Mob collisions (#34580)
* 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 * Mob collisions * impulses * Collision smoothing * Locked in * 30tps working * r * fixes * Best * Fixes + CVars * CVars in place * Pushies * Opt attempt 1 * Revert "Opt attempt 1" This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676. * Fix mispredicts * Ready-ish * better * Cleanup * Fix conveyor power mispredict * Forgetting to actually do deltas * Fix buckle pushes * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Revert bagel * Revert this * Bad parity * Working * Fixes * Woops * Doc comments * Pen cap cvar * StandingState cleanup and sub * Fix downed mobs * fish * client * Disable pushing on tests * More variables * Movement mods * Mass diff * 1 more tweak * Cvar
This commit is contained in:
@@ -1,6 +1,7 @@
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using Content.Client.Rotation;
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using Content.Shared.Buckle;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Rotation;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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@@ -21,6 +22,15 @@ internal sealed class BuckleSystem : SharedBuckleSystem
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SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
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SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
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SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
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SubscribeLocalEvent<BuckleComponent, AttemptMobCollideEvent>(OnMobCollide);
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}
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private void OnMobCollide(Entity<BuckleComponent> ent, ref AttemptMobCollideEvent args)
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{
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if (ent.Comp.Buckled)
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{
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args.Cancelled = true;
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}
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}
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private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
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42
Content.Client/Movement/Systems/MobCollisionSystem.cs
Normal file
42
Content.Client/Movement/Systems/MobCollisionSystem.cs
Normal file
@@ -0,0 +1,42 @@
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using System.Numerics;
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using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Client.Player;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Timing;
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namespace Content.Client.Movement.Systems;
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public sealed class MobCollisionSystem : SharedMobCollisionSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _player = default!;
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public override void Update(float frameTime)
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{
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if (!CfgManager.GetCVar(CCVars.MovementMobPushing))
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return;
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if (_timing.IsFirstTimePredicted)
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{
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var player = _player.LocalEntity;
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if (MobQuery.TryComp(player, out var comp) && PhysicsQuery.TryComp(player, out var physics))
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{
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HandleCollisions((player.Value, comp, physics), frameTime);
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}
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}
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base.Update(frameTime);
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}
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protected override void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedMod)
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{
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RaisePredictiveEvent(new MobCollisionMessage()
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{
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Direction = direction,
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SpeedModifier = speedMod,
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});
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}
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}
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@@ -62,16 +62,16 @@ public sealed class MoverController : SharedMoverController
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerAttachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref LocalPlayerDetachedEvent args)
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{
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Physics.UpdateIsPredicted(entity.Owner);
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Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
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PhysicsSystem.UpdateIsPredicted(entity.Owner);
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PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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@@ -39,6 +39,7 @@ public static partial class PoolManager
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(CVars.NetBufferSize.Name, "0"),
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(CCVars.InteractionRateLimitCount.Name, "9999999"),
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(CCVars.InteractionRateLimitPeriod.Name, "0.1"),
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(CCVars.MovementMobPushing.Name, "false"),
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};
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public static async Task SetupCVars(RobustIntegrationTest.IntegrationInstance instance, PoolSettings settings)
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@@ -0,0 +1,24 @@
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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namespace Content.Server.Movement.Commands;
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/// <summary>
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/// Temporary command to enable admins to toggle the mob collision cvar.
