* 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>
174 lines
6.4 KiB
C#
174 lines
6.4 KiB
C#
using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Gravity;
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using Content.Shared.Slippery;
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using Content.Shared.Whitelist;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Movement.Systems;
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public sealed class SpeedModifierContactsSystem : EntitySystem
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{
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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// TODO full-game-save
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// Either these need to be processed before a map is saved, or slowed/slowing entities need to update on init.
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private readonly HashSet<EntityUid> _toUpdate = new();
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private readonly HashSet<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeedModifierContactsComponent, StartCollideEvent>(OnEntityEnter);
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SubscribeLocalEvent<SpeedModifierContactsComponent, EndCollideEvent>(OnEntityExit);
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SubscribeLocalEvent<SpeedModifiedByContactComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
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SubscribeLocalEvent<SpeedModifierContactsComponent, ComponentShutdown>(OnShutdown);
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UpdatesAfter.Add(typeof(SharedPhysicsSystem));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_toRemove.Clear();
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foreach (var ent in _toUpdate)
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{
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_speedModifierSystem.RefreshMovementSpeedModifiers(ent);
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}
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foreach (var ent in _toRemove)
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{
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RemComp<SpeedModifiedByContactComponent>(ent);
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}
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_toUpdate.Clear();
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}
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public void ChangeSpeedModifiers(EntityUid uid, float speed, SpeedModifierContactsComponent? component = null)
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{
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ChangeSpeedModifiers(uid, speed, speed, component);
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}
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public void ChangeSpeedModifiers(EntityUid uid, float walkSpeed, float sprintSpeed, SpeedModifierContactsComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.WalkSpeedModifier = walkSpeed;
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component.SprintSpeedModifier = sprintSpeed;
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Dirty(uid, component);
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_toUpdate.UnionWith(_physics.GetContactingEntities(uid));
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}
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private void OnShutdown(EntityUid uid, SpeedModifierContactsComponent component, ComponentShutdown args)
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{
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if (!TryComp(uid, out PhysicsComponent? phys))
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return;
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// Note that the entity may not be getting deleted here. E.g., glue puddles.
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_toUpdate.UnionWith(_physics.GetContactingEntities(uid, phys));
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}
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private void OnRefreshMovementSpeedModifiers(EntityUid uid, SpeedModifiedByContactComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (!EntityManager.TryGetComponent<PhysicsComponent>(uid, out var physicsComponent))
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return;
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var walkSpeed = 0.0f;
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var sprintSpeed = 0.0f;
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// Cache the result of the airborne check, as it's expensive and independent of contacting entities, hence need only be done once.
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var isAirborne = physicsComponent.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid, physicsComponent);
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bool remove = true;
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var entries = 0;
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foreach (var ent in _physics.GetContactingEntities(uid, physicsComponent))
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{
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bool speedModified = false;
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if (TryComp<SpeedModifierContactsComponent>(ent, out var slowContactsComponent))
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{
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if (_whitelistSystem.IsWhitelistPass(slowContactsComponent.IgnoreWhitelist, uid))
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continue;
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// Entities that are airborne should not be affected by contact slowdowns that are specified to not affect airborne entities.
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if (isAirborne && !slowContactsComponent.AffectAirborne)
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continue;
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walkSpeed += slowContactsComponent.WalkSpeedModifier;
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sprintSpeed += slowContactsComponent.SprintSpeedModifier;
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speedModified = true;
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}
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// SpeedModifierContactsComponent takes priority over SlowedOverSlipperyComponent, effectively overriding the slippery slow.
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if (HasComp<SlipperyComponent>(ent) && speedModified == false)
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{
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var evSlippery = new GetSlowedOverSlipperyModifierEvent();
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RaiseLocalEvent(uid, ref evSlippery);
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if (MathHelper.CloseTo(evSlippery.SlowdownModifier, 1))
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{
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walkSpeed += evSlippery.SlowdownModifier;
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sprintSpeed += evSlippery.SlowdownModifier;
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speedModified = true;
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}
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}
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if (speedModified)
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{
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remove = false;
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entries++;
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}
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}
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if (entries > 0 && (!MathHelper.CloseTo(walkSpeed, entries) || !MathHelper.CloseTo(sprintSpeed, entries)))
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{
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walkSpeed /= entries;
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sprintSpeed /= entries;
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var evMax = new GetSpeedModifierContactCapEvent();
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RaiseLocalEvent(uid, ref evMax);
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walkSpeed = MathF.Max(walkSpeed, evMax.MaxWalkSlowdown);
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sprintSpeed = MathF.Max(sprintSpeed, evMax.MaxSprintSlowdown);
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args.ModifySpeed(walkSpeed, sprintSpeed);
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}
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// no longer colliding with anything
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if (remove)
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_toRemove.Add(uid);
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}
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private void OnEntityExit(EntityUid uid, SpeedModifierContactsComponent component, ref EndCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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_toUpdate.Add(otherUid);
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}
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private void OnEntityEnter(EntityUid uid, SpeedModifierContactsComponent component, ref StartCollideEvent args)
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{
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AddModifiedEntity(args.OtherEntity);
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}
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/// <summary>
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/// Add an entity to be checked for speed modification from contact with another entity.
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/// </summary>
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/// <param name="uid">The entity to be added.</param>
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public void AddModifiedEntity(EntityUid uid)
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{
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if (!HasComp<MovementSpeedModifierComponent>(uid))
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return;
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EnsureComp<SpeedModifiedByContactComponent>(uid);
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_toUpdate.Add(uid);
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}
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}
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