Smooth docking traversal (#10822)
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@@ -44,6 +44,8 @@ namespace Content.Shared.Movement.Systems
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private const float FootstepVolume = 3f;
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private const float FootstepWalkingAddedVolumeMultiplier = 0f;
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protected ISawmill Sawmill = default!;
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/// <summary>
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/// <see cref="CCVars.StopSpeed"/>
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/// </summary>
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@@ -59,6 +61,7 @@ namespace Content.Shared.Movement.Systems
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public override void Initialize()
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{
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base.Initialize();
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Sawmill = Logger.GetSawmill("mover");
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InitializeFootsteps();
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InitializeInput();
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InitializeMob();
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@@ -87,14 +90,6 @@ namespace Content.Shared.Movement.Systems
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UsedMobMovement.Clear();
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}
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protected Angle GetParentGridAngle(TransformComponent xform, InputMoverComponent mover)
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{
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if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
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return mover.LastGridAngle;
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return grid.WorldRotation;
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}
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/// <summary>
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/// Movement while considering actionblockers, weightlessness, etc.
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/// </summary>
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@@ -102,7 +97,8 @@ namespace Content.Shared.Movement.Systems
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InputMoverComponent mover,
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PhysicsComponent physicsComponent,
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TransformComponent xform,
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float frameTime)
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float frameTime,
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EntityQuery<TransformComponent> xformQuery)
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{
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DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
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@@ -134,12 +130,6 @@ namespace Content.Shared.Movement.Systems
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if (!touching && TryComp<MobMoverComponent>(xform.Owner, out var mobMover))
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touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsComponent);
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}
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if (!touching)
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{
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if (xform.GridUid != null)
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mover.LastGridAngle = GetParentGridAngle(xform, mover);
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}
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}
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// Regular movement.
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@@ -152,7 +142,92 @@ namespace Content.Shared.Movement.Systems
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var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
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var parentRotation = GetParentGridAngle(xform, mover);
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// Update relative movement
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if (mover.LerpAccumulator > 0f)
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{
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Dirty(mover);
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mover.LerpAccumulator -= frameTime;
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if (mover.LerpAccumulator <= 0f)
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{
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mover.LerpAccumulator = 0f;
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var relative = xform.GridUid;
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relative ??= xform.MapUid;
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// So essentially what we want:
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// 1. If we go from grid to map then preserve our rotation and continue as usual
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// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
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// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
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if (!mover.RelativeEntity.Equals(relative))
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{
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// Okay need to get our old relative rotation with respect to our new relative rotation
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// e.g. if we were right side up on our current grid need to get what that is on our new grid.
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var currentRotation = Angle.Zero;
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var targetRotation = Angle.Zero;
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// Get our current relative rotation
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if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
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{
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currentRotation = oldRelativeXform.WorldRotation + mover.RelativeRotation;
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}
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if (xformQuery.TryGetComponent(relative, out var relativeXform))
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{
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// This is our current rotation relative to our new parent.
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mover.RelativeRotation = (currentRotation - relativeXform.WorldRotation).FlipPositive();
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}
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// If we went from grid -> map we'll preserve our worldrotation
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if (relative != null && _mapManager.IsMap(relative.Value))
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{
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targetRotation = currentRotation.FlipPositive().Reduced();
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}
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// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
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// OR just rotate to zero (depending on cvar)
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else if (relative != null && _mapManager.IsGrid(relative.Value))
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{
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if (CameraRotationLocked)
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targetRotation = Angle.Zero;
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else
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targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
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}
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mover.RelativeEntity = relative;
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mover.TargetRelativeRotation = targetRotation;
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}
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}
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}
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var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
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// if we've just traversed then lerp to our target rotation.
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if (!angleDiff.EqualsApprox(Angle.Zero, 0.005))
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{
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var adjustment = angleDiff * 5f * frameTime;
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var minAdjustment = 0.005 * frameTime;
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if (angleDiff < 0)
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{
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adjustment = Math.Min(adjustment, minAdjustment);
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adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
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}
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else
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{
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adjustment = Math.Max(adjustment, minAdjustment);
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adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
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}
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mover.RelativeRotation += adjustment;
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Dirty(mover);
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}
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else if (!angleDiff.Equals(Angle.Zero))
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{
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mover.RelativeRotation = mover.TargetRelativeRotation;
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Dirty(mover);
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}
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var parentRotation = GetParentGridAngle(mover);
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var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
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DebugTools.Assert(MathHelper.CloseToPercent(total.Length, worldTotal.Length));
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@@ -190,17 +265,11 @@ namespace Content.Shared.Movement.Systems
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var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
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Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
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if (xform.GridUid != EntityUid.Invalid)
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mover.LastGridAngle = parentRotation;
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if (worldTotal != Vector2.Zero)
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{
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// This should have its event run during island solver soooo
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xform.DeferUpdates = true;
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xform.LocalRotation = xform.GridUid != null
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? total.ToWorldAngle()
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: worldTotal.ToWorldAngle();
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xform.WorldRotation = worldTotal.ToWorldAngle();
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xform.DeferUpdates = false;
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if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) &&
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