* Conveyor optimisations - Optimise movement for moving stuff. Better flags + less resolves + slapped parallelrobustjob on it. - Sleeping for entities getting conveyed into walls. * Blocker version * Finish * Final * Fix conveyor power mispredict * Bagel save * Revert "Bagel save" This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2. * Conveyor resave * Init Commit * windows yelling at me to update commit * working commit, need prediciton and more dehardcoding * Project 0 warnings * Working Commit (Near Final) * ryder got confused commit * I love Merge Conflicts :) * Working commit, no prediction * Forgot the yaml changes * Comments and typos * Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default * Fixed an incorrect divisor * bit of cleanup * Prediciton fixed, and puddles now affect all entities * FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS * Really big I forgor moment * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Even bigger I forgor moment * four more merge conflicts to fix four more oopsies * fixed actual divide by zero moment and also im very dumb * Fix all test fails * code cleanup * Webedit whitespace * Code cleaup * whitespace webedit * whitespace webedit * whitespace webedit * whitespace removal * Comments and cleanup * Re-Added 20 warnings as per Ork's request * Cleanups * Spacing fix * bugfixes and cleanup * Small bugfix * Fix prediction * Mob movement rewrite * Bandaid * Working version * Tentatively working * Friction to fix cornering * More fixes * Refactor mob movement Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans. * Building * Re-implement jetpacks * Reorganise weightless movement * More work * Fix camera * reh * Revert bagel * Revert this * Revert held move buttons * Puddles work but are unpredicted and unoptimized * Fixes * Puddle code... * Actually dirty the slipComp for real * Sliding component done plus an extra suggestion from ArtisticRoomba * Atomized Commit * Added Friction field to Reagent Prototype per design discussion * Cleaned up Working Commit * a * Delete stinkers * Fix this code smell * Reviewed * Funky re-save * Our conveyance * Better conveyor sleeping * Remove this * Revert "Better conveyor sleeping" This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1. * Revert that Way too janky * Also this * a * Working Commit - Still a lot to do * Acceleration refactor * Minor jetpack cleanup * frictionnomovement no longer nullable * Shared Mover Feels 99% done * OffGrid/Weightless/Throwing Friction saved * Fix merge conflicts * Fix a debug assert * Final Commit for today * Some fixes * Actually use those CCVars Properly * Need to fix throwing * Second to last Commit for real * Jetpack bug fixed * Jetpack bug fixed * Test fail patch * Small patch * Skates Component cleanup + Bring Accel back to 5 (oops) * Fix test fail oops * yaml cleanup make dragons not fat --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
572 lines
21 KiB
C#
572 lines
21 KiB
C#
using System.Numerics;
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using System.Runtime.CompilerServices;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
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using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Physics.Controllers;
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public sealed class MoverController : SharedMoverController
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{
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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private Dictionary<EntityUid, (ShuttleComponent, List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>)> _shuttlePilots = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
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}
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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protected override bool CanSound()
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{
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return true;
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}
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private HashSet<EntityUid> _moverAdded = new();
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private List<Entity<InputMoverComponent>> _movers = new();
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private void InsertMover(Entity<InputMoverComponent> source)
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{
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if (TryComp(source, out MovementRelayTargetComponent? relay))
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{
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if (TryComp(relay.Source, out InputMoverComponent? relayMover))
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{
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InsertMover((relay.Source, relayMover));
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}
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}
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// Already added
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if (!_moverAdded.Add(source.Owner))
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return;
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_movers.Add(source);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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_moverAdded.Clear();
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_movers.Clear();
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var inputQueryEnumerator = AllEntityQuery<InputMoverComponent>();
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// Need to order mob movement so that movers don't run before their relays.
