Piloting and thruster tuning (#5594)
Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -36,6 +36,7 @@ namespace Content.Server.Physics.Controllers
|
||||
private float _shuttleDockSpeedCap;
|
||||
|
||||
private HashSet<EntityUid> _excludedMobs = new();
|
||||
private Dictionary<ShuttleComponent, List<(PilotComponent, IMoverComponent)>> _shuttlePilots = new();
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
@@ -56,12 +57,7 @@ namespace Content.Server.Physics.Controllers
|
||||
HandleMobMovement(mover, physics, mobMover);
|
||||
}
|
||||
|
||||
foreach (var (pilot, mover) in EntityManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent>())
|
||||
{
|
||||
if (pilot.Console == null) continue;
|
||||
_excludedMobs.Add(mover.Owner.Uid);
|
||||
HandleShuttleMovement(mover);
|
||||
}
|
||||
HandleShuttleMovement(frameTime);
|
||||
|
||||
foreach (var (mover, physics) in EntityManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
|
||||
{
|
||||
@@ -71,43 +67,120 @@ namespace Content.Server.Physics.Controllers
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Some thoughts:
|
||||
* Unreal actually doesn't predict vehicle movement at all, it's purely server-side which I thought was interesting
|
||||
* 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(SharedPlayerInputMoverComponent mover)
|
||||
private void HandleShuttleMovement(float frameTime)
|
||||
{
|
||||
var gridId = mover.Owner.Transform.GridID;
|
||||
var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent, IMoverComponent)>>();
|
||||
|
||||
if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
|
||||
|
||||
if (!gridEntity.TryGetComponent(out ShuttleComponent? shuttleComponent) ||
|
||||
!gridEntity.TryGetComponent(out PhysicsComponent? physicsComponent))
|
||||
// We just mark off their movement and the shuttle itself does its own movement
|
||||
foreach (var (pilot, mover, xform) in EntityManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent, TransformComponent>())
|
||||
{
|
||||
return;
|
||||
if (pilot.Console == null) continue;
|
||||
_excludedMobs.Add(mover.Owner.Uid);
|
||||
|
||||
var gridId = xform.GridID;
|
||||
|
||||
if (!_mapManager.TryGetGrid(gridId, out var grid) ||
|
||||
!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) continue;
|
||||
|
||||
if (!newPilots.TryGetValue(shuttleComponent, out var pilots))
|
||||
{
|
||||
pilots = new List<(PilotComponent, IMoverComponent)>();
|
||||
newPilots[shuttleComponent] = pilots;
|
||||
}
|
||||
|
||||
pilots.Add((pilot, mover));
|
||||
}
|
||||
|
||||
// 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;
|
||||
var system = EntitySystem.Get<ThrusterSystem>();
|
||||
var shuttleSystem = EntitySystem.Get<ShuttleSystem>();
|
||||
var thrusterSystem = EntitySystem.Get<ThrusterSystem>();
|
||||
|
||||
if (movement.Length.Equals(0f))
|
||||
// Reset inputs for non-piloted shuttles.
|
||||
foreach (var (shuttle, _) in _shuttlePilots)
|
||||
{
|
||||
// TODO: This visualization doesn't work with multiple pilots so need to address that somehow.
|
||||
system.DisableAllThrustDirections(shuttleComponent);
|
||||
return;
|
||||
if (newPilots.ContainsKey(shuttle)) continue;
|
||||
|
||||
thrusterSystem.DisableLinearThrusters(shuttle);
|
||||
}
|
||||
|
||||
var speedCap = 0f;
|
||||
_shuttlePilots = newPilots;
|
||||
|
||||
switch (shuttleComponent.Mode)
|
||||
// Collate all of the linear / angular velocites for a shuttle
|
||||
// then do the movement input once for it.
