Mobmover tweaks (#15942)

This commit is contained in:
metalgearsloth
2023-05-01 18:29:35 +10:00
committed by GitHub
parent d5b3585c09
commit ec9d31d9ab
5 changed files with 151 additions and 107 deletions

View File

@@ -68,8 +68,12 @@ namespace Content.Client.Physics.Controllers
var xformQuery = GetEntityQuery<TransformComponent>();
var moverQuery = GetEntityQuery<InputMoverComponent>();
var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
var pullableQuery = GetEntityQuery<SharedPullableComponent>();
var physicsQuery = GetEntityQuery<PhysicsComponent>();
var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
if (!TryComp(player, out InputMoverComponent? mover) ||
if (!moverQuery.TryGetComponent(player, out var mover) ||
!xformQuery.TryGetComponent(player, out var xform))
{
return;
@@ -106,24 +110,24 @@ namespace Content.Client.Physics.Controllers
{
foreach (var joint in jointComponent.GetJoints.Values)
{
if (TryComp(joint.BodyAUid, out PhysicsComponent? physics))
if (physicsQuery.TryGetComponent(joint.BodyAUid, out var physics))
physics.Predict = true;
if (TryComp(joint.BodyBUid, out physics))
if (physicsQuery.TryGetComponent(joint.BodyBUid, out physics))
physics.Predict = true;
}
}
// If we're being pulled then we won't predict anything and will receive server lerps so it looks way smoother.
if (TryComp(player, out SharedPullableComponent? pullableComp))
if (pullableQuery.TryGetComponent(player, out var pullableComp))
{
if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent?>(puller, out var pullerBody))
if (pullableComp.Puller is {Valid: true} puller && TryComp<PhysicsComponent>(puller, out var pullerBody))
{
pullerBody.Predict = false;
body.Predict = false;
if (TryComp<SharedPullerComponent>(player, out var playerPuller) && playerPuller.Pulling != null &&
TryComp<PhysicsComponent>(playerPuller.Pulling, out var pulledBody))
physicsQuery.TryGetComponent(playerPuller.Pulling, out var pulledBody))
{
pulledBody.Predict = false;
}
@@ -131,7 +135,19 @@ namespace Content.Client.Physics.Controllers
}
// Server-side should just be handled on its own so we'll just do this shizznit
HandleMobMovement(player, mover, physicsUid, body, xformMover, frameTime, xformQuery, moverQuery, relayTargetQuery);
HandleMobMovement(
player,
mover,
physicsUid,
body,
xformMover,
frameTime,
xformQuery,
moverQuery,
mobMoverQuery,
relayTargetQuery,
pullableQuery,
modifierQuery);
}
protected override bool CanSound()

View File

@@ -3,6 +3,7 @@ using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Pulling.Components;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Robust.Server.GameObjects;
@@ -65,11 +66,14 @@ namespace Content.Server.Physics.Controllers
var relayTargetQuery = GetEntityQuery<MovementRelayTargetComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var moverQuery = GetEntityQuery<InputMoverComponent>();
var mobMoverQuery = GetEntityQuery<MobMoverComponent>();
var pullableQuery = GetEntityQuery<SharedPullableComponent>();
var inputQueryEnumerator = AllEntityQuery<InputMoverComponent>();
var modifierQuery = GetEntityQuery<MovementSpeedModifierComponent>();
foreach (var mover in EntityQuery<InputMoverComponent>(true))
while (inputQueryEnumerator.MoveNext(out var uid, out var mover))
{
var uid = mover.Owner;
EntityUid physicsUid = uid;
var physicsUid = uid;
if (relayQuery.HasComponent(uid))
continue;
@@ -97,7 +101,18 @@ namespace Content.Server.Physics.Controllers
continue;
}
HandleMobMovement(uid, mover, physicsUid, body, xformMover, frameTime, xformQuery, moverQuery, relayTargetQuery);
HandleMobMovement(uid,
mover,
physicsUid,
body,
xformMover,
frameTime,
xformQuery,
moverQuery,
mobMoverQuery,
relayTargetQuery,
pullableQuery,
modifierQuery);
}
HandleShuttleMovement(frameTime);

