Tune pull-to-location constants just a bit more so it gets stuck less often (#4077)
This commit is contained in:
@@ -16,23 +16,24 @@ namespace Content.Server.Physics.Controllers
|
|||||||
// Speeds. Note that the speed is mass-independent (multiplied by mass).
|
// Speeds. Note that the speed is mass-independent (multiplied by mass).
|
||||||
// Instead, tuning to mass is done via the mass values below.
|
// 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)
|
// 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;
|
private const float AccelModifierLow = 60.0f;
|
||||||
// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
|
// 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.
|
// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
|
||||||
private const float AccelModifierHighMass = 70.0f; // locker
|
private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
|
||||||
private const float AccelModifierLowMass = 1.0f; // to taste
|
private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
|
||||||
// Used to control settling (turns off pulling).
|
// 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 MaximumSettleVelocity = 0.1f;
|
||||||
private const float MaximumSettleDistance = 0.1f;
|
private const float MaximumSettleDistance = 0.01f;
|
||||||
// Settle shutdown control.
|
// Settle shutdown control.
|
||||||
// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
|
// 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.
|
// 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;
|
private const float SettleShutdownDistance = 1.0f;
|
||||||
// Velocity change of -LinearVelocity * frameTime * this
|
// Velocity change of -LinearVelocity * frameTime * this
|
||||||
private const float SettleShutdownMultiplier = 5.0f;
|
private const float SettleShutdownMultiplier = 20.0f;
|
||||||
|
|
||||||
private SharedPullingSystem _pullableSystem = default!;
|
private SharedPullingSystem _pullableSystem = default!;
|
||||||
|
|
||||||
@@ -83,6 +84,7 @@ namespace Content.Server.Physics.Controllers
|
|||||||
|
|
||||||
if (movingPosition.EqualsApprox(ownerPosition, MaximumSettleDistance) && (physics.LinearVelocity.Length < MaximumSettleVelocity))
|
if (movingPosition.EqualsApprox(ownerPosition, MaximumSettleDistance) && (physics.LinearVelocity.Length < MaximumSettleVelocity))
|
||||||
{
|
{
|
||||||
|
physics.LinearVelocity = Vector2.Zero;
|
||||||
pullable.MovingTo = null;
|
pullable.MovingTo = null;
|
||||||
continue;
|
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.
|
// Note the implication that the real rules of physics don't apply to pulling control.
|
||||||
var accel = diff.Normalized * multiplier;
|
var accel = diff.Normalized * multiplier;
|
||||||
// Now for the part where velocity gets shutdown...
|
// 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);
|
physics.ApplyLinearImpulse(accel * physics.Mass * frameTime);
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user