Smooth docking traversal (#10822)

This commit is contained in:
metalgearsloth
2022-08-29 15:05:53 +10:00
committed by GitHub
parent 0ebc733b3a
commit 5b42861539
14 changed files with 515 additions and 204 deletions

View File

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