View File

@@ -1,5 +1,6 @@
using Content.Shared.Movement.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
using Robust.Shared.Timing;
namespace Content.Shared.Movement.Components
@@ -61,8 +62,8 @@ namespace Content.Shared.Movement.Components
/// <summary>
/// If we traverse on / off a grid then set a timer to update our relative inputs.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float LerpAccumulator;
[ViewVariables(VVAccess.ReadWrite), DataField("lerpTarget", customTypeSerializer: typeof(TimeOffsetSerializer))]
public TimeSpan LerpTarget;
public const float LerpTime = 1.0f;

View File

@@ -83,7 +83,7 @@ namespace Content.Shared.Movement.Systems
component.RelativeRotation = state.RelativeRotation;
component.TargetRelativeRotation = state.TargetRelativeRotation;
component.RelativeEntity = state.RelativeEntity;
component.LerpAccumulator = state.LerpAccumulator;
component.LerpTarget = state.LerpAccumulator;
}
private void OnInputGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
@@ -94,7 +94,7 @@ namespace Content.Shared.Movement.Systems
component.RelativeRotation,
component.TargetRelativeRotation,
component.RelativeEntity,
component.LerpAccumulator);
component.LerpTarget);
}
private void ShutdownInput()
@@ -121,13 +121,73 @@ namespace Content.Shared.Movement.Systems
public void ResetCamera(EntityUid uid)
{
if (CameraRotationLocked || !TryComp<InputMoverComponent>(uid, out var mover) || mover.TargetRelativeRotation.Equals(Angle.Zero))
if (CameraRotationLocked ||
!TryComp<InputMoverComponent>(uid, out var mover))
{
return;
}
// If we updated parent then cancel the accumulator and force it now.
var xformQuery = GetEntityQuery<TransformComponent>();
if (!TryUpdateRelative(mover, xformQuery.GetComponent(uid), xformQuery) && mover.TargetRelativeRotation.Equals(Angle.Zero))
return;
mover.LerpTarget = TimeSpan.Zero;
mover.TargetRelativeRotation = Angle.Zero;
Dirty(mover);
}
private bool TryUpdateRelative(InputMoverComponent mover, TransformComponent xform, EntityQuery<TransformComponent> xformQuery)
{
var relative = xform.GridUid;
relative ??= xform.MapUid;
// So essentially what we want:
// 1. If we go from grid to map then preserve our rotation and continue as usual
// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
if (mover.RelativeEntity.Equals(relative))
return false;
// Okay need to get our old relative rotation with respect to our new relative rotation
// e.g. if we were right side up on our current grid need to get what that is on our new grid.
var currentRotation = Angle.Zero;
var targetRotation = Angle.Zero;
// Get our current relative rotation
if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
{
currentRotation = _transform.GetWorldRotation(oldRelativeXform, xformQuery) + mover.RelativeRotation;
}
if (xformQuery.TryGetComponent(relative, out var relativeXform))
{
// This is our current rotation relative to our new parent.
mover.RelativeRotation = (currentRotation - _transform.GetWorldRotation(relativeXform, xformQuery)).FlipPositive();
}
// If we went from grid -> map we'll preserve our worldrotation
if (relative != null && _mapManager.IsMap(relative.Value))
{
targetRotation = currentRotation.FlipPositive().Reduced();
}
// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