|
||||
foreach (var (shuttle, pilots) in _shuttlePilots)
|
||||
{
|
||||
case ShuttleMode.Docking:
|
||||
system.DisableAllThrustDirections(shuttleComponent);
|
||||
var dockDirection = movement.ToWorldAngle().GetDir();
|
||||
var dockFlag = dockDirection.AsFlag();
|
||||
if (shuttle.Paused || !EntityManager.TryGetComponent(shuttle.OwnerUid, out PhysicsComponent? body)) continue;
|
||||
|
||||
// Collate movement linear and angular inputs together
|
||||
var linearInput = Vector2.Zero;
|
||||
var angularInput = 0f;
|
||||
|
||||
switch (shuttle.Mode)
|
||||
{
|
||||
case ShuttleMode.Cruise:
|
||||
foreach (var (pilot, mover) in pilots)
|
||||
{
|
||||
var console = pilot.Console;
|
||||
|
||||
if (console == null)
|
||||
{
|
||||
DebugTools.Assert(false);
|
||||
continue;
|
||||
}
|
||||
|
||||
var sprint = mover.VelocityDir.sprinting;
|
||||
|
||||
if (sprint.Equals(Vector2.Zero)) continue;
|
||||
|
||||
var offsetRotation = EntityManager.GetComponent<TransformComponent>(console.OwnerUid).LocalRotation;
|
||||
|
||||
linearInput += offsetRotation.RotateVec(new Vector2(0f, sprint.Y));
|
||||
angularInput += sprint.X;
|
||||
}
|
||||
break;
|
||||
case ShuttleMode.Docking:
|
||||
// No angular input possible
|
||||
foreach (var (pilot, mover) in pilots)
|
||||
{
|
||||
var console = pilot.Console;
|
||||
|
||||
if (console == null)
|
||||
{
|
||||
DebugTools.Assert(false);
|
||||
continue;
|
||||
}
|
||||
|
||||
var sprint = mover.VelocityDir.sprinting;
|
||||
|
||||
if (sprint.Equals(Vector2.Zero)) continue;
|
||||
|
||||
var offsetRotation = EntityManager.GetComponent<TransformComponent>(console.OwnerUid).LocalRotation;
|
||||
sprint = offsetRotation.RotateVec(sprint);
|
||||
|
||||
linearInput += sprint;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
var count = pilots.Count;
|
||||
linearInput /= count;
|
||||
angularInput /= count;
|
||||
|
||||
// Handle shuttle movement
|
||||
if (linearInput.Length.Equals(0f))
|
||||
{
|
||||
thrusterSystem.DisableLinearThrusters(shuttle);
|
||||
body.LinearDamping = shuttleSystem.ShuttleIdleLinearDamping;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.LinearDamping = shuttleSystem.ShuttleMovingLinearDamping;
|
||||
|
||||
var angle = linearInput.ToWorldAngle();
|
||||
var linearDir = angle.GetDir();
|
||||
var dockFlag = linearDir.AsFlag();
|
||||
var shuttleNorth = EntityManager.GetComponent<TransformComponent>(body.OwnerUid).WorldRotation.ToWorldVec();
|
||||
|
||||
// Won't just do cardinal directions.
|
||||
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
||||
@@ -124,108 +197,74 @@ namespace Content.Server.Physics.Controllers
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((dir & dockFlag) == 0x0) continue;
|
||||
if ((dir & dockFlag) == 0x0)
|
||||
{
|
||||
thrusterSystem.DisableLinearThrustDirection(shuttle, dir);
|
||||
continue;
|
||||
}
|
||||
|
||||
system.EnableThrustDirection(shuttleComponent, dir);
|
||||
float length;
|
||||
|
||||
switch (dir)
|
||||
{
|
||||
case DirectionFlag.North:
|
||||
length = linearInput.Y;
|
||||
break;
|
||||
case DirectionFlag.South:
|
||||
length = -linearInput.Y;
|
||||
break;
|
||||
case DirectionFlag.East:
|
||||
length = linearInput.X;
|
||||
break;
|
||||
case DirectionFlag.West:
|
||||
length = -linearInput.X;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
thrusterSystem.EnableLinearThrustDirection(shuttle, dir);
|
||||
|
||||
var index = (int) Math.Log2((int) dir);
|
||||
var speed = shuttle.LinearThrusterImpulse[index] * length;
|
||||
|
||||
var dockSpeed = shuttleComponent.LinearThrusterImpulse[index];
|
||||
|
||||
// TODO: Cvar for the speed drop
|
||||
dockSpeed /= 5f;
|
||||
|
||||
if (physicsComponent.LinearVelocity.LengthSquared == 0f)
|
||||