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while (inputQueryEnumerator.MoveNext(out var uid, out var mover))
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{
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InsertMover((uid, mover));
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}
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foreach (var mover in _movers)
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{
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HandleMobMovement(mover, frameTime);
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}
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HandleShuttleMovement(frameTime);
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}
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public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
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{
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if (!Timing.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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ResetSubtick(component);
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ApplyTick(component, 1f);
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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float remainingFraction;
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if (Timing.CurTick > component.LastInputTick)
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{
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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remainingFraction = 1;
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}
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else
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{
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remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
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}
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ApplyTick(component, remainingFraction);
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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private void ResetSubtick(PilotComponent component)
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{
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if (Timing.CurTick <= component.LastInputTick) return;
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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component.LastInputTick = Timing.CurTick;
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component.LastInputSubTick = 0;
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}
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protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
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{
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if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null)
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return;
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ResetSubtick(pilot);
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if (subTick >= pilot.LastInputSubTick)
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{
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var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
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ApplyTick(pilot, fraction);
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pilot.LastInputSubTick = subTick;
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}
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var buttons = pilot.HeldButtons;
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if (state)
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{
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buttons |= button;
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}
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else
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{
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buttons &= ~button;
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}
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pilot.HeldButtons = buttons;
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}
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private static void ApplyTick(PilotComponent component, float fraction)
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{
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var x = 0;
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var y = 0;
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var rot = 0;
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int brake;
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if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
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{
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x -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
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{
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x += 1;
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}
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component.CurTickStrafeMovement.X += x * fraction;
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if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
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{
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y += 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
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{
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y -= 1;
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}
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component.CurTickStrafeMovement.Y += y * fraction;
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if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
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{
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rot -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
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{
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rot += 1;
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}
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component.CurTickRotationMovement += rot * fraction;
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if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
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{
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brake = 1;
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}
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else
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{
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brake = 0;
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}
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component.CurTickBraking += brake * fraction;
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}
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/// <summary>
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/// Helper function to extrapolate max velocity for a given Vector2 (really, its angle) and shuttle.
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/// </summary>
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private Vector2 ObtainMaxVel(Vector2 vel, ShuttleComponent shuttle)
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{
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if (vel.Length() == 0f)
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return Vector2.Zero;
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// this math could PROBABLY be simplified for performance
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// probably
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// __________________________________
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// / / __ __ \2 / __ __ \2
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// O = I : _ / |I * | 1/H | | + |I * | 0 | |
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// V \ |_ 0 _| / \ |_1/V_| /
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var horizIndex = vel.X > 0 ? 1 : 3; // east else west
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var vertIndex = vel.Y > 0 ? 2 : 0; // north else south
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var horizComp = vel.X != 0 ? MathF.Pow(Vector2.Dot(vel, new (shuttle.LinearThrust[horizIndex] / shuttle.LinearThrust[horizIndex], 0f)), 2) : 0;
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var vertComp = vel.Y != 0 ? MathF.Pow(Vector2.Dot(vel, new (0f, shuttle.LinearThrust[vertIndex] / shuttle.LinearThrust[vertIndex])), 2) : 0;
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return shuttle.BaseMaxLinearVelocity * vel * MathF.ReciprocalSqrtEstimate(horizComp + vertComp);
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}
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private void HandleShuttleMovement(float frameTime)
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{
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var newPilots = new Dictionary<EntityUid, (ShuttleComponent Shuttle, List<(EntityUid PilotUid, PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>)>();
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// We just mark off their movement and the shuttle itself does its own movement
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var activePilotQuery = EntityQueryEnumerator<PilotComponent, InputMoverComponent>();
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var shuttleQuery = GetEntityQuery<ShuttleComponent>();
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while (activePilotQuery.MoveNext(out var uid, out var pilot, out var mover))
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{
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var consoleEnt = pilot.Console;
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// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
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if (TryComp<DroneConsoleComponent>(consoleEnt, out var cargoConsole))
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{
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consoleEnt = cargoConsole.Entity;
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}
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if (!TryComp(consoleEnt, out TransformComponent? xform)) continue;
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var gridId = xform.GridUid;
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// This tries to see if the grid is a shuttle and if the console should work.
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if (!TryComp<MapGridComponent>(gridId, out var _) ||
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!shuttleQuery.TryGetComponent(gridId, out var shuttleComponent) ||
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!shuttleComponent.Enabled)
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continue;
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if (!newPilots.TryGetValue(gridId!.Value, out var pilots))
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{
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pilots = (shuttleComponent, new List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>());
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newPilots[gridId.Value] = pilots;
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}
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pilots.Item2.Add((uid, pilot, mover, xform));
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}
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// Reset inputs for non-piloted shuttles.