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/// </summary>
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[AdminCommand(AdminFlags.VarEdit)]
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public sealed class ToggleMobCollisionCommand : IConsoleCommand
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{
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[Dependency] private readonly IConfigurationManager _cfgManager = default!;
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public string Command => "toggle_mob_collision";
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public string Description => "Toggles mob collision";
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public string Help => Description;
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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_cfgManager.SetCVar(CCVars.MovementMobPushing, !_cfgManager.GetCVar(CCVars.MovementMobPushing));
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}
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}
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51
Content.Server/Movement/Systems/MobCollisionSystem.cs
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51
Content.Server/Movement/Systems/MobCollisionSystem.cs
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@@ -0,0 +1,51 @@
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using System.Numerics;
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using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Player;
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namespace Content.Server.Movement.Systems;
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public sealed class MobCollisionSystem : SharedMobCollisionSystem
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{
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private EntityQuery<ActorComponent> _actorQuery;
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public override void Initialize()
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{
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base.Initialize();
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_actorQuery = GetEntityQuery<ActorComponent>();
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SubscribeLocalEvent<MobCollisionComponent, MobCollisionMessage>(OnServerMobCollision);
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}
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private void OnServerMobCollision(Entity<MobCollisionComponent> ent, ref MobCollisionMessage args)
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{
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MoveMob((ent.Owner, ent.Comp, Transform(ent.Owner)), args.Direction, args.SpeedModifier);
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}
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public override void Update(float frameTime)
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{
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if (!CfgManager.GetCVar(CCVars.MovementMobPushing))
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return;
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var query = EntityQueryEnumerator<MobCollisionComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (_actorQuery.HasComp(uid) || !PhysicsQuery.TryComp(uid, out var physics))
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continue;
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HandleCollisions((uid, comp, physics), frameTime);
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}
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base.Update(frameTime);
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}
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protected override void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedMod)
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{
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RaiseLocalEvent(uid, new MobCollisionMessage()
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{
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Direction = direction,
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SpeedModifier = speedMod,
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});
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}
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}
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50
Content.Shared/CCVar/CCVars.Movement.cs
Normal file
50
Content.Shared/CCVar/CCVars.Movement.cs
Normal file
@@ -0,0 +1,50 @@
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using Robust.Shared.Configuration;
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namespace Content.Shared.CCVar;
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public sealed partial class CCVars
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{
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/// <summary>
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/// Is mob pushing enabled.
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/// </summary>
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public static readonly CVarDef<bool> MovementMobPushing =
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CVarDef.Create("movement.mob_pushing", false, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// Can we push mobs not moving.
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/// </summary>
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public static readonly CVarDef<bool> MovementPushingStatic =
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CVarDef.Create("movement.pushing_static", true, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// Dot product for the pushed entity's velocity to a target entity's velocity before it gets moved.
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/// </summary>
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public static readonly CVarDef<float> MovementPushingVelocityProduct =
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CVarDef.Create("movement.pushing_velocity_product", 0.0f, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// Cap for how much an entity can be pushed per second.
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/// </summary>
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public static readonly CVarDef<float> MovementPushingCap =
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CVarDef.Create("movement.pushing_cap", 100f, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// Minimum pushing impulse per tick. If the value is below this it rounds to 0.
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/// This is an optimisation to avoid pushing small values that won't actually move the mobs.
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/// </summary>
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public static readonly CVarDef<float> MovementMinimumPush =
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CVarDef.Create("movement.minimum_push", 0.1f, CVar.SERVER | CVar.REPLICATED);
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// Really this just exists because hot reloading is cooked on rider.
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/// <summary>
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/// Penetration depth cap for considering mob collisions.
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/// </summary>
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public static readonly CVarDef<float> MovementPenetrationCap =
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CVarDef.Create("movement.penetration_cap", 0.3f, CVar.SERVER | CVar.REPLICATED);
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/// <summary>
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/// Based on the mass difference multiplies the push amount by this proportionally.
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/// </summary>
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public static readonly CVarDef<float> MovementPushMassCap =
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CVarDef.Create("movement.push_mass_cap", 1.75f, CVar.SERVER | CVar.REPLICATED);
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}
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@@ -15,13 +15,4 @@ public sealed partial class CCVars
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public static readonly CVarDef<float> StopSpeed =
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CVarDef.Create("physics.stop_speed", 0.1f, CVar.ARCHIVE | CVar.REPLICATED | CVar.SERVER);
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/// <summary>
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/// Whether mobs can push objects like lockers.