if (body.LinearVelocity.LengthSquared < 0.5f)
|
||||
{
|
||||
dockSpeed *= 5f;
|
||||
speed *= 5f;
|
||||
}
|
||||
|
||||
var moveAngle = movement.ToWorldAngle();
|
||||
|
||||
physicsComponent.ApplyLinearImpulse(moveAngle.RotateVec(physicsComponent.Owner.Transform.WorldRotation.ToWorldVec()) *
|
||||
dockSpeed);
|
||||
body.ApplyLinearImpulse(
|
||||
angle.RotateVec(shuttleNorth) *
|
||||
speed *
|
||||
frameTime);
|
||||
}
|
||||
}
|
||||
|
||||
speedCap = _shuttleDockSpeedCap;
|
||||
break;
|
||||
case ShuttleMode.Cruise:
|
||||
if (movement.Y == 0f)
|
||||
if (MathHelper.CloseTo(angularInput, 0f))
|
||||
{
|
||||
thrusterSystem.SetAngularThrust(shuttle, false);
|
||||
body.AngularDamping = shuttleSystem.ShuttleIdleAngularDamping;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.AngularDamping = shuttleSystem.ShuttleMovingAngularDamping;
|
||||
var angularSpeed = shuttle.AngularThrust;
|
||||
|
||||
if (body.AngularVelocity < 0.5f)
|
||||
{
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.South);
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.North);
|
||||
}
|
||||
else
|
||||
{
|
||||
var direction = movement.Y > 0f ? Direction.North : Direction.South;
|
||||
var linearSpeed = shuttleComponent.LinearThrusterImpulse[(int) direction / 2];
|
||||
|
||||
if (physicsComponent.LinearVelocity.LengthSquared == 0f)
|
||||
{
|
||||
linearSpeed *= 5f;
|
||||
}
|
||||
|
||||
// Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever.
|
||||
physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.Opposite().ToWorldVec() *
|
||||
linearSpeed *
|
||||
movement.Y);
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case Direction.North:
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.South);
|
||||
system.EnableThrustDirection(shuttleComponent, DirectionFlag.North);
|
||||
break;
|
||||
case Direction.South:
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.North);
|
||||
system.EnableThrustDirection(shuttleComponent, DirectionFlag.South);
|
||||
break;
|
||||
}
|
||||
angularSpeed *= 5f;
|
||||
}
|
||||
|
||||
var angularSpeed = shuttleComponent.AngularThrust;
|
||||
// Scale rotation by mass just to make rotating larger things a bit more bearable.
|
||||
body.ApplyAngularImpulse(
|
||||
-angularInput *
|
||||
angularSpeed *
|
||||
frameTime *
|
||||
body.Mass / 100f);
|
||||
|
||||
if (movement.X == 0f)
|
||||
{
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.West);
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.East);
|
||||
}
|
||||
else if (movement.X != 0f)
|
||||
{
|
||||
physicsComponent.ApplyAngularImpulse(-movement.X * angularSpeed);
|
||||
|
||||
if (movement.X < 0f)
|
||||
{
|
||||
system.EnableThrustDirection(shuttleComponent, DirectionFlag.West);
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.East);
|
||||
}
|
||||
else
|
||||
{
|
||||
system.EnableThrustDirection(shuttleComponent, DirectionFlag.East);
|
||||
system.DisableThrustDirection(shuttleComponent, DirectionFlag.West);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO WHEN THIS ACTUALLY WORKS
|
||||
speedCap = _shuttleDockSpeedCap * 10;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
thrusterSystem.SetAngularThrust(shuttle, true);
|
||||
}
|
||||
}
|
||||
|
||||
var velocity = physicsComponent.LinearVelocity;
|
||||
var angVelocity = physicsComponent.AngularVelocity;
|
||||
|
||||
if (velocity.Length > speedCap)
|
||||
{
|
||||
physicsComponent.LinearVelocity = velocity.Normalized * speedCap;
|
||||
}
|
||||
|
||||
/* TODO: Need to suss something out but this PR already BEEG
|
||||
if (angVelocity > speedCap)
|
||||
{
|
||||
physicsComponent.AngularVelocity = speedCap;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
|
||||
|
||||
Reference in New Issue
Block a user