 +108,42 @@ namespace Content.Shared.Movement.Systems
Dirty(uid, move);
}
// We might want to create separate RefreshMovementFrictionModifiersEvent and RefreshMovementFrictionModifiers function that will call it
public void ChangeFriction(EntityUid uid, float friction, float? frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
public void RefreshFrictionModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.Friction = friction;
if (_timing.ApplyingState)
return;
var ev = new RefreshFrictionModifiersEvent()
{
Friction = move.BaseFriction,
FrictionNoInput = move.BaseFriction,
Acceleration = move.BaseAcceleration,
};
RaiseLocalEvent(uid, ref ev);
if (MathHelper.CloseTo(ev.Friction, move.Friction)
&& MathHelper.CloseTo(ev.FrictionNoInput, move.FrictionNoInput)
&& MathHelper.CloseTo(ev.Acceleration, move.Acceleration))
return;
move.Friction = _frictionModifier * ev.Friction;
move.FrictionNoInput = _frictionModifier * ev.FrictionNoInput;
move.Acceleration = ev.Acceleration;
Dirty(uid, move);
}
public void ChangeBaseFriction(EntityUid uid, float friction, float frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
{
if (!Resolve(uid, ref move, false))
return;
move.BaseFriction = friction;
move.FrictionNoInput = frictionNoInput;
move.Acceleration = acceleration;
move.BaseAcceleration = acceleration;
Dirty(uid, move);
}
}
@@ -75,4 +171,65 @@ namespace Content.Shared.Movement.Systems
ModifySpeed(mod, mod);
}
}
[ByRefEvent]
public record struct RefreshWeightlessModifiersEvent
{
public float WeightlessAcceleration;
public float WeightlessAccelerationMod;
public float WeightlessModifier;
public float WeightlessFriction;
public float WeightlessFrictionMod;
public float WeightlessFrictionNoInput;
public float WeightlessFrictionNoInputMod;
public void ModifyFriction(float friction, float noInput)
{
WeightlessFrictionMod *= friction;
WeightlessFrictionNoInput *= noInput;
}
public void ModifyFriction(float friction)
{
ModifyFriction(friction, friction);
}
public void ModifyAcceleration(float acceleration, float modifier)
{
WeightlessAcceleration *= acceleration;
WeightlessModifier *= modifier;
}
public void ModifyAcceleration(float modifier)
{
ModifyAcceleration(modifier, modifier);
}
}
[ByRefEvent]
public record struct RefreshFrictionModifiersEvent : IInventoryRelayEvent
{
public float Friction;
public float FrictionNoInput;
public float Acceleration;
public void ModifyFriction(float friction, float noInput)
{
Friction *= friction;
FrictionNoInput *= noInput;
}
public void ModifyFriction(float friction)
{
ModifyFriction(friction, friction);
}
public void ModifyAcceleration(float acceleration)
{
Acceleration *= acceleration;
}
SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
}
}