// OR just rotate to zero (depending on cvar)
else if (relative != null && _mapManager.IsGrid(relative.Value))
{
if (CameraRotationLocked)
targetRotation = Angle.Zero;
else
targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
}
mover.RelativeEntity = relative;
mover.TargetRelativeRotation = targetRotation;
return true;
}
public Angle GetParentGridAngle(InputMoverComponent mover, EntityQuery<TransformComponent> xformQuery)
{
var rotation = mover.RelativeRotation;
@@ -140,12 +200,7 @@ namespace Content.Shared.Movement.Systems
public Angle GetParentGridAngle(InputMoverComponent mover)
{
var rotation = mover.RelativeRotation;
if (TryComp<TransformComponent>(mover.RelativeEntity, out var relativeXform))
return (relativeXform.WorldRotation + rotation);
return rotation;
return GetParentGridAngle(mover, GetEntityQuery<TransformComponent>());
}
private void OnFollowedParentChange(EntityUid uid, FollowedComponent component, ref EntParentChangedMessage args)
@@ -185,7 +240,7 @@ namespace Content.Shared.Movement.Systems
component.RelativeEntity = relative;
component.TargetRelativeRotation = Angle.Zero;
component.RelativeRotation = Angle.Zero;
component.LerpAccumulator = 0f;
component.LerpTarget = TimeSpan.Zero;
Dirty(component);
return;
}
@@ -193,16 +248,16 @@ namespace Content.Shared.Movement.Systems
// If we go on a grid and back off then just reset the accumulator.
if (relative == component.RelativeEntity)
{
if (component.LerpAccumulator != 0f)
if (component.LerpTarget >= Timing.CurTime)
{
component.LerpAccumulator = 0f;
component.LerpTarget = TimeSpan.Zero;
Dirty(component);
}
return;
}
component.LerpAccumulator = InputMoverComponent.LerpTime;
component.LerpTarget = TimeSpan.FromSeconds(InputMoverComponent.LerpTime) + Timing.CurTime;
Dirty(component);
}
@@ -233,18 +288,17 @@ namespace Content.Shared.Movement.Systems
// Relay the fact we had any movement event.
// TODO: Ideally we'd do these in a tick instead of out of sim.
var owner = moverComp.Owner;
var moveEvent = new MoveInputEvent(entity);
RaiseLocalEvent(owner, ref moveEvent);
RaiseLocalEvent(entity, ref moveEvent);
// For stuff like "Moving out of locker" or the likes
// We'll relay a movement input to the parent.
if (_container.IsEntityInContainer(owner) &&
TryComp<TransformComponent>(owner, out var xform) &&
if (_container.IsEntityInContainer(entity) &&
TryComp<TransformComponent>(entity, out var xform) &&
xform.ParentUid.IsValid() &&
_mobState.IsAlive(owner))
_mobState.IsAlive(entity))
{
var relayMoveEvent = new ContainerRelayMovementEntityEvent(owner);
var relayMoveEvent = new ContainerRelayMovementEntityEvent(entity);
RaiseLocalEvent(xform.ParentUid, ref relayMoveEvent);
}
@@ -531,16 +585,16 @@ namespace Content.Shared.Movement.Systems
/// </summary>
public Angle TargetRelativeRotation;
public EntityUid? RelativeEntity;
public float LerpAccumulator = 0f;
public TimeSpan LerpAccumulator;
public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, float lerpAccumulator)
public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, TimeSpan lerpTarget)
{
Buttons = buttons;
CanMove = canMove;
RelativeRotation = relativeRotation;
TargetRelativeRotation = targetRelativeRotation;
RelativeEntity = relativeEntity;
LerpAccumulator = lerpAccumulator;
LerpAccumulator = lerpTarget;
}
}

