Make Saltern driveable (#4257)

* Broadphase refactor (content)

* Shuttle jank

* Fixes

* Testing jank

* Features and things

* Balance stuffsies

* AHHHHHHHHHHHHHHHH

* Mass and stuff working

* Fix drops

* Another balance pass

* Balance AGEN

* Add in stuff for rotating shuttles for debugging

* Nothing to see here

* Testbed stuffsies

* Fix some tests

* Fixen test

* Try fixing map

* Shuttle movement balance pass

* lasaggne

* Basic Helmsman console working

* Slight docking cleanup

* Helmsman requires power

* Basic shuttle test

* Stuff

* Fix computations

* Add shuttle console to saltern

* Rename helmsman to shuttleconsole

* Final stretch

* More tweaks

* Fix piloting prediction for now.
This commit is contained in:
metalgearsloth
2021-07-21 21:15:12 +10:00
committed by GitHub
parent 55087a6f16
commit 500b9cb1ea
44 changed files with 1042 additions and 1601 deletions

View File

@@ -1,21 +1,26 @@
using System;
using System.Collections.Generic;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Movement.Components;
using Content.Server.Shuttle;
using Content.Server.Shuttles;
using Content.Shared.Audio;
using Content.Shared.CCVar;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Shuttles;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
@@ -37,12 +42,17 @@ namespace Content.Server.Physics.Controllers
private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f;
private float _shuttleDockSpeedCap;
private HashSet<EntityUid> _excludedMobs = new();
public override void Initialize()
{
base.Initialize();
_audioSystem = EntitySystem.Get<AudioSystem>();
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.OnValueChanged(CCVars.ShuttleDockSpeedCap, value => _shuttleDockSpeedCap = value, true);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
@@ -56,8 +66,9 @@ namespace Content.Server.Physics.Controllers
HandleMobMovement(mover, physics, mobMover);
}
foreach (var mover in ComponentManager.EntityQuery<ShuttleControllerComponent>())
foreach (var (pilot, mover) in ComponentManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent>())
{
if (pilot.Console == null) continue;
_excludedMobs.Add(mover.Owner.Uid);
HandleShuttleMovement(mover);
}
@@ -76,13 +87,70 @@ namespace Content.Server.Physics.Controllers
* The reason for this is that vehicles change direction very slowly compared to players so you don't really have the requirement for quick movement anyway
* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
*/
private void HandleShuttleMovement(ShuttleControllerComponent mover)
private void HandleShuttleMovement(SharedPlayerInputMoverComponent mover)
{
var gridId = mover.Owner.Transform.GridID;
if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
// This is on shuttle branch trust me
if (!gridEntity.TryGetComponent(out ShuttleComponent? shuttleComponent) ||
!gridEntity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
return;
}
// Depending whether you have "cruise" mode on (tank controls, higher speed) or "docking" mode on (strafing, lower speed)
// inputs will do different things.
// TODO: Do that
float speedCap;
// This is comically fast for debugging
var angularSpeed = 20000f;
// ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass.
var movement = (mover.VelocityDir.walking + mover.VelocityDir.sprinting);
switch (shuttleComponent.Mode)
{
case ShuttleMode.Docking:
if (movement.Length != 0f)
physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.RotateVec(movement) * shuttleComponent.SpeedMultipler * physicsComponent.Mass);
speedCap = _shuttleDockSpeedCap;
break;
case ShuttleMode.Cruise:
if (movement.Length != 0.0f)
{
// Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever.
physicsComponent.ApplyLinearImpulse((physicsComponent.Owner.Transform.WorldRotation + new Angle(MathF.PI / 2)).ToVec() *
shuttleComponent.SpeedMultipler *
physicsComponent.Mass *
movement.Y *
10);
physicsComponent.ApplyAngularImpulse(movement.X * angularSpeed);
}
// TODO WHEN THIS ACTUALLY WORKS
speedCap = _shuttleDockSpeedCap * 10;
break;
default:
throw new ArgumentOutOfRangeException();
}
// Look don't my ride ass on this stuff most of the PR was just getting the thing working, we can
// ideaguys the shit out of it later.
var velocity = physicsComponent.LinearVelocity;
if (velocity.Length < 0.1f && movement.Length == 0f)
{
physicsComponent.LinearVelocity = Vector2.Zero;
return;
}
if (velocity.Length > speedCap)
{
physicsComponent.LinearVelocity = velocity.Normalized * speedCap;
}
}
protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)