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
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private float _shuttleDockSpeedCap;
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private float _shuttleDockSpeedCap;
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private HashSet<EntityUid> _excludedMobs = new();
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private HashSet<EntityUid> _excludedMobs = new();
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private Dictionary<ShuttleComponent, List<(PilotComponent, IMoverComponent)>> _shuttlePilots = new();
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public override void Initialize()
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public override void Initialize()
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{
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{
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@@ -56,12 +57,7 @@ namespace Content.Server.Physics.Controllers
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HandleMobMovement(mover, physics, mobMover);
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HandleMobMovement(mover, physics, mobMover);
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}
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}
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foreach (var (pilot, mover) in EntityManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent>())
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HandleShuttleMovement(frameTime);
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{
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if (pilot.Console == null) continue;
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_excludedMobs.Add(mover.Owner.Uid);
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HandleShuttleMovement(mover);
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}
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foreach (var (mover, physics) in EntityManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
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foreach (var (mover, physics) in EntityManager.EntityQuery<IMoverComponent, PhysicsComponent>(true))
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{
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{
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@@ -71,43 +67,120 @@ namespace Content.Server.Physics.Controllers
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}
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}
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}
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}
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/*
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private void HandleShuttleMovement(float frameTime)
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* Some thoughts:
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* Unreal actually doesn't predict vehicle movement at all, it's purely server-side which I thought was interesting
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* 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
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* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
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*/
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private void HandleShuttleMovement(SharedPlayerInputMoverComponent mover)
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{
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{
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var gridId = mover.Owner.Transform.GridID;
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var newPilots = new Dictionary<ShuttleComponent, List<(PilotComponent, IMoverComponent)>>();
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if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
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// We just mark off their movement and the shuttle itself does its own movement
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foreach (var (pilot, mover, xform) in EntityManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent, TransformComponent>())
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if (!gridEntity.TryGetComponent(out ShuttleComponent? shuttleComponent) ||
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!gridEntity.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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{
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return;
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if (pilot.Console == null) continue;
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_excludedMobs.Add(mover.Owner.Uid);
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var gridId = xform.GridID;
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if (!_mapManager.TryGetGrid(gridId, out var grid) ||
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!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) continue;
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if (!newPilots.TryGetValue(shuttleComponent, out var pilots))
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{
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pilots = new List<(PilotComponent, IMoverComponent)>();
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newPilots[shuttleComponent] = pilots;
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}
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pilots.Add((pilot, mover));
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}
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}
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// ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass.
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var shuttleSystem = EntitySystem.Get<ShuttleSystem>();
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var movement = mover.VelocityDir.walking + mover.VelocityDir.sprinting;
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var thrusterSystem = EntitySystem.Get<ThrusterSystem>();
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var system = EntitySystem.Get<ThrusterSystem>();
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if (movement.Length.Equals(0f))
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// Reset inputs for non-piloted shuttles.
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foreach (var (shuttle, _) in _shuttlePilots)
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{
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{
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// TODO: This visualization doesn't work with multiple pilots so need to address that somehow.
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if (newPilots.ContainsKey(shuttle)) continue;
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system.DisableAllThrustDirections(shuttleComponent);
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return;
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thrusterSystem.DisableLinearThrusters(shuttle);
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}
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}
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var speedCap = 0f;
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_shuttlePilots = newPilots;
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switch (shuttleComponent.Mode)
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// Collate all of the linear / angular velocites for a shuttle
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// then do the movement input once for it.
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foreach (var (shuttle, pilots) in _shuttlePilots)
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{
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{
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case ShuttleMode.Docking:
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if (shuttle.Paused || !EntityManager.TryGetComponent(shuttle.OwnerUid, out PhysicsComponent? body)) continue;
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system.DisableAllThrustDirections(shuttleComponent);
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var dockDirection = movement.ToWorldAngle().GetDir();
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// Collate movement linear and angular inputs together
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var dockFlag = dockDirection.AsFlag();
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var linearInput = Vector2.Zero;
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var angularInput = 0f;
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switch (shuttle.Mode)
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{
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case ShuttleMode.Cruise:
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foreach (var (pilot, mover) in pilots)
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{
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var console = pilot.Console;
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if (console == null)
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{
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DebugTools.Assert(false);
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continue;
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}
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var sprint = mover.VelocityDir.sprinting;
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if (sprint.Equals(Vector2.Zero)) continue;
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var offsetRotation = EntityManager.GetComponent<TransformComponent>(console.OwnerUid).LocalRotation;
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linearInput += offsetRotation.RotateVec(new Vector2(0f, sprint.Y));
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angularInput += sprint.X;
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}
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break;
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case ShuttleMode.Docking:
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// No angular input possible
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foreach (var (pilot, mover) in pilots)
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{
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var console = pilot.Console;
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if (console == null)
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{
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DebugTools.Assert(false);
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continue;
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}
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var sprint = mover.VelocityDir.sprinting;
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if (sprint.Equals(Vector2.Zero)) continue;
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var offsetRotation = EntityManager.GetComponent<TransformComponent>(console.OwnerUid).LocalRotation;
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sprint = offsetRotation.RotateVec(sprint);
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linearInput += sprint;
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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var count = pilots.Count;
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linearInput /= count;
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angularInput /= count;
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// Handle shuttle movement
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if (linearInput.Length.Equals(0f))
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{
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thrusterSystem.DisableLinearThrusters(shuttle);
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body.LinearDamping = shuttleSystem.ShuttleIdleLinearDamping;
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}
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else
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{
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body.LinearDamping = shuttleSystem.ShuttleMovingLinearDamping;
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var angle = linearInput.ToWorldAngle();
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var linearDir = angle.GetDir();
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var dockFlag = linearDir.AsFlag();
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var shuttleNorth = EntityManager.GetComponent<TransformComponent>(body.OwnerUid).WorldRotation.ToWorldVec();
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// Won't just do cardinal directions.
