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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@@ -169,7 +169,7 @@ namespace Content.Shared.Movement.Systems
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}
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// If we updated parent then cancel the accumulator and force it now.
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if (!TryUpdateRelative(mover, XformQuery.GetComponent(uid)) && mover.TargetRelativeRotation.Equals(Angle.Zero))
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if (!TryUpdateRelative(uid, mover, XformQuery.GetComponent(uid)) && mover.TargetRelativeRotation.Equals(Angle.Zero))
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return;
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mover.LerpTarget = TimeSpan.Zero;
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@@ -177,7 +177,7 @@ namespace Content.Shared.Movement.Systems
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Dirty(uid, mover);
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}
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private bool TryUpdateRelative(InputMoverComponent mover, TransformComponent xform)
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private bool TryUpdateRelative(EntityUid uid, InputMoverComponent mover, TransformComponent xform)
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{
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var relative = xform.GridUid;
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relative ??= xform.MapUid;
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@@ -192,38 +192,42 @@ namespace Content.Shared.Movement.Systems
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// Okay need to get our old relative rotation with respect to our new relative rotation
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// e.g. if we were right side up on our current grid need to get what that is on our new grid.
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var currentRotation = Angle.Zero;
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var targetRotation = Angle.Zero;
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var oldRelativeRot = Angle.Zero;
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var relativeRot = Angle.Zero;
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// Get our current relative rotation
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if (XformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
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{
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currentRotation = _transform.GetWorldRotation(oldRelativeXform, XformQuery) + mover.RelativeRotation;
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oldRelativeRot = _transform.GetWorldRotation(oldRelativeXform);
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}
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if (XformQuery.TryGetComponent(relative, out var relativeXform))
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{
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// This is our current rotation relative to our new parent.
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mover.RelativeRotation = (currentRotation - _transform.GetWorldRotation(relativeXform)).FlipPositive();
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relativeRot = _transform.GetWorldRotation(relativeXform);
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}
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// If we went from grid -> map we'll preserve our worldrotation
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if (relative != null && HasComp<MapComponent>(relative.Value))
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var diff = relativeRot - oldRelativeRot;
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// If we're going from a grid -> map then preserve the relative rotation so it's seamless if they go into space and back.
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if (HasComp<MapComponent>(relative) && HasComp<MapGridComponent>(mover.RelativeEntity))
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{
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targetRotation = currentRotation.FlipPositive().Reduced();
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mover.TargetRelativeRotation -= diff;
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}
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// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
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// OR just rotate to zero (depending on cvar)
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else if (relative != null && MapGridQuery.HasComp(relative.Value))
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// Snap to nearest cardinal if map -> grid
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else if (HasComp<MapGridComponent>(relative) && HasComp<MapComponent>(mover.RelativeEntity))
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{
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if (CameraRotationLocked)
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targetRotation = Angle.Zero;
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else
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targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
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var targetDir = mover.TargetRelativeRotation - diff;
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targetDir = targetDir.GetCardinalDir().ToAngle().Reduced();
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mover.TargetRelativeRotation = targetDir;
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}
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// Preserve target rotation in relation to the new parent.
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// Regardless of what the target is don't want the eye to move at all (from the player's perspective).
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mover.RelativeRotation -= diff;
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mover.RelativeEntity = relative;
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mover.TargetRelativeRotation = targetRotation;
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Dirty(uid, mover);
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return true;
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}
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@@ -297,6 +301,7 @@ namespace Content.Shared.Movement.Systems
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// Relayed movement just uses the same keybinds given we're moving the relayed entity
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// the same as us.
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// TODO: Should move this into HandleMobMovement itself.
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if (TryComp<RelayInputMoverComponent>(entity, out var relayMover))
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{
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DebugTools.Assert(relayMover.RelayEntity != entity);
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