Make humans move based on their last grid's angle (#5122)

* Make humans move based on their last grid's angle

* Fix ghost movement, fix weightless grid parenting

* Make sure to init the last grid angle without needing to move
This commit is contained in:
Saphire Lattice
2021-11-02 20:35:02 +07:00
committed by GitHub
parent 5810fdb7ee
commit f5b4e461b3
5 changed files with 28 additions and 11 deletions

View File

@@ -87,6 +87,8 @@ namespace Content.Server.AI.Components
}
}
public Angle LastGridAngle { get => Angle.Zero; set {} }
/// <inheritdoc />
[ViewVariables(VVAccess.ReadWrite)]
public float PushStrength { get; set; } = IMobMoverComponent.PushStrengthDefault;

View File

@@ -22,6 +22,8 @@ namespace Content.Shared.Movement.Components
/// </summary>
bool Sprinting { get; }
Angle LastGridAngle { get; set; }
/// <summary>
/// Calculated linear velocity direction of the entity.
/// </summary>

View File

@@ -12,6 +12,8 @@ namespace Content.Shared.Movement.Components
public float CurrentWalkSpeed => 0f;
public float CurrentSprintSpeed => 0f;
public Angle LastGridAngle { get => Angle.Zero; set {} }
public bool Sprinting => false;
public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);

View File

@@ -50,6 +50,8 @@ namespace Content.Shared.Movement.Components
private MoveButtons _heldMoveButtons = MoveButtons.None;
public Angle LastGridAngle { get; set; } = new(0);
public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
@@ -117,6 +119,7 @@ namespace Content.Shared.Movement.Components
{
base.Initialize();
Owner.EnsureComponentWarn<PhysicsComponent>();
LastGridAngle = Owner.Transform.Parent?.WorldRotation ?? new Angle(0);
}
/// <summary>

View File

@@ -67,16 +67,21 @@ namespace Content.Shared.Movement
{
var (walkDir, sprintDir) = mover.VelocityDir;
var transform = mover.Owner.Transform;
// Regular movement.
// Target velocity.
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
var worldTotal = _relativeMovement ? new Angle(mover.Owner.Transform.Parent!.WorldRotation.Theta).RotateVec(total) : total;
var worldTotal = _relativeMovement ? transform.Parent!.WorldRotation.RotateVec(total) : total;
if (transform.GridID == GridId.Invalid)
worldTotal = mover.LastGridAngle.RotateVec(worldTotal);
else
mover.LastGridAngle = transform.Parent!.WorldRotation;
if (worldTotal != Vector2.Zero)
{
mover.Owner.Transform.WorldRotation = worldTotal.GetDir().ToAngle();
}
transform.WorldRotation = worldTotal.GetDir().ToAngle();
physicsComponent.LinearVelocity = worldTotal;
}
@@ -111,6 +116,8 @@ namespace Content.Shared.Movement
if (!touching)
{
if (transform.GridID != GridId.Invalid)
mover.LastGridAngle = transform.Parent!.WorldRotation;
transform.WorldRotation = physicsComponent.LinearVelocity.GetDir().ToAngle();
return;
}
@@ -119,18 +126,19 @@ namespace Content.Shared.Movement
// Regular movement.
// Target velocity.
// This is relative to the map / grid we're on.
var total = (walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed);
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
var worldTotal = _relativeMovement ?
new Angle(transform.Parent!.WorldRotation.Theta).RotateVec(total) :
total;
var worldTotal = _relativeMovement ? transform.Parent!.WorldRotation.RotateVec(total) : total;
DebugTools.Assert(MathHelper.CloseToPercent(total.Length, worldTotal.Length));
if (weightless)
{
worldTotal *= mobMover.WeightlessStrength;
}
if (transform.GridID == GridId.Invalid)
worldTotal = mover.LastGridAngle.RotateVec(worldTotal);
else
mover.LastGridAngle = transform.Parent!.WorldRotation;
if (worldTotal != Vector2.Zero)
{