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// Won't just do cardinal directions.
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foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
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foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
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@@ -124,108 +197,74 @@ namespace Content.Server.Physics.Controllers
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continue;
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continue;
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}
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}
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if ((dir & dockFlag) == 0x0) continue;
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if ((dir & dockFlag) == 0x0)
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{
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thrusterSystem.DisableLinearThrustDirection(shuttle, dir);
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continue;
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}
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system.EnableThrustDirection(shuttleComponent, dir);
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float length;
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switch (dir)
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{
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case DirectionFlag.North:
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length = linearInput.Y;
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break;
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case DirectionFlag.South:
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length = -linearInput.Y;
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break;
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case DirectionFlag.East:
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length = linearInput.X;
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break;
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case DirectionFlag.West:
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length = -linearInput.X;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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thrusterSystem.EnableLinearThrustDirection(shuttle, dir);
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var index = (int) Math.Log2((int) dir);
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var index = (int) Math.Log2((int) dir);
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var speed = shuttle.LinearThrusterImpulse[index] * length;
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var dockSpeed = shuttleComponent.LinearThrusterImpulse[index];
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if (body.LinearVelocity.LengthSquared < 0.5f)
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// TODO: Cvar for the speed drop
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dockSpeed /= 5f;
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if (physicsComponent.LinearVelocity.LengthSquared == 0f)
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{
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{
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dockSpeed *= 5f;
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speed *= 5f;
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}
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}
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var moveAngle = movement.ToWorldAngle();
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body.ApplyLinearImpulse(
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angle.RotateVec(shuttleNorth) *
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physicsComponent.ApplyLinearImpulse(moveAngle.RotateVec(physicsComponent.Owner.Transform.WorldRotation.ToWorldVec()) *
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speed *
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dockSpeed);
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frameTime);
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}
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}
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}
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speedCap = _shuttleDockSpeedCap;
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if (MathHelper.CloseTo(angularInput, 0f))
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break;
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{
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case ShuttleMode.Cruise:
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thrusterSystem.SetAngularThrust(shuttle, false);
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if (movement.Y == 0f)
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body.AngularDamping = shuttleSystem.ShuttleIdleAngularDamping;
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}
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else
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{
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body.AngularDamping = shuttleSystem.ShuttleMovingAngularDamping;
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var angularSpeed = shuttle.AngularThrust;
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if (body.AngularVelocity < 0.5f)
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{
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{
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.South);
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angularSpeed *= 5f;
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.North);
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}
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else
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{
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var direction = movement.Y > 0f ? Direction.North : Direction.South;
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var linearSpeed = shuttleComponent.LinearThrusterImpulse[(int) direction / 2];
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if (physicsComponent.LinearVelocity.LengthSquared == 0f)
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{
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linearSpeed *= 5f;
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}
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// Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever.
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physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.Opposite().ToWorldVec() *
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linearSpeed *
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movement.Y);
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switch (direction)
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{
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case Direction.North:
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.South);
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system.EnableThrustDirection(shuttleComponent, DirectionFlag.North);
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break;
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case Direction.South:
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.North);
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system.EnableThrustDirection(shuttleComponent, DirectionFlag.South);
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break;
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}
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}
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}
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var angularSpeed = shuttleComponent.AngularThrust;
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// Scale rotation by mass just to make rotating larger things a bit more bearable.