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/// </summary>
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/// <remarks>
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/// Technically client doesn't need to know about it but this may prevent a bug in the distant future so it stays.
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/// </remarks>
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public static readonly CVarDef<bool> MobPushing =
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CVarDef.Create("physics.mob_pushing", false, CVar.REPLICATED | CVar.SERVER);
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}
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60
Content.Shared/Movement/Components/MobCollisionComponent.cs
Normal file
60
Content.Shared/Movement/Components/MobCollisionComponent.cs
Normal file
@@ -0,0 +1,60 @@
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using System.Numerics;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Movement.Components;
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/// <summary>
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/// Handles mobs pushing against each other.
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true)]
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public sealed partial class MobCollisionComponent : Component
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{
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// If you want to tweak the feel of the pushing use SpeedModifier and Strength.
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// Strength goes both ways and affects how much the other mob is pushed by so controls static pushing a lot.
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// Speed mod affects your own mob primarily.
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/// <summary>
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/// Is this mob currently colliding? Used for SpeedModifier.
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/// </summary>
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[DataField, AutoNetworkedField]
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public bool Colliding;
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// TODO: I hate this but also I couldn't quite figure out a way to avoid having to dirty it every tick.
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// The issue is it's a time target that changes constantly so we can't just use a timespan.
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// However that doesn't mean it should be modified every tick if we're still colliding.
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/// <summary>
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/// Buffer time for <see cref="SpeedModifier"/> to keep applying after the entities are no longer colliding.
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/// Without this you will get jittering unless you are very specific with your values.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float BufferAccumulator = SharedMobCollisionSystem.BufferTime;
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/// <summary>
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/// The speed modifier for mobs currently pushing.
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/// By setting this low you can ensure you don't have to set the push-strength too high if you can push static entities.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float SpeedModifier = 1f;
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[DataField, AutoNetworkedField]
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public float MinimumSpeedModifier = 0.35f;
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/// <summary>
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/// Strength of the pushback for entities. This is combined between the 2 entities being pushed.
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/// </summary>
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[DataField, AutoNetworkedField]
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public float Strength = 50f;
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// Yes I know, I will deal with it if I ever refactor collision layers due to misuse.
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// If anything it probably needs some assurance on mobcollisionsystem for it.
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/// <summary>
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/// Fixture to listen to for mob collisions.
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/// </summary>
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[DataField, AutoNetworkedField]
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public string FixtureId = "flammable";
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[DataField, AutoNetworkedField]
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public Vector2 Direction;
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}
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338
Content.Shared/Movement/Systems/SharedMobCollisionSystem.cs
Normal file
338
Content.Shared/Movement/Systems/SharedMobCollisionSystem.cs
Normal file
@@ -0,0 +1,338 @@
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using System.Numerics;
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using Content.Shared.CCVar;
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using Content.Shared.Movement.Components;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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namespace Content.Shared.Movement.Systems;
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public abstract class SharedMobCollisionSystem : EntitySystem
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{
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[Dependency] protected readonly IConfigurationManager CfgManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _moveMod = default!;
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[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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protected EntityQuery<MobCollisionComponent> MobQuery;
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protected EntityQuery<PhysicsComponent> PhysicsQuery;
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/// <summary>
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/// <see cref="CCVars.MovementPushingCap"/>
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/// </summary>
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private float _pushingCap;
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/// <summary>
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/// <see cref="CCVars.MovementPushingVelocityProduct"/>
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/// </summary>
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private float _pushingDotProduct;
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/// <summary>
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/// <see cref="CCVars.MovementMinimumPush"/>
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/// </summary>
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private float _minimumPushSquared = 0.01f;
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private float _penCap;
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/// <summary>
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/// Time after we stop colliding with another mob before adjusting the movespeedmodifier.
