Selectively revert PullController (#28126)
I am leaving the issues open and have updated #26547 with more info on what we should do long-term. This is just to bandaid the short-term complaining.
This commit is contained in:
318
Content.Server/Movement/Systems/PullController.cs
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318
Content.Server/Movement/Systems/PullController.cs
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using System.Numerics;
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using Content.Server.Movement.Components;
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using Content.Server.Physics.Controllers;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Gravity;
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using Content.Shared.Input;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Rotatable;
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using Robust.Server.Physics;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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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.Controllers;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Movement.Systems;
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public sealed class PullController : VirtualController
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{
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/*
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* This code is awful. If you try to tweak this without refactoring it I'm gonna revert it.
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*/
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// Parameterization for pulling:
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// Speeds. Note that the speed is mass-independent (multiplied by mass).
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// Instead, tuning to mass is done via the mass values below.
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// Note that setting the speed too high results in overshoots (stabilized by drag, but bad)
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private const float AccelModifierHigh = 15f;
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private const float AccelModifierLow = 60.0f;
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// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
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// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
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private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
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private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
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// Used to control settling (turns off pulling).
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private const float MaximumSettleVelocity = 0.1f;
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private const float MaximumSettleDistance = 0.1f;
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// Settle shutdown control.
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// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
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// Exists to bleed off "I pulled my crowbar" overshoots.
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// Minimum velocity for shutdown to be necessary. This prevents stuff getting stuck b/c too much shutdown.
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private const float SettleMinimumShutdownVelocity = 0.25f;
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// Distance in which settle shutdown multiplier is at 0. It then scales upwards linearly with closer distances.
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private const float SettleShutdownDistance = 1.0f;
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// Velocity change of -LinearVelocity * frameTime * this
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private const float SettleShutdownMultiplier = 20.0f;
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// How much you must move for the puller movement check to actually hit.
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private const float MinimumMovementDistance = 0.005f;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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/// <summary>
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/// If distance between puller and pulled entity lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with small distance jittering
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/// </summary>
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private const float ThresholdRotDistance = 1;
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/// <summary>
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/// If difference between puller and pulled angle lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with diagonal movement jittering
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/// As of further adjustments, should divide cleanly into 90 degrees
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/// </summary>
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private const float ThresholdRotAngle = 22.5f;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<PullableComponent> _pullableQuery;
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private EntityQuery<PullerComponent> _pullerQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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public override void Initialize()
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{
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.MovePulledObject, new PointerInputCmdHandler(OnRequestMovePulledObject))
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.Register<PullingSystem>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_pullableQuery = GetEntityQuery<PullableComponent>();
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_pullerQuery = GetEntityQuery<PullerComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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UpdatesAfter.Add(typeof(MoverController));
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SubscribeLocalEvent<PullMovingComponent, PullStoppedMessage>(OnPullStop);
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SubscribeLocalEvent<PullMoverComponent, MoveEvent>(OnPullerMove);
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base.Initialize();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<PullController>();
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}
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private void OnPullStop(Entity<PullMovingComponent> ent, ref PullStoppedMessage args)
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{
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RemCompDeferred<PullMovingComponent>(ent);
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}
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private bool OnRequestMovePulledObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
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{
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if (session?.AttachedEntity is not { } player ||
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!player.IsValid())
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{
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return false;
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}
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if (!_pullerQuery.TryComp(player, out var pullerComp))
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return false;
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var pulled = pullerComp.Pulling;
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if (!_pullableQuery.TryComp(pulled, out var pullable))
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return false;
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if (_container.IsEntityInContainer(player))
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return false;
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// Cooldown buddy
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if (_timing.CurTime < pullerComp.NextThrow)
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return false;
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pullerComp.NextThrow = _timing.CurTime + pullerComp.ThrowCooldown;
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// Cap the distance
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var range = 2f;
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var fromUserCoords = coords.WithEntityId(player, EntityManager);
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var userCoords = new EntityCoordinates(player, Vector2.Zero);
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if (!coords.InRange(EntityManager, TransformSystem, userCoords, range))
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{
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var direction = fromUserCoords.Position - userCoords.Position;
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// TODO: Joint API not ass
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// with that being said I think throwing is the way to go but.
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if (pullable.PullJointId != null &&
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TryComp(player, out JointComponent? joint) &&
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joint.GetJoints.TryGetValue(pullable.PullJointId, out var pullJoint) &&
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pullJoint is DistanceJoint distance)
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{
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range = MathF.Max(0.01f, distance.MaxLength - 0.01f);
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}
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fromUserCoords = new EntityCoordinates(player, direction.Normalized() * (range - 0.01f));
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coords = fromUserCoords.WithEntityId(coords.EntityId);
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}
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EnsureComp<PullMoverComponent>(player);
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var moving = EnsureComp<PullMovingComponent>(pulled!.Value);
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moving.MovingTo = coords;
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return false;
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}
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private void OnPullerMove(EntityUid uid, PullMoverComponent component, ref MoveEvent args)
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{
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if (!_pullerQuery.TryComp(uid, out var puller))
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return;
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if (puller.Pulling is not { } pullable)
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return;
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UpdatePulledRotation(uid, pullable);
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// WHY
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if (args.NewPosition.EntityId == args.OldPosition.EntityId &&
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(args.NewPosition.Position - args.OldPosition.Position).LengthSquared() <
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MinimumMovementDistance * MinimumMovementDistance)
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{
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return;
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}
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if (_physicsQuery.TryComp(uid, out var physics))
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PhysicsSystem.WakeBody(uid, body: physics);
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StopMove(uid, pullable);
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}
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private void StopMove(Entity<PullMoverComponent?> mover, Entity<PullMovingComponent?> moving)
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{
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RemCompDeferred<PullMoverComponent>(mover.Owner);
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RemCompDeferred<PullMovingComponent>(moving.Owner);
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}
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private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
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{
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// TODO: update once ComponentReference works with directed event bus.
