Tune pull-to-location constants just a bit more so it gets stuck less often (#4077)

This commit is contained in:
20kdc
2021-05-27 11:48:37 +01:00
committed by GitHub
parent ddcfc774a6
commit cf6fdd40e0

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@@ -16,23 +16,24 @@ namespace Content.Server.Physics.Controllers
// Speeds. Note that the speed is mass-independent (multiplied by mass).
// Instead, tuning to mass is done via the mass values below.
// Note that setting the speed too high results in overshoots (stabilized by drag, but bad)
private const float AccelModifierHigh = 7.5f;
private const float AccelModifierHigh = 15f;
private const float AccelModifierLow = 60.0f;
// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
private const float AccelModifierHighMass = 70.0f; // locker
private const float AccelModifierLowMass = 1.0f; // to taste
private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
// Used to control settling (turns off pulling).
// Note that once an object gets within MaximumSettleDistance, impulses change to trying to shut down velocity.
private const float MaximumSettleVelocity = 0.1f;
private const float MaximumSettleDistance = 0.1f;
private const float MaximumSettleDistance = 0.01f;
// Settle shutdown control.
// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
// Exists to bleed off "I pulled my crowbar" overshoots.
// Distance in which settle shutdown applies
// Minimum velocity for shutdown to be necessary. This prevents stuff getting stuck b/c too much shutdown.
private const float SettleMinimumShutdownVelocity = 0.25f;
// Distance in which settle shutdown multiplier is at 0. It then scales upwards linearly with closer distances.
private const float SettleShutdownDistance = 1.0f;
// Velocity change of -LinearVelocity * frameTime * this
private const float SettleShutdownMultiplier = 5.0f;
private const float SettleShutdownMultiplier = 20.0f;
private SharedPullingSystem _pullableSystem = default!;
@@ -83,6 +84,7 @@ namespace Content.Server.Physics.Controllers
if (movingPosition.EqualsApprox(ownerPosition, MaximumSettleDistance) && (physics.LinearVelocity.Length < MaximumSettleVelocity))
{
physics.LinearVelocity = Vector2.Zero;
pullable.MovingTo = null;
continue;
}
@@ -95,9 +97,11 @@ 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 (movingPosition.EqualsApprox(ownerPosition, SettleShutdownDistance))
if ((diffLength < SettleShutdownDistance) && (physics.LinearVelocity.Length >= SettleMinimumShutdownVelocity))
{
accel -= physics.LinearVelocity * SettleShutdownMultiplier;
// Shutdown velocity increases as we get closer to centre
var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
}
physics.ApplyLinearImpulse(accel * physics.Mass * frameTime);
}