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/// This is required so if we stop colliding for a frame we don't fully reset and get jerky movement.
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/// </summary>
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public const float BufferTime = 0.2f;
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|
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private float _massDiffCap;
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public override void Initialize()
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{
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base.Initialize();
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UpdatePushCap();
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Subs.CVar(CfgManager, CVars.NetTickrate, _ => UpdatePushCap());
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Subs.CVar(CfgManager, CCVars.MovementMinimumPush, val => _minimumPushSquared = val * val, true);
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Subs.CVar(CfgManager, CCVars.MovementPenetrationCap, val => _penCap = val, true);
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Subs.CVar(CfgManager, CCVars.MovementPushingCap, _ => UpdatePushCap());
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Subs.CVar(CfgManager, CCVars.MovementPushingVelocityProduct,
|
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value =>
|
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{
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_pushingDotProduct = value;
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}, true);
|
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Subs.CVar(CfgManager, CCVars.MovementPushMassCap, val => _massDiffCap = val, true);
|
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|
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MobQuery = GetEntityQuery<MobCollisionComponent>();
|
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PhysicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeAllEvent<MobCollisionMessage>(OnCollision);
|
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SubscribeLocalEvent<MobCollisionComponent, RefreshMovementSpeedModifiersEvent>(OnMoveModifier);
|
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|
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UpdatesBefore.Add(typeof(SharedPhysicsSystem));
|
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}
|
||||
|
||||
private void UpdatePushCap()
|
||||
{
|
||||
_pushingCap = (1f / CfgManager.GetCVar(CVars.NetTickrate)) * CfgManager.GetCVar(CCVars.MovementPushingCap);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
var query = AllEntityQuery<MobCollisionComponent>();
|
||||
|
||||
while (query.MoveNext(out var uid, out var comp))
|
||||
{
|
||||
if (!comp.Colliding)
|
||||
continue;
|
||||
|
||||
comp.BufferAccumulator -= frameTime;
|
||||
DirtyField(uid, comp, nameof(MobCollisionComponent.BufferAccumulator));
|
||||
var direction = comp.Direction;
|
||||
|
||||
if (comp.BufferAccumulator <= 0f)
|
||||
{
|
||||
SetColliding((uid, comp), false, 1f);
|
||||
}
|
||||
// Apply the mob collision; if it's too low ignore it (e.g. if mob friction would overcome it).
|
||||
// This is so we don't spam velocity changes every tick. It's not that expensive for physics but
|
||||
// avoids the networking side.
|
||||
else if (direction != Vector2.Zero && PhysicsQuery.TryComp(uid, out var physics))
|
||||
{
|
||||
DebugTools.Assert(direction.LengthSquared() >= _minimumPushSquared);
|
||||
|
||||
if (direction.Length() > _pushingCap)
|
||||
{
|
||||
direction = direction.Normalized() * _pushingCap;
|
||||
}
|
||||
|
||||
Physics.ApplyLinearImpulse(uid, direction * physics.Mass, body: physics);
|
||||
comp.Direction = Vector2.Zero;
|
||||
DirtyField(uid, comp, nameof(MobCollisionComponent.Direction));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMoveModifier(Entity<MobCollisionComponent> ent, ref RefreshMovementSpeedModifiersEvent args)
|
||||
{
|
||||
if (!ent.Comp.Colliding)
|
||||
return;
|
||||
|
||||
args.ModifySpeed(ent.Comp.SpeedModifier);
|
||||
}
|
||||
|
||||
private void SetColliding(Entity<MobCollisionComponent> entity, bool value, float speedMod)
|
||||
{
|
||||
if (value)
|
||||
{
|
||||
entity.Comp.BufferAccumulator = BufferTime;
|
||||
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.BufferAccumulator));
|
||||
}
|
||||
else
|
||||
{
|
||||
DebugTools.Assert(speedMod.Equals(1f));
|
||||
}
|
||||
|
||||
if (entity.Comp.Colliding != value)
|
||||
{
|
||||
entity.Comp.Colliding = value;
|
||||
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.Colliding));
|
||||
}
|
||||
|
||||
if (!entity.Comp.SpeedModifier.Equals(speedMod))
|
||||
{
|
||||
entity.Comp.SpeedModifier = speedMod;
|
||||
_moveMod.RefreshMovementSpeedModifiers(entity.Owner);
|
||||
DirtyField(entity.Owner, entity.Comp, nameof(MobCollisionComponent.SpeedModifier));
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCollision(MobCollisionMessage msg, EntitySessionEventArgs args)
|
||||
{
|
||||
var player = args.SenderSession.AttachedEntity;
|
||||
|
||||
if (!MobQuery.TryComp(player, out var comp))
|
||||
return;
|
||||
|
||||
var xform = Transform(player.Value);
|
||||
|
||||
// If not parented directly to a grid then fail it.