View File

@@ -108,10 +108,11 @@ namespace Content.Shared.Movement.Systems
float frameTime,
EntityQuery<TransformComponent> xformQuery,
EntityQuery<InputMoverComponent> moverQuery,
EntityQuery<MovementRelayTargetComponent> relayTargetQuery)
EntityQuery<MobMoverComponent> mobMoverQuery,
EntityQuery<MovementRelayTargetComponent> relayTargetQuery,
EntityQuery<SharedPullableComponent> pullableQuery,
EntityQuery<MovementSpeedModifierComponent> modifierQuery)
{
DebugTools.Assert(!UsedMobMovement.ContainsKey(uid));
bool canMove = mover.CanMove;
if (relayTargetQuery.TryGetComponent(uid, out var relayTarget) && relayTarget.Entities.Count > 0)
{
@@ -135,59 +136,11 @@ namespace Content.Shared.Movement.Systems
}
// Update relative movement
if (mover.LerpAccumulator > 0f)
if (mover.LerpTarget < Timing.CurTime)
{
Dirty(mover);
mover.LerpAccumulator -= frameTime;
if (mover.LerpAccumulator <= 0f)
if (TryUpdateRelative(mover, xform, xformQuery))
{
mover.LerpAccumulator = 0f;
var relative = xform.GridUid;
relative ??= xform.MapUid;
// So essentially what we want:
// 1. If we go from grid to map then preserve our rotation and continue as usual
// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
if (!mover.RelativeEntity.Equals(relative))
{
// Okay need to get our old relative rotation with respect to our new relative rotation
// e.g. if we were right side up on our current grid need to get what that is on our new grid.
var currentRotation = Angle.Zero;
var targetRotation = Angle.Zero;
// Get our current relative rotation
if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
{
currentRotation = oldRelativeXform.WorldRotation + mover.RelativeRotation;
}
if (xformQuery.TryGetComponent(relative, out var relativeXform))
{
// This is our current rotation relative to our new parent.
mover.RelativeRotation = (currentRotation - relativeXform.WorldRotation).FlipPositive();
}
// If we went from grid -> map we'll preserve our worldrotation
if (relative != null && _mapManager.IsMap(relative.Value))
{
targetRotation = currentRotation.FlipPositive().Reduced();
}
// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
// OR just rotate to zero (depending on cvar)
else if (relative != null && _mapManager.IsGrid(relative.Value))
{
if (CameraRotationLocked)
targetRotation = Angle.Zero;
else
targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
}
mover.RelativeEntity = relative;
mover.TargetRelativeRotation = targetRotation;
}
Dirty(mover);
}
}
@@ -223,7 +176,7 @@ namespace Content.Shared.Movement.Systems
if (!canMove
|| physicsComponent.BodyStatus != BodyStatus.OnGround
|| TryComp(uid, out SharedPullableComponent? pullable) && pullable.BeingPulled)
|| pullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled)
{
UsedMobMovement[uid] = false;
return;
@@ -249,14 +202,14 @@ namespace Content.Shared.Movement.Systems
touching = ev.CanMove;
if (!touching && TryComp<MobMoverComponent>(uid, out var mobMover))
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsComponent);
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsUid, physicsComponent);
}
}
// Regular movement.
// Target velocity.
// This is relative to the map / grid we're on.
var moveSpeedComponent = CompOrNull<MovementSpeedModifierComponent>(uid);
var moveSpeedComponent = modifierQuery.CompOrNull(uid);
var walkSpeed = moveSpeedComponent?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
var sprintSpeed = moveSpeedComponent?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
@@ -308,8 +261,8 @@ namespace Content.Shared.Movement.Systems
// TODO apparently this results in a duplicate move event because "This should have its event run during
// island solver"??. So maybe SetRotation needs an argument to avoid raising an event?
if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) &&
TryGetSound(weightless, mover, mobMover, xform, out var sound))