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foreach (var (shuttleUid, (shuttle, _)) in _shuttlePilots)
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{
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if (newPilots.ContainsKey(shuttleUid) || CanPilot(shuttleUid))
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continue;
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_thruster.DisableLinearThrusters(shuttle);
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}
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_shuttlePilots = newPilots;
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// Collate all of the linear / angular velocites for a shuttle
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// then do the movement input once for it.
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var xformQuery = GetEntityQuery<TransformComponent>();
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foreach (var (shuttleUid, (shuttle, pilots)) in _shuttlePilots)
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{
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if (Paused(shuttleUid) || CanPilot(shuttleUid) || !TryComp<PhysicsComponent>(shuttleUid, out var body))
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continue;
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var shuttleNorthAngle = _xformSystem.GetWorldRotation(shuttleUid, xformQuery);
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// Collate movement linear and angular inputs together
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var linearInput = Vector2.Zero;
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var brakeInput = 0f;
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var angularInput = 0f;
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var linearCount = 0;
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var brakeCount = 0;
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var angularCount = 0;
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foreach (var (pilotUid, pilot, _, consoleXform) in pilots)
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{
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var (strafe, rotation, brakes) = GetPilotVelocityInput(pilot);
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if (brakes > 0f)
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{
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brakeInput += brakes;
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brakeCount++;
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}
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if (strafe.Length() > 0f)
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{
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var offsetRotation = consoleXform.LocalRotation;
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linearInput += offsetRotation.RotateVec(strafe);
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linearCount++;
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}
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if (rotation != 0f)
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{
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angularInput += rotation;
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angularCount++;
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}
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}
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// Don't slow down the shuttle if there's someone just looking at the console
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linearInput /= Math.Max(1, linearCount);
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angularInput /= Math.Max(1, angularCount);
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brakeInput /= Math.Max(1, brakeCount);
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// Handle shuttle movement
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if (brakeInput > 0f)
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{
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if (body.LinearVelocity.Length() > 0f)
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{
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// Minimum brake velocity for a direction to show its thrust appearance.
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const float appearanceThreshold = 0.1f;
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// Get velocity relative to the shuttle so we know which thrusters to fire
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var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
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var force = Vector2.Zero;
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if (shuttleVelocity.X < 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
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if (shuttleVelocity.X < -appearanceThreshold)
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
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var index = (int) Math.Log2((int) DirectionFlag.East);
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force.X += shuttle.LinearThrust[index];
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}
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else if (shuttleVelocity.X > 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.East);
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if (shuttleVelocity.X > appearanceThreshold)
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
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var index = (int) Math.Log2((int) DirectionFlag.West);
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force.X -= shuttle.LinearThrust[index];
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}
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if (shuttleVelocity.Y < 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.South);
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if (shuttleVelocity.Y < -appearanceThreshold)
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
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var index = (int) Math.Log2((int) DirectionFlag.North);
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force.Y += shuttle.LinearThrust[index];
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}
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else if (shuttleVelocity.Y > 0f)
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{
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_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.North);
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if (shuttleVelocity.Y > appearanceThreshold)
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
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var index = (int) Math.Log2((int) DirectionFlag.South);
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force.Y -= shuttle.LinearThrust[index];
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}
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var impulse = force * brakeInput * ShuttleComponent.BrakeCoefficient;
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impulse = shuttleNorthAngle.RotateVec(impulse);
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var forceMul = frameTime * body.InvMass;
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var maxVelocity = (-body.LinearVelocity).Length() / forceMul;
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// Don't overshoot
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if (impulse.Length() > maxVelocity)
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impulse = impulse.Normalized() * maxVelocity;
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PhysicsSystem.ApplyForce(shuttleUid, impulse, body: body);
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}
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else
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{
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_thruster.DisableLinearThrusters(shuttle);
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}
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if (body.AngularVelocity != 0f)
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{
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var torque = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f) * ShuttleComponent.BrakeCoefficient;
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var torqueMul = body.InvI * frameTime;
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if (body.AngularVelocity > 0f)
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{
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torque = MathF.Max(-body.AngularVelocity / torqueMul, torque);
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}
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else
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{
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torque = MathF.Min(-body.AngularVelocity / torqueMul, torque);
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}
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if (!torque.Equals(0f))
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{
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PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
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_thruster.SetAngularThrust(shuttle, true);
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}
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}
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else
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{
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_thruster.SetAngularThrust(shuttle, false);
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}
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}
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if (linearInput.Length().Equals(0f))
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{
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PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
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if (brakeInput.Equals(0f))
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_thruster.DisableLinearThrusters(shuttle);
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}
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else
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{
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PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
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var angle = linearInput.ToWorldAngle();
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var linearDir = angle.GetDir();
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var dockFlag = linearDir.AsFlag();
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var totalForce = Vector2.Zero;
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// Won't just do cardinal directions.
