* 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>
236 lines
8.7 KiB
C#
236 lines
8.7 KiB
C#
using System.Text.Json.Serialization.Metadata;
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using Content.Shared.CCVar;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Robust.Shared.Configuration;
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using Robust.Shared.Timing;
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namespace Content.Shared.Movement.Systems
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{
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public sealed class MovementSpeedModifierSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IConfigurationManager _configManager = default!;
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private float _frictionModifier;
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private float _airDamping;
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private float _offGridDamping;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<MovementSpeedModifierComponent, MapInitEvent>(OnModMapInit);
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Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
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Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
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Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = value, true);
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}
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private void OnModMapInit(Entity<MovementSpeedModifierComponent> ent, ref MapInitEvent args)
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{
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// TODO: Dirty these smarter.
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ent.Comp.WeightlessAcceleration = ent.Comp.BaseWeightlessAcceleration;
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ent.Comp.WeightlessModifier = ent.Comp.BaseWeightlessModifier;
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ent.Comp.WeightlessFriction = _airDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.WeightlessFrictionNoInput = _airDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.OffGridFriction = _offGridDamping * ent.Comp.BaseWeightlessFriction;
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ent.Comp.Acceleration = ent.Comp.BaseAcceleration;
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ent.Comp.Friction = _frictionModifier * ent.Comp.BaseFriction;
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ent.Comp.FrictionNoInput = _frictionModifier * ent.Comp.BaseFriction;
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Dirty(ent);
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}
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public void RefreshWeightlessModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshWeightlessModifiersEvent()
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{
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WeightlessAcceleration = move.BaseWeightlessAcceleration,
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WeightlessAccelerationMod = 1.0f,
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WeightlessModifier = move.BaseWeightlessModifier,
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WeightlessFriction = move.BaseWeightlessFriction,
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WeightlessFrictionMod = 1.0f,
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WeightlessFrictionNoInput = move.BaseWeightlessFriction,
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WeightlessFrictionNoInputMod = 1.0f,
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};
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RaiseLocalEvent(uid, ref ev);
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if (MathHelper.CloseTo(ev.WeightlessAcceleration, move.WeightlessAcceleration) &&
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MathHelper.CloseTo(ev.WeightlessModifier, move.WeightlessModifier) &&
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MathHelper.CloseTo(ev.WeightlessFriction, move.WeightlessFriction) &&
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MathHelper.CloseTo(ev.WeightlessFrictionNoInput, move.WeightlessFrictionNoInput))
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{
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return;
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}
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move.WeightlessAcceleration = ev.WeightlessAcceleration * ev.WeightlessAccelerationMod;
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move.WeightlessModifier = ev.WeightlessModifier;
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move.WeightlessFriction = _airDamping * ev.WeightlessFriction * ev.WeightlessFrictionMod;
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move.WeightlessFrictionNoInput = _airDamping * ev.WeightlessFrictionNoInput * ev.WeightlessFrictionNoInputMod;
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Dirty(uid, move);
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}
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public void RefreshMovementSpeedModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshMovementSpeedModifiersEvent();
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RaiseLocalEvent(uid, ev);
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if (MathHelper.CloseTo(ev.WalkSpeedModifier, move.WalkSpeedModifier) &&
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MathHelper.CloseTo(ev.SprintSpeedModifier, move.SprintSpeedModifier))
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return;
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move.WalkSpeedModifier = ev.WalkSpeedModifier;
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move.SprintSpeedModifier = ev.SprintSpeedModifier;
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Dirty(uid, move);
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}
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public void ChangeBaseSpeed(EntityUid uid, float baseWalkSpeed, float baseSprintSpeed, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.BaseWalkSpeed = baseWalkSpeed;
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move.BaseSprintSpeed = baseSprintSpeed;
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move.Acceleration = acceleration;
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Dirty(uid, move);
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}
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public void RefreshFrictionModifiers(EntityUid uid, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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if (_timing.ApplyingState)
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return;
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var ev = new RefreshFrictionModifiersEvent()
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{
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Friction = move.BaseFriction,
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FrictionNoInput = move.BaseFriction,
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Acceleration = move.BaseAcceleration,
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};
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RaiseLocalEvent(uid, ref ev);
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if (MathHelper.CloseTo(ev.Friction, move.Friction)
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&& MathHelper.CloseTo(ev.FrictionNoInput, move.FrictionNoInput)
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&& MathHelper.CloseTo(ev.Acceleration, move.Acceleration))
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return;
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move.Friction = _frictionModifier * ev.Friction;
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move.FrictionNoInput = _frictionModifier * ev.FrictionNoInput;
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move.Acceleration = ev.Acceleration;
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Dirty(uid, move);
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}
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public void ChangeBaseFriction(EntityUid uid, float friction, float frictionNoInput, float acceleration, MovementSpeedModifierComponent? move = null)
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{
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if (!Resolve(uid, ref move, false))
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return;
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move.BaseFriction = friction;
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move.FrictionNoInput = frictionNoInput;
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move.BaseAcceleration = acceleration;
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Dirty(uid, move);
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}
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}
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/// <summary>
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/// Raised on an entity to determine its new movement speed. Any system that wishes to change movement speed
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/// should hook into this event and set it then. If you want this event to be raised,
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/// call <see cref="MovementSpeedModifierSystem.RefreshMovementSpeedModifiers"/>.
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/// </summary>
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public sealed class RefreshMovementSpeedModifiersEvent : EntityEventArgs, IInventoryRelayEvent
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{
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public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
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public float WalkSpeedModifier { get; private set; } = 1.0f;
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public float SprintSpeedModifier { get; private set; } = 1.0f;
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public void ModifySpeed(float walk, float sprint)
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{
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WalkSpeedModifier *= walk;
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SprintSpeedModifier *= sprint;
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}
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public void ModifySpeed(float mod)
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{
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ModifySpeed(mod, mod);
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}
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}
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[ByRefEvent]
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public record struct RefreshWeightlessModifiersEvent
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{
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public float WeightlessAcceleration;
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public float WeightlessAccelerationMod;
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public float WeightlessModifier;
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public float WeightlessFriction;
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public float WeightlessFrictionMod;
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public float WeightlessFrictionNoInput;
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public float WeightlessFrictionNoInputMod;
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public void ModifyFriction(float friction, float noInput)
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{
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WeightlessFrictionMod *= friction;
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WeightlessFrictionNoInput *= noInput;
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}
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public void ModifyFriction(float friction)
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{
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ModifyFriction(friction, friction);
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}
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public void ModifyAcceleration(float acceleration, float modifier)
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{
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WeightlessAcceleration *= acceleration;
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WeightlessModifier *= modifier;
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}
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public void ModifyAcceleration(float modifier)
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{
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ModifyAcceleration(modifier, modifier);
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}
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}
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[ByRefEvent]
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public record struct RefreshFrictionModifiersEvent : IInventoryRelayEvent
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{
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public float Friction;
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public float FrictionNoInput;
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public float Acceleration;
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public void ModifyFriction(float friction, float noInput)
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{
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Friction *= friction;
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FrictionNoInput *= noInput;
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}
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public void ModifyFriction(float friction)
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{
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ModifyFriction(friction, friction);
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}
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public void ModifyAcceleration(float acceleration)
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{
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Acceleration *= acceleration;
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}
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SlotFlags IInventoryRelayEvent.TargetSlots => ~SlotFlags.POCKET;
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}
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}
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