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

@@ -1,4 +1,3 @@
using Content.Shared.Inventory;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Gravity;
@@ -19,15 +18,15 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
// TODO full-game-save
// Either these need to be processed before a map is saved, or slowed/slowing entities need to update on init.
private HashSet<EntityUid> _toUpdate = new();
private HashSet<EntityUid> _toRemove = new();
private readonly HashSet<EntityUid> _toUpdate = new();
private readonly HashSet<EntityUid> _toRemove = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SpeedModifierContactsComponent, StartCollideEvent>(OnEntityEnter);
SubscribeLocalEvent<SpeedModifierContactsComponent, EndCollideEvent>(OnEntityExit);
SubscribeLocalEvent<SpeedModifiedByContactComponent, RefreshMovementSpeedModifiersEvent>(MovementSpeedCheck);
SubscribeLocalEvent<SpeedModifiedByContactComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
SubscribeLocalEvent<SpeedModifierContactsComponent, ComponentShutdown>(OnShutdown);
UpdatesAfter.Add(typeof(SharedPhysicsSystem));
@@ -52,17 +51,16 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
_toUpdate.Clear();
}
public void ChangeModifiers(EntityUid uid, float speed, SpeedModifierContactsComponent? component = null)
public void ChangeSpeedModifiers(EntityUid uid, float speed, SpeedModifierContactsComponent? component = null)
{
ChangeModifiers(uid, speed, speed, component);
ChangeSpeedModifiers(uid, speed, speed, component);
}
public void ChangeModifiers(EntityUid uid, float walkSpeed, float sprintSpeed, SpeedModifierContactsComponent? component = null)
public void ChangeSpeedModifiers(EntityUid uid, float walkSpeed, float sprintSpeed, SpeedModifierContactsComponent? component = null)
{
if (!Resolve(uid, ref component))
{
return;
}
component.WalkSpeedModifier = walkSpeed;
component.SprintSpeedModifier = sprintSpeed;
Dirty(uid, component);
@@ -78,7 +76,7 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
_toUpdate.UnionWith(_physics.GetContactingEntities(uid, phys));
}
private void MovementSpeedCheck(EntityUid uid, SpeedModifiedByContactComponent component, RefreshMovementSpeedModifiersEvent args)
private void OnRefreshMovementSpeedModifiers(EntityUid uid, SpeedModifiedByContactComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!EntityManager.TryGetComponent<PhysicsComponent>(uid, out var physicsComponent))
return;
@@ -110,12 +108,12 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
}
// SpeedModifierContactsComponent takes priority over SlowedOverSlipperyComponent, effectively overriding the slippery slow.
if (TryComp<SlipperyComponent>(ent, out var slipperyComponent) && speedModified == false)
if (HasComp<SlipperyComponent>(ent) && speedModified == false)
{
var evSlippery = new GetSlowedOverSlipperyModifierEvent();
RaiseLocalEvent(uid, ref evSlippery);
if (evSlippery.SlowdownModifier != 1)
if (MathHelper.CloseTo(evSlippery.SlowdownModifier, 1))
{
walkSpeed += evSlippery.SlowdownModifier;
sprintSpeed += evSlippery.SlowdownModifier;
@@ -130,7 +128,7 @@ public sealed class SpeedModifierContactsSystem : EntitySystem
}
}
if (entries > 0)
if (entries > 0 && (!MathHelper.CloseTo(walkSpeed, entries) || !MathHelper.CloseTo(sprintSpeed, entries)))
{
walkSpeed /= entries;
sprintSpeed /= entries;