|
||||
if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
|
||||
return;
|
||||
|
||||
var direction = msg.Direction;
|
||||
|
||||
MoveMob((player.Value, comp, xform), direction, msg.SpeedModifier);
|
||||
}
|
||||
|
||||
protected void MoveMob(Entity<MobCollisionComponent, TransformComponent> entity, Vector2 direction, float speedMod)
|
||||
{
|
||||
// Length too short to do anything.
|
||||
var pushing = true;
|
||||
|
||||
if (direction.LengthSquared() < _minimumPushSquared)
|
||||
{
|
||||
pushing = false;
|
||||
direction = Vector2.Zero;
|
||||
speedMod = 1f;
|
||||
}
|
||||
else if (float.IsNaN(direction.X) || float.IsNaN(direction.Y))
|
||||
{
|
||||
direction = Vector2.Zero;
|
||||
}
|
||||
|
||||
speedMod = Math.Clamp(speedMod, 0f, 1f);
|
||||
|
||||
SetColliding(entity, pushing, speedMod);
|
||||
|
||||
if (direction == entity.Comp1.Direction)
|
||||
return;
|
||||
|
||||
entity.Comp1.Direction = direction;
|
||||
DirtyField(entity.Owner, entity.Comp1, nameof(MobCollisionComponent.Direction));
|
||||
}
|
||||
|
||||
protected bool HandleCollisions(Entity<MobCollisionComponent, PhysicsComponent> entity, float frameTime)
|
||||
{
|
||||
var physics = entity.Comp2;
|
||||
|
||||
if (physics.ContactCount == 0)
|
||||
return false;
|
||||
|
||||
var ourVelocity = entity.Comp2.LinearVelocity;
|
||||
|
||||
if (ourVelocity == Vector2.Zero && !CfgManager.GetCVar(CCVars.MovementPushingStatic))
|
||||
return false;
|
||||
|
||||
var xform = Transform(entity.Owner);
|
||||
|
||||
if (xform.ParentUid != xform.GridUid && xform.ParentUid != xform.MapUid)
|
||||
return false;
|
||||
|
||||
var ev = new AttemptMobCollideEvent();
|
||||
|
||||
RaiseLocalEvent(entity.Owner, ref ev);
|
||||
|
||||
if (ev.Cancelled)
|
||||
return false;
|
||||
|
||||
var (worldPos, worldRot) = _xformSystem.GetWorldPositionRotation(xform);
|
||||
var ourTransform = new Transform(worldPos, worldRot);
|
||||
var contacts = Physics.GetContacts(entity.Owner);
|
||||
var direction = Vector2.Zero;
|
||||
var contactCount = 0;
|
||||
var ourMass = physics.FixturesMass;
|
||||
var speedMod = 1f;
|
||||
|
||||
while (contacts.MoveNext(out var contact))
|
||||
{
|
||||
if (!contact.IsTouching)
|
||||
continue;
|
||||
|
||||
var ourFixture = contact.OurFixture(entity.Owner);
|
||||
|
||||
if (ourFixture.Id != entity.Comp1.FixtureId)
|
||||
continue;
|
||||
|
||||
var other = contact.OtherEnt(entity.Owner);
|
||||
|
||||
if (!MobQuery.TryComp(other, out var otherComp) || !PhysicsQuery.TryComp(other, out var otherPhysics))
|
||||
continue;
|
||||
|
||||
var velocityProduct = Vector2.Dot(ourVelocity, otherPhysics.LinearVelocity);
|
||||
|
||||
// If we're moving opposite directions for example then ignore (based on cvar).