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body.ApplyAngularImpulse(
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-angularInput *
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angularSpeed *
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frameTime *
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body.Mass / 100f);
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if (movement.X == 0f)
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thrusterSystem.SetAngularThrust(shuttle, true);
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{
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}
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.West);
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.East);
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}
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else if (movement.X != 0f)
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{
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physicsComponent.ApplyAngularImpulse(-movement.X * angularSpeed);
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if (movement.X < 0f)
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{
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system.EnableThrustDirection(shuttleComponent, DirectionFlag.West);
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.East);
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}
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else
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{
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system.EnableThrustDirection(shuttleComponent, DirectionFlag.East);
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system.DisableThrustDirection(shuttleComponent, DirectionFlag.West);
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}
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}
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// TODO WHEN THIS ACTUALLY WORKS
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speedCap = _shuttleDockSpeedCap * 10;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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var velocity = physicsComponent.LinearVelocity;
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var angVelocity = physicsComponent.AngularVelocity;
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if (velocity.Length > speedCap)
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{
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physicsComponent.LinearVelocity = velocity.Normalized * speedCap;
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}
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/* TODO: Need to suss something out but this PR already BEEG
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if (angVelocity > speedCap)
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{
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physicsComponent.AngularVelocity = speedCap;
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}
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*/
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}
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}
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protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
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protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
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@@ -51,7 +51,7 @@ namespace Content.Server.Shuttles.Components
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[ViewVariables]
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[ViewVariables]
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[DataField("impulse")]
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[DataField("impulse")]
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public float Impulse = 5f;
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public float Impulse = 450f;
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[ViewVariables]
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[ViewVariables]
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[DataField("thrusterType")]
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[DataField("thrusterType")]
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@@ -11,6 +11,12 @@ namespace Content.Server.Shuttles.EntitySystems
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{
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{
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private const float TileMassMultiplier = 4f;
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private const float TileMassMultiplier = 4f;
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public float ShuttleIdleLinearDamping = 0.1f;
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public float ShuttleIdleAngularDamping = 0.2f;
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public float ShuttleMovingLinearDamping = 0.05f;
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public float ShuttleMovingAngularDamping = 0.05f;
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public override void Initialize()
|
public override void Initialize()
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{
|
{
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base.Initialize();
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base.Initialize();
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@@ -88,8 +94,8 @@ namespace Content.Server.Shuttles.EntitySystems
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component.BodyStatus = BodyStatus.InAir;
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component.BodyStatus = BodyStatus.InAir;
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//component.FixedRotation = false; TODO WHEN ROTATING SHUTTLES FIXED.
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//component.FixedRotation = false; TODO WHEN ROTATING SHUTTLES FIXED.
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component.FixedRotation = false;
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component.FixedRotation = false;
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component.LinearDamping = 0.2f;
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component.LinearDamping = ShuttleIdleLinearDamping;
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component.AngularDamping = 0.3f;
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component.AngularDamping = ShuttleIdleAngularDamping;
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}
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}
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private void Disable(PhysicsComponent component)
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private void Disable(PhysicsComponent component)
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@@ -404,46 +404,60 @@ namespace Content.Server.Shuttles.EntitySystems
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/// <summary>
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/// <summary>
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/// Considers a thrust direction as being active.
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/// Considers a thrust direction as being active.
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/// </summary>
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/// </summary>
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public void EnableThrustDirection(ShuttleComponent component, DirectionFlag direction)
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public void EnableLinearThrustDirection(ShuttleComponent component, DirectionFlag direction)
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{
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{
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if ((component.ThrustDirections & direction) != 0x0) return;
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if ((component.ThrustDirections & direction) != 0x0) return;
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component.ThrustDirections |= direction;
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component.ThrustDirections |= direction;
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if ((direction & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
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var index = GetFlagIndex(direction);
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|
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|
foreach (var comp in component.LinearThrusters[index])
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{
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{
|
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switch (component.Mode)
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
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{
|
continue;
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case ShuttleMode.Cruise:
|
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foreach (var comp in component.AngularThrusters)
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{
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|
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if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
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|
||||||
continue;
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|
||||||
|
|
||||||
comp.Firing = true;
|
comp.Firing = true;
|
||||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
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appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
|
||||||
}
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|
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break;
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|
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case ShuttleMode.Docking:
|
|
||||||
var index = GetFlagIndex(direction);
|
|
||||||
|
|
||||||
foreach (var comp in component.LinearThrusters[index])
|
|
||||||
{
|
|
||||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
comp.Firing = true;
|
|
||||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
}
|
||||||
{
|
|
||||||
var index = GetFlagIndex(direction);
|
|
||||||
|
|
||||||
foreach (var comp in component.LinearThrusters[index])
|
/// <summary>
|
||||||
|
/// Disables a thrust direction.
