Remove pulling broadcast subscription (#7232)

This commit is contained in:
metalgearsloth
2022-03-28 15:22:35 +11:00
committed by GitHub
parent ef03a86b19
commit c817b3e0de
2 changed files with 55 additions and 81 deletions

View File

@@ -1,10 +1,6 @@
using System; using Content.Shared.Pulling;
using System.Collections.Generic;
using Content.Shared.Pulling;
using Content.Shared.Pulling.Components; using Content.Shared.Pulling.Components;
using Robust.Shared.GameObjects; using Content.Shared.Rotatable;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics; using Robust.Shared.Physics;
using Robust.Shared.Physics.Controllers; using Robust.Shared.Physics.Controllers;
@@ -37,6 +33,22 @@ namespace Content.Server.Physics.Controllers
[Dependency] private readonly SharedPullingSystem _pullableSystem = default!; [Dependency] private readonly SharedPullingSystem _pullableSystem = default!;
// TODO: Move this stuff to pullingsystem
/// <summary>
/// If distance between puller and pulled entity lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with small distance jittering
/// </summary>
private const float ThresholdRotDistance = 1;
/// <summary>
/// If difference between puller and pulled angle lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with diagonal movement jittering
/// As of further adjustments, should divide cleanly into 90 degrees
/// </summary>
private const float ThresholdRotAngle = 22.5f;
public override void Initialize() public override void Initialize()
{ {
UpdatesAfter.Add(typeof(MoverController)); UpdatesAfter.Add(typeof(MoverController));
@@ -50,9 +62,46 @@ namespace Content.Server.Physics.Controllers
if (component.Pulling == null || if (component.Pulling == null ||
!TryComp<SharedPullableComponent>(component.Pulling.Value, out var pullable)) return; !TryComp<SharedPullableComponent>(component.Pulling.Value, out var pullable)) return;
UpdatePulledRotation(uid, pullable.Owner);
if (TryComp<PhysicsComponent>(pullable.Owner, out var physics))
physics.WakeBody();
_pullableSystem.StopMoveTo(pullable); _pullableSystem.StopMoveTo(pullable);
} }
private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
{
// TODO: update once ComponentReference works with directed event bus.
if (!TryComp(pulled, out RotatableComponent? rotatable))
return;
if (!rotatable.RotateWhilePulling)
return;
var pulledXform = Transform(pulled);
var dir = Transform(puller).WorldPosition - pulledXform.WorldPosition;
if (dir.LengthSquared > ThresholdRotDistance * ThresholdRotDistance)
{
var oldAngle = pulledXform.WorldRotation;
var newAngle = Angle.FromWorldVec(dir);
var diff = newAngle - oldAngle;
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.
// But it also needs to work with station rotation / align to the local parent.
// So...
var baseRotation = pulledXform.Parent?.WorldRotation ?? 0f;
var localRotation = newAngle - baseRotation;
var localRotationSnapped = Angle.FromDegrees(Math.Floor((localRotation.Degrees / ThresholdRotAngle) + 0.5f) * ThresholdRotAngle);
pulledXform.LocalRotation = localRotationSnapped;
}
}
}
public override void UpdateBeforeSolve(bool prediction, float frameTime) public override void UpdateBeforeSolve(bool prediction, float frameTime)
{ {
base.UpdateBeforeSolve(prediction, frameTime); base.UpdateBeforeSolve(prediction, frameTime);

View File

@@ -37,21 +37,6 @@ namespace Content.Shared.Pulling
private readonly HashSet<SharedPullableComponent> _moving = new(); private readonly HashSet<SharedPullableComponent> _moving = new();
private readonly HashSet<SharedPullableComponent> _stoppedMoving = new(); private readonly HashSet<SharedPullableComponent> _stoppedMoving = new();
/// <summary>
/// If distance between puller and pulled entity lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with small distance jittering
/// </summary>
private const float ThresholdRotDistance = 1;
/// <summary>
/// If difference between puller and pulled angle lower that this threshold,
/// pulled entity will not change its rotation.
/// Helps with diagonal movement jittering
/// As of further adjustments, should divide cleanly into 90 degrees
/// </summary>
private const float ThresholdRotAngle = 22.5f;
public IReadOnlySet<SharedPullableComponent> Moving => _moving; public IReadOnlySet<SharedPullableComponent> Moving => _moving;
public override void Initialize() public override void Initialize()
@@ -63,7 +48,6 @@ namespace Content.Shared.Pulling
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset); SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<PullStartedMessage>(OnPullStarted); SubscribeLocalEvent<PullStartedMessage>(OnPullStarted);
SubscribeLocalEvent<PullStoppedMessage>(OnPullStopped); SubscribeLocalEvent<PullStoppedMessage>(OnPullStopped);
SubscribeLocalEvent<MoveEvent>(PullerMoved);
SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInsert); SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInsert);
SubscribeLocalEvent<SharedPullableComponent, PullStartedMessage>(PullableHandlePullStarted); SubscribeLocalEvent<SharedPullableComponent, PullStartedMessage>(PullableHandlePullStarted);
@@ -154,33 +138,6 @@ namespace Content.Shared.Pulling
_stoppedMoving.Add(component); _stoppedMoving.Add(component);
} }
private void PullerMoved(ref MoveEvent ev)
{
var puller = ev.Sender;
if (!TryGetPulled(ev.Sender, out var pulled))
{
return;
}
// The pulled object may have already been deleted.
// TODO: Work out why. Monkey + meat spike is a good test for this,
// assuming you're still pulling the monkey when it gets gibbed.
if (Deleted(pulled.Value))
{
return;
}
if (!EntityManager.TryGetComponent(pulled.Value, out IPhysBody? physics))
{
return;
}
UpdatePulledRotation(puller, pulled.Value);
physics.WakeBody();
}
// TODO: When Joint networking is less shitcodey fix this to use a dedicated joints message. // TODO: When Joint networking is less shitcodey fix this to use a dedicated joints message.
private void HandleContainerInsert(EntInsertedIntoContainerMessage message) private void HandleContainerInsert(EntInsertedIntoContainerMessage message)
{ {
@@ -251,37 +208,5 @@ namespace Content.Shared.Pulling
{ {
return _pullers.ContainsKey(puller); return _pullers.ContainsKey(puller);
} }
private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
{
// TODO: update once ComponentReference works with directed event bus.
if (!EntityManager.TryGetComponent(pulled, out RotatableComponent? rotatable))
return;
if (!rotatable.RotateWhilePulling)
return;
var pulledXform = EntityManager.GetComponent<TransformComponent>(pulled);
var dir = EntityManager.GetComponent<TransformComponent>(puller).WorldPosition - pulledXform.WorldPosition;
if (dir.LengthSquared > ThresholdRotDistance * ThresholdRotDistance)
{
var oldAngle = pulledXform.WorldRotation;
var newAngle = Angle.FromWorldVec(dir);
var diff = newAngle - oldAngle;
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.
// But it also needs to work with station rotation / align to the local parent.
// So...
var baseRotation = pulledXform.Parent?.WorldRotation ?? 0f;
var localRotation = newAngle - baseRotation;
var localRotationSnapped = Angle.FromDegrees(Math.Floor((localRotation.Degrees / ThresholdRotAngle) + 0.5f) * ThresholdRotAngle);
pulledXform.LocalRotation = localRotationSnapped;
}
}
}
} }
} }