|
||||
if (velocityProduct < _pushingDotProduct)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var targetEv = new AttemptMobTargetCollideEvent();
|
||||
RaiseLocalEvent(other, ref targetEv);
|
||||
|
||||
if (targetEv.Cancelled)
|
||||
continue;
|
||||
|
||||
// TODO: More robust overlap detection.
|
||||
var otherTransform = Physics.GetPhysicsTransform(other);
|
||||
var diff = ourTransform.Position - otherTransform.Position;
|
||||
|
||||
if (diff == Vector2.Zero)
|
||||
{
|
||||
diff = _random.NextVector2(0.01f);
|
||||
}
|
||||
|
||||
// 0.7 for 0.35 + 0.35 for mob bounds (see TODO above).
|
||||
// Clamp so we don't get a heap of penetration depth and suddenly lurch other mobs.
|
||||
// This is also so we don't have to trigger the speed-cap above.
|
||||
// Maybe we just do speedcap and dump this? Though it's less configurable and the cap is just there for cheaters.
|
||||
var penDepth = Math.Clamp(0.7f - diff.Length(), 0f, _penCap);
|
||||
|
||||
// Sum the strengths so we get pushes back the same amount (impulse-wise, ignoring prediction).
|
||||
var mobMovement = penDepth * diff.Normalized() * (entity.Comp1.Strength + otherComp.Strength);
|
||||
|
||||
// Big mob push smaller mob, needs fine-tuning and potentially another co-efficient.
|
||||
if (_massDiffCap > 0f)
|
||||
{
|
||||
var modifier = Math.Clamp(
|
||||
otherPhysics.FixturesMass / ourMass,
|
||||
1f / _massDiffCap,
|
||||
_massDiffCap);
|
||||
|
||||
mobMovement *= modifier;
|
||||
|
||||
var speedReduction = 1f - entity.Comp1.MinimumSpeedModifier;
|
||||
var speedModifier = Math.Clamp(
|
||||
1f - speedReduction * modifier,
|
||||
entity.Comp1.MinimumSpeedModifier, 1f);
|
||||
|
||||
speedMod = MathF.Min(speedModifier, 1f);
|
||||
}
|
||||
|
||||
// Need the push strength proportional to penetration depth.
|
||||
direction += mobMovement;
|
||||
contactCount++;
|
||||
}
|
||||
|
||||
if (direction == Vector2.Zero)
|
||||
{
|
||||
return contactCount > 0;
|
||||
}
|
||||
|
||||
direction *= frameTime;
|
||||
RaiseCollisionEvent(entity.Owner, direction, speedMod);
|
||||
return true;
|
||||
}
|
||||
|
||||
protected abstract void RaiseCollisionEvent(EntityUid uid, Vector2 direction, float speedmodifier);
|
||||
|
||||
/// <summary>
|
||||
/// Raised from client -> server indicating mob push direction OR server -> server for NPC mob pushes.
