@@ -99,20 +99,19 @@ namespace Content.Server.Physics.Controllers
|
||||
// inputs will do different things.
|
||||
// TODO: Do that
|
||||
float speedCap;
|
||||
// This is comically fast for debugging
|
||||
var angularSpeed = 20000f;
|
||||
var angularSpeed = 0.75f;
|
||||
|
||||
// ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass.
|
||||
var movement = (mover.VelocityDir.walking + mover.VelocityDir.sprinting);
|
||||
|
||||
switch (shuttleComponent.Mode)
|
||||
{
|
||||
case ShuttleMode.Docking:
|
||||
if (physicsComponent.LinearVelocity.LengthSquared == 0f)
|
||||
{
|
||||
movement *= 5f;
|
||||
}
|
||||
|
||||
switch (shuttleComponent.Mode)
|
||||
{
|
||||
case ShuttleMode.Docking:
|
||||
if (movement.Length != 0f)
|
||||
physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.RotateVec(movement) * shuttleComponent.SpeedMultipler * physicsComponent.Mass);
|
||||
|
||||
@@ -121,13 +120,19 @@ namespace Content.Server.Physics.Controllers
|
||||
case ShuttleMode.Cruise:
|
||||
if (movement.Length != 0.0f)
|
||||
{
|
||||
if (physicsComponent.LinearVelocity.LengthSquared == 0f)
|
||||
{
|
||||
movement.Y *= 5f;
|
||||
}
|
||||
|
||||
// Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever.
|
||||
physicsComponent.ApplyLinearImpulse((physicsComponent.Owner.Transform.WorldRotation + new Angle(MathF.PI / 2)).ToVec() *
|
||||
shuttleComponent.SpeedMultipler *
|
||||
physicsComponent.Mass *
|
||||
movement.Y *
|
||||
10);
|
||||
physicsComponent.ApplyAngularImpulse(-movement.X * angularSpeed);
|
||||
2.5f);
|
||||
|
||||
physicsComponent.ApplyAngularImpulse(-movement.X * angularSpeed * physicsComponent.Mass);
|
||||
}
|
||||
|
||||
// TODO WHEN THIS ACTUALLY WORKS
|
||||
|
||||
@@ -34,6 +34,7 @@ namespace Content.Server.Shuttles
|
||||
foreach (var fixture in args.NewFixtures)
|
||||
{
|
||||
fixture.Mass = fixture.Area * TileMassMultiplier;
|
||||
fixture.Restitution = 0.1f;
|
||||
}
|
||||
|
||||
if (body.Owner.TryGetComponent(out ShuttleComponent? shuttleComponent))
|
||||
@@ -123,7 +124,7 @@ namespace Content.Server.Shuttles
|
||||
component.BodyType = BodyType.Dynamic;
|
||||
component.BodyStatus = BodyStatus.InAir;
|
||||
//component.FixedRotation = false; TODO WHEN ROTATING SHUTTLES FIXED.
|
||||
component.FixedRotation = true;
|
||||
component.FixedRotation = false;
|
||||
component.LinearDamping = 0.2f;
|
||||
component.AngularDamping = 0.1f;
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace Content.Shared.Shuttles
|
||||
public float SpeedMultipler { get; set; } = 200.0f;
|
||||
|
||||
[ViewVariables]
|
||||
public ShuttleMode Mode { get; set; } = ShuttleMode.Docking;
|
||||
public ShuttleMode Mode { get; set; } = ShuttleMode.Cruise;
|
||||
}
|
||||
|
||||
public enum ShuttleMode : byte
|
||||
|
||||
Reference in New Issue
Block a user