Tune pull-to-location constants just a bit more so it gets stuck less often (#4077)
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@@ -16,23 +16,24 @@ namespace Content.Server.Physics.Controllers
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// Speeds. Note that the speed is mass-independent (multiplied by mass).
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// Instead, tuning to mass is done via the mass values below.
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// Note that setting the speed too high results in overshoots (stabilized by drag, but bad)
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private const float AccelModifierHigh = 7.5f;
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private const float AccelModifierHigh = 15f;
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private const float AccelModifierLow = 60.0f;
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// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
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// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
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private const float AccelModifierHighMass = 70.0f; // locker
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private const float AccelModifierLowMass = 1.0f; // to taste
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private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
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private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
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// Used to control settling (turns off pulling).
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// Note that once an object gets within MaximumSettleDistance, impulses change to trying to shut down velocity.
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private const float MaximumSettleVelocity = 0.1f;
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private const float MaximumSettleDistance = 0.1f;
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private const float MaximumSettleDistance = 0.01f;
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// Settle shutdown control.
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// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
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// Exists to bleed off "I pulled my crowbar" overshoots.
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// Distance in which settle shutdown applies
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// Minimum velocity for shutdown to be necessary. This prevents stuff getting stuck b/c too much shutdown.
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private const float SettleMinimumShutdownVelocity = 0.25f;
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// Distance in which settle shutdown multiplier is at 0. It then scales upwards linearly with closer distances.
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private const float SettleShutdownDistance = 1.0f;
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// Velocity change of -LinearVelocity * frameTime * this
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private const float SettleShutdownMultiplier = 5.0f;
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private const float SettleShutdownMultiplier = 20.0f;
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private SharedPullingSystem _pullableSystem = default!;
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@@ -83,6 +84,7 @@ namespace Content.Server.Physics.Controllers
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if (movingPosition.EqualsApprox(ownerPosition, MaximumSettleDistance) && (physics.LinearVelocity.Length < MaximumSettleVelocity))
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{
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physics.LinearVelocity = Vector2.Zero;
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pullable.MovingTo = null;
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continue;
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}
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@@ -95,9 +97,11 @@ namespace Content.Server.Physics.Controllers
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// Note the implication that the real rules of physics don't apply to pulling control.
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var accel = diff.Normalized * multiplier;
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// Now for the part where velocity gets shutdown...
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if (movingPosition.EqualsApprox(ownerPosition, SettleShutdownDistance))
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if ((diffLength < SettleShutdownDistance) && (physics.LinearVelocity.Length >= SettleMinimumShutdownVelocity))
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{
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accel -= physics.LinearVelocity * SettleShutdownMultiplier;
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// Shutdown velocity increases as we get closer to centre
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var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
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accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
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}
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physics.ApplyLinearImpulse(accel * physics.Mass * frameTime);
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}
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