|
||||
/// </summary>
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class MobCollisionMessage : EntityEventArgs
|
||||
{
|
||||
public Vector2 Direction;
|
||||
public float SpeedModifier;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised on the entity itself when attempting to handle mob collisions.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct AttemptMobCollideEvent
|
||||
{
|
||||
public bool Cancelled;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised on the other entity when attempting mob collisions.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct AttemptMobTargetCollideEvent
|
||||
{
|
||||
public bool Cancelled;
|
||||
}
|
||||
@@ -14,12 +14,12 @@ public abstract partial class SharedMoverController
|
||||
|
||||
private void OnAfterRelayTargetState(Entity<MovementRelayTargetComponent> entity, ref AfterAutoHandleStateEvent args)
|
||||
{
|
||||
Physics.UpdateIsPredicted(entity.Owner);
|
||||
PhysicsSystem.UpdateIsPredicted(entity.Owner);
|
||||
}
|
||||
|
||||
private void OnAfterRelayState(Entity<RelayInputMoverComponent> entity, ref AfterAutoHandleStateEvent args)
|
||||
{
|
||||
Physics.UpdateIsPredicted(entity.Owner);
|
||||
PhysicsSystem.UpdateIsPredicted(entity.Owner);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -42,7 +42,7 @@ public abstract partial class SharedMoverController
|
||||
{
|
||||
oldTarget.Source = EntityUid.Invalid;
|
||||
RemComp(component.RelayEntity, oldTarget);
|
||||
Physics.UpdateIsPredicted(component.RelayEntity);
|
||||
PhysicsSystem.UpdateIsPredicted(component.RelayEntity);
|
||||
}
|
||||
|
||||
var targetComp = EnsureComp<MovementRelayTargetComponent>(relayEntity);
|
||||
@@ -50,11 +50,11 @@ public abstract partial class SharedMoverController
|
||||
{
|
||||
oldRelay.RelayEntity = EntityUid.Invalid;
|
||||
RemComp(targetComp.Source, oldRelay);
|
||||
Physics.UpdateIsPredicted(targetComp.Source);
|
||||
PhysicsSystem.UpdateIsPredicted(targetComp.Source);
|
||||
}
|
||||
|
||||
Physics.UpdateIsPredicted(uid);
|
||||
Physics.UpdateIsPredicted(relayEntity);
|
||||
PhysicsSystem.UpdateIsPredicted(uid);
|
||||
PhysicsSystem.UpdateIsPredicted(relayEntity);
|
||||
component.RelayEntity = relayEntity;
|
||||
targetComp.Source = uid;
|
||||
Dirty(uid, component);
|
||||
@@ -63,8 +63,8 @@ public abstract partial class SharedMoverController
|
||||
|
||||
private void OnRelayShutdown(Entity<RelayInputMoverComponent> entity, ref ComponentShutdown args)
|
||||
{
|
||||
Physics.UpdateIsPredicted(entity.Owner);
|
||||
Physics.UpdateIsPredicted(entity.Comp.RelayEntity);
|
||||
PhysicsSystem.UpdateIsPredicted(entity.Owner);
|
||||
PhysicsSystem.UpdateIsPredicted(entity.Comp.RelayEntity);
|
||||
|
||||
if (TryComp<InputMoverComponent>(entity.Comp.RelayEntity, out var inputMover))
|
||||
SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
|
||||
@@ -78,8 +78,8 @@ public abstract partial class SharedMoverController
|
||||
|
||||
private void OnTargetRelayShutdown(Entity<MovementRelayTargetComponent> entity, ref ComponentShutdown args)
|
||||
{
|
||||
Physics.UpdateIsPredicted(entity.Owner);
|
||||
Physics.UpdateIsPredicted(entity.Comp.Source);
|
||||
PhysicsSystem.UpdateIsPredicted(entity.Owner);
|
||||
PhysicsSystem.UpdateIsPredicted(entity.Comp.Source);
|
||||
|
||||
if (Timing.ApplyingState)
|
||||
return;
|
||||
|
||||
@@ -43,7 +43,6 @@ public abstract partial class SharedMoverController : VirtualController
|
||||