if (!weightless && mobMoverQuery.TryGetComponent(uid, out var mobMover) &&
TryGetSound(weightless, uid, mover, mobMover, xform, out var sound))
{
var soundModifier = mover.Sprinting ? 1.0f : FootstepWalkingAddedVolumeMultiplier;
@@ -347,7 +300,8 @@ namespace Content.Shared.Movement.Systems
{
var speed = velocity.Length;
if (speed < minimumFrictionSpeed) return;
if (speed < minimumFrictionSpeed)
return;
var drop = 0f;
@@ -356,7 +310,8 @@ namespace Content.Shared.Movement.Systems
var newSpeed = MathF.Max(0f, speed - drop);
if (newSpeed.Equals(speed)) return;
if (newSpeed.Equals(speed))
return;
newSpeed /= speed;
velocity *= newSpeed;
@@ -370,7 +325,8 @@ namespace Content.Shared.Movement.Systems
var currentSpeed = Vector2.Dot(currentVelocity, wishDir);
var addSpeed = wishSpeed - currentSpeed;
if (addSpeed <= 0f) return;
if (addSpeed <= 0f)
return;
var accelSpeed = accel * frameTime * wishSpeed;
accelSpeed = MathF.Min(accelSpeed, addSpeed);
@@ -386,9 +342,9 @@ namespace Content.Shared.Movement.Systems
/// <summary>
/// Used for weightlessness to determine if we are near a wall.
/// </summary>
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, PhysicsComponent collider)
private bool IsAroundCollider(SharedPhysicsSystem broadPhaseSystem, TransformComponent transform, MobMoverComponent mover, EntityUid physicsUid, PhysicsComponent collider)
{
var enlargedAABB = _lookup.GetWorldAABB(collider.Owner, transform).Enlarged(mover.GrabRangeVV);
var enlargedAABB = _lookup.GetWorldAABB(physicsUid, transform).Enlarged(mover.GrabRangeVV);
foreach (var otherCollider in broadPhaseSystem.GetCollidingEntities(transform.MapID, enlargedAABB))
{
@@ -412,11 +368,12 @@ namespace Content.Shared.Movement.Systems
protected abstract bool CanSound();
private bool TryGetSound(bool weightless, InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, [NotNullWhen(true)] out SoundSpecifier? sound)
private bool TryGetSound(bool weightless, EntityUid uid, InputMoverComponent mover, MobMoverComponent mobMover, TransformComponent xform, [NotNullWhen(true)] out SoundSpecifier? sound)
{
sound = null;
if (!CanSound() || !_tags.HasTag(mover.Owner, "FootstepSound")) return false;
if (!CanSound() || !_tags.HasTag(uid, "FootstepSound"))
return false;
var coordinates = xform.Coordinates;
var distanceNeeded = mover.Sprinting ? StepSoundMoveDistanceRunning : StepSoundMoveDistanceWalking;
@@ -443,27 +400,28 @@ namespace Content.Shared.Movement.Systems
mobMover.LastPosition = coordinates;
if (mobMover.StepSoundDistance < distanceNeeded) return false;
if (mobMover.StepSoundDistance < distanceNeeded)
return false;
mobMover.StepSoundDistance -= distanceNeeded;
if (TryComp<FootstepModifierComponent>(mover.Owner, out var moverModifier))
if (TryComp<FootstepModifierComponent>(uid, out var moverModifier))
{
sound = moverModifier.Sound;
return true;
}
if (_inventory.TryGetSlotEntity(mover.Owner, "shoes", out var shoes) &&
if (_inventory.TryGetSlotEntity(uid, "shoes", out var shoes) &&
TryComp<FootstepModifierComponent>(shoes, out var modifier))
{
sound = modifier.Sound;
return true;
}
return TryGetFootstepSound(xform, shoes != null, out sound);
return TryGetFootstepSound(uid, xform, shoes != null, out sound);
}
private bool TryGetFootstepSound(TransformComponent xform, bool haveShoes, [NotNullWhen(true)] out SoundSpecifier? sound)
private bool TryGetFootstepSound(EntityUid uid, TransformComponent xform, bool haveShoes, [NotNullWhen(true)] out SoundSpecifier? sound)
{
sound = null;
@@ -480,7 +438,7 @@ namespace Content.Shared.Movement.Systems
}
var position = grid.LocalToTile(xform.Coordinates);
var soundEv = new GetFootstepSoundEvent(xform.Owner);
var soundEv = new GetFootstepSoundEvent(uid);
// If the coordinates have a FootstepModifier component
// i.e. component that emit sound on footsteps emit that sound