|
||||||
|
/// </summary>
|
||||||
|
public void DisableLinearThrustDirection(ShuttleComponent component, DirectionFlag direction)
|
||||||
|
{
|
||||||
|
if ((component.ThrustDirections & direction) == 0x0) return;
|
||||||
|
|
||||||
|
component.ThrustDirections &= ~direction;
|
||||||
|
|
||||||
|
var index = GetFlagIndex(direction);
|
||||||
|
|
||||||
|
foreach (var comp in component.LinearThrusters[index])
|
||||||
|
{
|
||||||
|
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
comp.Firing = false;
|
||||||
|
appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DisableLinearThrusters(ShuttleComponent component)
|
||||||
|
{
|
||||||
|
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
||||||
|
{
|
||||||
|
DisableLinearThrustDirection(component, dir);
|
||||||
|
}
|
||||||
|
|
||||||
|
DebugTools.Assert(component.ThrustDirections == DirectionFlag.None);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetAngularThrust(ShuttleComponent component, bool on)
|
||||||
|
{
|
||||||
|
if (on)
|
||||||
|
{
|
||||||
|
foreach (var comp in component.AngularThrusters)
|
||||||
{
|
{
|
||||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
||||||
continue;
|
continue;
|
||||||
@@ -452,51 +466,9 @@ namespace Content.Server.Shuttles.EntitySystems
|
|||||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
|
appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Disables a thrust direction.
|
|
||||||
/// </summary>
|
|
||||||
public void DisableThrustDirection(ShuttleComponent component, DirectionFlag direction)
|
|
||||||
{
|
|
||||||
if ((component.ThrustDirections & direction) == 0x0) return;
|
|
||||||
|
|
||||||
component.ThrustDirections &= ~direction;
|
|
||||||
|
|
||||||
if ((direction & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
|
|
||||||
{
|
|
||||||
switch (component.Mode)
|
|
||||||
{
|
|
||||||
case ShuttleMode.Cruise:
|
|
||||||
foreach (var comp in component.AngularThrusters)
|
|
||||||
{
|
|
||||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
comp.Firing = false;
|
|
||||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case ShuttleMode.Docking:
|
|
||||||
var index = GetFlagIndex(direction);
|
|
||||||
|
|
||||||
foreach (var comp in component.LinearThrusters[index])
|
|
||||||
{
|
|
||||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
|
||||||
continue;
|
|
||||||
|
|
||||||
comp.Firing = false;
|
|
||||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
var index = GetFlagIndex(direction);
|
foreach (var comp in component.AngularThrusters)
|
||||||
|
|
||||||
foreach (var comp in component.LinearThrusters[index])
|
|
||||||
{
|
{
|
||||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
if (!EntityManager.TryGetComponent(comp.OwnerUid, out AppearanceComponent? appearanceComponent))
|
||||||
continue;
|
continue;
|
||||||
@@ -507,16 +479,6 @@ namespace Content.Server.Shuttles.EntitySystems
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DisableAllThrustDirections(ShuttleComponent component)
|
|
||||||
{
|
|
||||||
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
|
||||||
{
|
|
||||||
DisableThrustDirection(component, dir);
|
|
||||||
}
|
|
||||||
|
|
||||||
DebugTools.Assert(component.ThrustDirections == DirectionFlag.None);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||||
|
|||||||
@@ -25,6 +25,8 @@
|
|||||||
radius: 1.5
|
radius: 1.5
|
||||||
energy: 1.6
|
energy: 1.6
|
||||||
color: "#43ccb5"
|
color: "#43ccb5"
|
||||||
|
- type: Rotatable
|
||||||
|
rotateWhileAnchored: true
|
||||||
|
|
||||||
- type: entity
|
- type: entity
|
||||||
parent: ComputerShuttleBase
|
parent: ComputerShuttleBase
|
||||||
|
|||||||
@@ -47,6 +47,7 @@
|
|||||||
name: thruster
|
name: thruster
|
||||||
description: It goes nyooooooom.
|
description: It goes nyooooooom.
|
||||||
components:
|
components:
|
||||||
|
- type: Thruster
|
||||||
- type: Sprite
|
- type: Sprite
|
||||||
sprite: Structures/Shuttles/thruster.rsi
|
sprite: Structures/Shuttles/thruster.rsi
|
||||||
layers:
|
layers:
|
||||||
@@ -68,7 +69,7 @@
|
|||||||
components:
|
components:
|
||||||
- type: Thruster
|
- type: Thruster
|
||||||
thrusterType: Angular
|
thrusterType: Angular
|
||||||
impulse: 2
|
impulse: 200
|
||||||
- type: Sprite
|
- type: Sprite
|
||||||
# Listen I'm not the biggest fan of the sprite but it was the most appropriate thing I could find.
|
# Listen I'm not the biggest fan of the sprite but it was the most appropriate thing I could find.
|
||||||
sprite: Structures/Shuttles/gyroscope.rsi
|
sprite: Structures/Shuttles/gyroscope.rsi
|
||||||
|
|||||||
Reference in New Issue
Block a user