[Dependency] private readonly SharedContainerSystem _container = default!;
|
||||
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
|
||||
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
||||
[Dependency] protected readonly SharedPhysicsSystem Physics = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
[Dependency] private readonly TagSystem _tags = default!;
|
||||
|
||||
@@ -105,6 +104,14 @@ public abstract partial class SharedMoverController : VirtualController
|
||||
public override void UpdateAfterSolve(bool prediction, float frameTime)
|
||||
{
|
||||
base.UpdateAfterSolve(prediction, frameTime);
|
||||
|
||||
var query = AllEntityQuery<InputMoverComponent, PhysicsComponent>();
|
||||
|
||||
while (query.MoveNext(out var uid, out var _, out var physics))
|
||||
{
|
||||
//PhysicsSystem.SetLinearVelocity(uid, Vector2.Zero, body: physics);
|
||||
}
|
||||
|
||||
UsedMobMovement.Clear();
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using System.Numerics;
|
||||
using Content.Shared.Conveyor;
|
||||
using Content.Shared.Gravity;
|
||||
using Content.Shared.Magic;
|
||||
using Content.Shared.Movement.Components;
|
||||
using Content.Shared.Movement.Events;
|
||||
using Content.Shared.Movement.Systems;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Rotation;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
@@ -16,6 +17,29 @@ public sealed class StandingStateSystem : EntitySystem
|
||||
// If StandingCollisionLayer value is ever changed to more than one layer, the logic needs to be edited.
|
||||
private const int StandingCollisionLayer = (int) CollisionGroup.MidImpassable;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<StandingStateComponent, AttemptMobCollideEvent>(OnMobCollide);
|
||||
SubscribeLocalEvent<StandingStateComponent, AttemptMobTargetCollideEvent>(OnMobTargetCollide);
|
||||
}
|
||||
|
||||
private void OnMobTargetCollide(Entity<StandingStateComponent> ent, ref AttemptMobTargetCollideEvent args)
|
||||
{
|
||||
if (!ent.Comp.Standing)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnMobCollide(Entity<StandingStateComponent> ent, ref AttemptMobCollideEvent args)
|
||||
{
|
||||
if (!ent.Comp.Standing)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsDown(EntityUid uid, StandingStateComponent? standingState = null)
|
||||
{
|
||||
if (!Resolve(uid, ref standingState, false))
|
||||
|
||||
@@ -15,6 +15,9 @@ quick_lottery = true
|
||||
[gateway]
|
||||
generator_enabled = false
|
||||
|
||||
[movement]
|
||||
mob_pushing = true
|
||||
|
||||
[physics]
|
||||
# Makes mapping annoying
|
||||
grid_splitting = false
|
||||
|
||||
@@ -31,6 +31,9 @@ appeal = "https://appeal.ss14.io"
|
||||
[server]
|
||||
rules_file = "StandardRuleset"
|
||||
|
||||
[movement]
|
||||
mob_pushing = true
|
||||
|
||||
[net]
|
||||
max_connections = 1024
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
- type: Sprite
|
||||
noRot: true
|
||||
drawdepth: Mobs
|
||||
- type: MobCollision
|
||||
- type: Physics
|
||||
bodyType: KinematicController
|
||||
- type: Fixtures
|
||||
|
||||
@@ -65,6 +65,7 @@
|
||||
- type: Damageable
|
||||
damageContainer: Inorganic
|
||||
damageModifierSet: Metallic
|
||||
- type: MobCollision
|
||||
- type: Physics
|
||||
bodyType: Dynamic
|
||||
- type: Fixtures
|
||||
@@ -74,6 +75,7 @@
|
||||
!type:PhysShapeAabb
|
||||
bounds: "-0.25,-0.25,0.25,0.25"
|
||||
density: 190
|
||||
hard: false
|
||||
mask:
|
||||
- SmallMobMask
|
||||
layer:
|
||||
|
||||
Reference in New Issue
Block a user