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foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
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{
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// Brain no worky but I just want cardinals
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switch (dir)
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{
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case DirectionFlag.South:
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case DirectionFlag.East:
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case DirectionFlag.North:
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case DirectionFlag.West:
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break;
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default:
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continue;
|
|
}
|
|
|
|
if ((dir & dockFlag) == 0x0)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, dir);
|
|
continue;
|
|
}
|
|
|
|
var force = Vector2.Zero;
|
|
var index = (int) Math.Log2((int) dir);
|
|
var thrust = shuttle.LinearThrust[index];
|
|
|
|
switch (dir)
|
|
{
|
|
case DirectionFlag.North:
|
|
force.Y += thrust;
|
|
break;
|
|
case DirectionFlag.South:
|
|
force.Y -= thrust;
|
|
break;
|
|
case DirectionFlag.East:
|
|
force.X += thrust;
|
|
break;
|
|
case DirectionFlag.West:
|
|
force.X -= thrust;
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException($"Attempted to apply thrust to shuttle {shuttleUid} along invalid dir {dir}.");
|
|
}
|
|
|
|
_thruster.EnableLinearThrustDirection(shuttle, dir);
|
|
var impulse = force * linearInput.Length();
|
|
totalForce += impulse;
|
|
}
|
|
|
|
var forceMul = frameTime * body.InvMass;
|
|
|
|
var localVel = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
|
|
var maxVelocity = ObtainMaxVel(localVel, shuttle); // max for current travel dir
|
|
var maxWishVelocity = ObtainMaxVel(totalForce, shuttle);
|
|
var properAccel = (maxWishVelocity - localVel) / forceMul;
|
|
|
|
var finalForce = Vector2Dot(totalForce, properAccel.Normalized()) * properAccel.Normalized();
|
|
|
|
if (localVel.Length() >= maxVelocity.Length() && Vector2.Dot(totalForce, localVel) > 0f)
|
|
finalForce = Vector2.Zero; // burn would be faster if used as such
|
|
|
|
if (finalForce.Length() > properAccel.Length())
|
|
finalForce = properAccel; // don't overshoot
|
|
|
|
//Log.Info($"shuttle: maxVelocity {maxVelocity} totalForce {totalForce} finalForce {finalForce} forceMul {forceMul} properAccel {properAccel}");
|
|
|
|
finalForce = shuttleNorthAngle.RotateVec(finalForce);
|
|
|
|
if (finalForce.Length() > 0f)
|
|
PhysicsSystem.ApplyForce(shuttleUid, finalForce, body: body);
|
|
}
|
|
|
|
if (MathHelper.CloseTo(angularInput, 0f))
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
|
|
|
|
if (brakeInput <= 0f)
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
}
|
|
else
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
|
|
var torque = shuttle.AngularThrust * -angularInput;
|
|
|
|
// Need to cap the velocity if 1 tick of input brings us over cap so we don't continuously
|
|
// edge onto the cap over and over.
|
|
var torqueMul = body.InvI * frameTime;
|
|
|
|
torque = Math.Clamp(torque,
|
|
(-ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul,
|
|
(ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul);
|
|
|
|
if (!torque.Equals(0f))
|
|
{
|
|
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
|
|
_thruster.SetAngularThrust(shuttle, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// .NET 8 seem to miscompile usage of Vector2.Dot above. This manual outline fixes it pending an upstream fix.
|
|
// See PR #24008
|
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
|
public static float Vector2Dot(Vector2 value1, Vector2 value2)
|
|
{
|
|
return Vector2.Dot(value1, value2);
|
|
}
|
|
|
|
private bool CanPilot(EntityUid shuttleUid)
|
|
{
|
|
return TryComp<FTLComponent>(shuttleUid, out var ftl)
|
|
&& (ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0
|
|
|| HasComp<PreventPilotComponent>(shuttleUid);
|
|
}
|
|
|
|
}
|