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if (!TryComp(pulled, out RotatableComponent? rotatable))
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return;
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if (!rotatable.RotateWhilePulling)
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return;
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var pulledXform = _xformQuery.GetComponent(pulled);
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var pullerXform = _xformQuery.GetComponent(puller);
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var pullerData = TransformSystem.GetWorldPositionRotation(pullerXform);
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var pulledData = TransformSystem.GetWorldPositionRotation(pulledXform);
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var dir = pullerData.WorldPosition - pulledData.WorldPosition;
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if (dir.LengthSquared() > ThresholdRotDistance * ThresholdRotDistance)
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{
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var oldAngle = pulledData.WorldRotation;
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var newAngle = Angle.FromWorldVec(dir);
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var diff = newAngle - oldAngle;
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if (Math.Abs(diff.Degrees) > ThresholdRotAngle / 2f)
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{
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// Ok, so this bit is difficult because ideally it would look like it's snapping to sane angles.
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// Otherwise PIANO DOOR STUCK! happens.
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// But it also needs to work with station rotation / align to the local parent.
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// So...
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var baseRotation = pulledData.WorldRotation - pulledXform.LocalRotation;
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var localRotation = newAngle - baseRotation;
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var localRotationSnapped = Angle.FromDegrees(Math.Floor((localRotation.Degrees / ThresholdRotAngle) + 0.5f) * ThresholdRotAngle);
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TransformSystem.SetLocalRotation(pulled, localRotationSnapped, pulledXform);
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}
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}
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var movingQuery = EntityQueryEnumerator<PullMovingComponent, PullableComponent, TransformComponent>();
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while (movingQuery.MoveNext(out var pullableEnt, out var mover, out var pullable, out var pullableXform))
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{
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if (!mover.MovingTo.IsValid(EntityManager))
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{
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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if (pullable.Puller is not {Valid: true} puller)
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continue;
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var pullerXform = _xformQuery.Get(puller);
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var pullerPosition = TransformSystem.GetMapCoordinates(pullerXform);
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var movingTo = mover.MovingTo.ToMap(EntityManager, TransformSystem);
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if (movingTo.MapId != pullerPosition.MapId)
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{
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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if (!TryComp<PhysicsComponent>(pullableEnt, out var physics) ||
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physics.BodyType == BodyType.Static ||
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movingTo.MapId != pullableXform.MapID)
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{
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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var movingPosition = movingTo.Position;
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var ownerPosition = TransformSystem.GetWorldPosition(pullableXform);
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var diff = movingPosition - ownerPosition;
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var diffLength = diff.Length();
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if (diffLength < MaximumSettleDistance && physics.LinearVelocity.Length() < MaximumSettleVelocity)
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{
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PhysicsSystem.SetLinearVelocity(pullableEnt, Vector2.Zero, body: physics);
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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var impulseModifierLerp = Math.Min(1.0f, Math.Max(0.0f, (physics.Mass - AccelModifierLowMass) / (AccelModifierHighMass - AccelModifierLowMass)));
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var impulseModifier = MathHelper.Lerp(AccelModifierLow, AccelModifierHigh, impulseModifierLerp);
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var multiplier = diffLength < 1 ? impulseModifier * diffLength : impulseModifier;
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// Note the implication that the real rules of physics don't apply to pulling control.
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var accel = diff.Normalized() * multiplier;
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// Now for the part where velocity gets shutdown...
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if (diffLength < SettleShutdownDistance && physics.LinearVelocity.Length() >= SettleMinimumShutdownVelocity)
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{
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// Shutdown velocity increases as we get closer to centre
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var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
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accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
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}
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PhysicsSystem.WakeBody(pullableEnt, body: physics);
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var impulse = accel * physics.Mass * frameTime;
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PhysicsSystem.ApplyLinearImpulse(pullableEnt, impulse, body: physics);
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// if the puller is weightless or can't move, then we apply the inverse impulse (Newton's third law).
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// doing it under gravity produces an unsatisfying wiggling when pulling.
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// If player can't move, assume they are on a chair and we need to prevent pull-moving.
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if (_gravity.IsWeightless(puller) && pullerXform.Comp.GridUid == null || !_actionBlockerSystem.CanMove(puller))
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{
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PhysicsSystem.WakeBody(puller);
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PhysicsSystem.ApplyLinearImpulse(puller, -impulse);
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}
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}
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// Cleanup PullMover
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var moverQuery = EntityQueryEnumerator<PullMoverComponent, PullerComponent>();
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while (moverQuery.MoveNext(out var uid, out _, out var puller))
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{
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if (!HasComp<PullMovingComponent>(puller.Pulling))
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{
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RemCompDeferred<PullMoverComponent>(uid);
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continue;
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}
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}
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}
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}
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