Pulling fasto (#17696)

* faster pulling + pulling gravity tweaks

* merciful
This commit is contained in:
Nemanja
2023-06-28 16:03:16 -04:00
committed by GitHub
parent afa886d520
commit ba753d0f17
10 changed files with 71 additions and 87 deletions

View File

@@ -1,4 +1,5 @@
using Content.Shared.Pulling;
using Content.Shared.Gravity;
using Content.Shared.Pulling;
using Content.Shared.Pulling.Components;
using Content.Shared.Rotatable;
using Robust.Shared.Physics;
@@ -36,6 +37,8 @@ namespace Content.Server.Physics.Controllers
private const float MinimumMovementDistance = 0.005f;
[Dependency] private readonly SharedPullingSystem _pullableSystem = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
// TODO: Move this stuff to pullingsystem
/// <summary>
@@ -63,19 +66,19 @@ namespace Content.Server.Physics.Controllers
private void OnPullerMove(EntityUid uid, SharedPullerComponent component, ref MoveEvent args)
{
if (component.Pulling == null ||
!TryComp<SharedPullableComponent>(component.Pulling.Value, out var pullable)) return;
if (component.Pulling is not { } pullable || !TryComp<SharedPullableComponent>(pullable, out var pullableComponent))
return;
UpdatePulledRotation(uid, pullable.Owner);
UpdatePulledRotation(uid, pullable);
if (args.NewPosition.EntityId == args.OldPosition.EntityId &&
(args.NewPosition.Position - args.OldPosition.Position).LengthSquared < MinimumMovementDistance * MinimumMovementDistance)
return;
if (TryComp<PhysicsComponent>(pullable.Owner, out var physics))
PhysicsSystem.WakeBody(pullable.Owner, body: physics);
if (TryComp<PhysicsComponent>(pullable, out var physics))
PhysicsSystem.WakeBody(pullable, body: physics);
_pullableSystem.StopMoveTo(pullable);
_pullableSystem.StopMoveTo(pullableComponent);
}
private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
@@ -101,7 +104,7 @@ namespace Content.Server.Physics.Controllers
var newAngle = Angle.FromWorldVec(dir);
var diff = newAngle - oldAngle;
if (Math.Abs(diff.Degrees) > (ThresholdRotAngle / 2f))
if (Math.Abs(diff.Degrees) > ThresholdRotAngle / 2f)
{
// Ok, so this bit is difficult because ideally it would look like it's snapping to sane angles.
// Otherwise PIANO DOOR STUCK! happens.
@@ -126,47 +129,45 @@ namespace Content.Server.Physics.Controllers
// or due to being deleted.
if (pullable.Deleted)
{
continue;
}
if (pullable.MovingTo == null)
{
continue;
}
if (pullable.Puller is not {Valid: true} puller)
{
continue;
}
var pullableEnt = pullable.Owner;
var pullableXform = Transform(pullableEnt);
var pullerXform = Transform(puller);
// Now that's over with...
var pullerPosition = EntityManager.GetComponent<TransformComponent>(puller).MapPosition;
var movingTo = pullable.MovingTo.Value.ToMap(EntityManager);
var pullerPosition = pullerXform.MapPosition;
var movingTo = pullable.MovingTo.Value.ToMap(EntityManager, _transform);
if (movingTo.MapId != pullerPosition.MapId)
{
_pullableSystem.StopMoveTo(pullable);
continue;
}
if (!EntityManager.TryGetComponent<PhysicsComponent?>(pullable.Owner, out var physics) ||
if (!TryComp<PhysicsComponent?>(pullableEnt, out var physics) ||
physics.BodyType == BodyType.Static ||
movingTo.MapId != EntityManager.GetComponent<TransformComponent>(pullable.Owner).MapID)
movingTo.MapId != pullableXform.MapID)
{
_pullableSystem.StopMoveTo(pullable);
continue;
}
var movingPosition = movingTo.Position;
var ownerPosition = EntityManager.GetComponent<TransformComponent>(pullable.Owner).MapPosition.Position;
var ownerPosition = pullableXform.MapPosition.Position;
var diff = movingPosition - ownerPosition;
var diffLength = diff.Length;
if (diffLength < MaximumSettleDistance && (physics.LinearVelocity.Length < MaximumSettleVelocity))
if (diffLength < MaximumSettleDistance && physics.LinearVelocity.Length < MaximumSettleVelocity)
{
PhysicsSystem.SetLinearVelocity(pullable.Owner, Vector2.Zero, body: physics);
PhysicsSystem.SetLinearVelocity(pullableEnt, Vector2.Zero, body: physics);
_pullableSystem.StopMoveTo(pullable);
continue;
}
@@ -177,17 +178,25 @@ namespace Content.Server.Physics.Controllers
// Note the implication that the real rules of physics don't apply to pulling control.
var accel = diff.Normalized * multiplier;
// Now for the part where velocity gets shutdown...
if ((diffLength < SettleShutdownDistance) && (physics.LinearVelocity.Length >= SettleMinimumShutdownVelocity))
if (diffLength < SettleShutdownDistance && physics.LinearVelocity.Length >= SettleMinimumShutdownVelocity)
{
// Shutdown velocity increases as we get closer to centre
var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
}
PhysicsSystem.WakeBody(pullable.Owner, body: physics);
PhysicsSystem.WakeBody(pullableEnt, body: physics);
var impulse = accel * physics.Mass * frameTime;
PhysicsSystem.ApplyLinearImpulse(pullable.Owner, impulse, body: physics);
PhysicsSystem.ApplyLinearImpulse(pullableEnt, impulse, body: physics);
// if the puller is weightless, then we apply the inverse impulse.
// doing it under gravity produces an unsatisfying wiggling when pulling.
if (_gravity.IsWeightless(puller) && pullerXform.GridUid == null)
{
PhysicsSystem.WakeBody(puller);
PhysicsSystem.ApplyLinearImpulse(puller, -impulse);
}
}
}
}