Files
tbd-station-14/Content.Client/Eye/EyeLerpingSystem.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* 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>
2025-05-02 18:18:08 +10:00

218 lines
7.3 KiB
C#

using System.Numerics;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Client.Eye;
public sealed class EyeLerpingSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedEyeSystem _eye = default!;
[Dependency] private readonly SharedMoverController _mover = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
// Convenience variable for for VV.
[ViewVariables, UsedImplicitly]
private IEnumerable<LerpingEyeComponent> ActiveEyes => EntityQuery<LerpingEyeComponent>();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EyeComponent, ComponentStartup>(OnEyeStartup);
SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
SubscribeLocalEvent<EyeAttachedEvent>(OnAttached);
SubscribeLocalEvent<LerpingEyeComponent, EntParentChangedMessage>(HandleMapChange);
SubscribeLocalEvent<LerpingEyeComponent, LocalPlayerDetachedEvent>(OnDetached);
UpdatesAfter.Add(typeof(TransformSystem));
UpdatesAfter.Add(typeof(Robust.Client.Physics.PhysicsSystem));
UpdatesBefore.Add(typeof(SharedEyeSystem));
UpdatesOutsidePrediction = true;
}
private void OnEyeStartup(EntityUid uid, EyeComponent component, ComponentStartup args)
{
if (_playerManager.LocalEntity == uid)
AddEye(uid, component, true);
}
private void OnEyeShutdown(EntityUid uid, EyeComponent component, ComponentShutdown args)
{
RemCompDeferred<LerpingEyeComponent>(uid);
}
// TODO replace this with some way of automatically getting and including any eyes that are associated with a viewport / render able thingy.
public void AddEye(EntityUid uid, EyeComponent? component = null, bool automatic = false)
{
if (!Resolve(uid, ref component))
return;
var lerpInfo = EnsureComp<LerpingEyeComponent>(uid);
lerpInfo.TargetRotation = GetRotation(uid);
lerpInfo.LastRotation = lerpInfo.TargetRotation;
lerpInfo.ManuallyAdded |= !automatic;
lerpInfo.TargetZoom = component.Zoom;
lerpInfo.LastZoom = lerpInfo.TargetZoom;
if (component.Eye != null)
{
_eye.SetRotation(uid, lerpInfo.TargetRotation, component);
_eye.SetZoom(uid, lerpInfo.TargetZoom, component);
}
}
public void RemoveEye(EntityUid uid)
{
if (!TryComp(uid, out LerpingEyeComponent? lerp))
return;
// If this is the currently controlled entity, we keep the component.
if (_playerManager.LocalEntity == uid)
lerp.ManuallyAdded = false;
else
RemComp(uid, lerp);
}
private void HandleMapChange(EntityUid uid, LerpingEyeComponent component, ref EntParentChangedMessage args)
{
// Is this actually a map change? If yes, stop any lerps
if (args.OldMapId != args.Transform.MapUid)
component.LastRotation = GetRotation(uid, args.Transform);
}
private void OnAttached(ref EyeAttachedEvent ev)
{
AddEye(ev.Entity, ev.Component, true);
}
private void OnDetached(EntityUid uid, LerpingEyeComponent component, LocalPlayerDetachedEvent args)
{
if (!component.ManuallyAdded)
RemCompDeferred(uid, component);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_gameTiming.IsFirstTimePredicted)
return;
// Set all of our eye rotations to the relevant values.
var query = AllEntityQuery<LerpingEyeComponent, TransformComponent>();
while (query.MoveNext(out var uid, out var lerpInfo, out var xform))
{
lerpInfo.LastRotation = lerpInfo.TargetRotation;
lerpInfo.TargetRotation = GetRotation(uid, xform);
lerpInfo.LastZoom = lerpInfo.TargetZoom;
lerpInfo.TargetZoom = UpdateZoom(uid, frameTime);
}
}
private Vector2 UpdateZoom(EntityUid uid, float frameTime, EyeComponent? eye = null, ContentEyeComponent? content = null)
{
if (!Resolve(uid, ref content, ref eye, false))
return Vector2.One;
var diff = content.TargetZoom - eye.Zoom;
if (diff.LengthSquared() < 0.00001f)
{
return content.TargetZoom;
}
var change = diff * Math.Min(8f * frameTime, 1);
return eye.Zoom + change;
}
/// <summary>
/// Does the eye need to lerp or is its rotation matched.
/// </summary>
private bool NeedsLerp(InputMoverComponent? mover)
{
if (mover == null)
return false;
if (mover.RelativeRotation.Equals(mover.TargetRelativeRotation))
return false;
return true;
}
private Angle GetRotation(EntityUid uid, TransformComponent? xform = null, InputMoverComponent? mover = null)
{
if (!Resolve(uid, ref xform))
return Angle.Zero;
// If we can move then tie our eye to our inputs (these also get lerped so it should be fine).
if (Resolve(uid, ref mover, false))
{
return -_mover.GetParentGridAngle(mover);
}
// if not tied to a mover then lock it to map / grid
var relative = xform.GridUid ?? xform.MapUid;
if (relative != null)
return -_transform.GetWorldRotation(relative.Value);
return Angle.Zero;
}
public override void FrameUpdate(float frameTime)
{
var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
const double lerpMinimum = 0.00001;
var query = AllEntityQuery<LerpingEyeComponent, EyeComponent, TransformComponent>();
while (query.MoveNext(out var entity, out var lerpInfo, out var eye, out var xform))
{
// Handle zoom
var zoomDiff = Vector2.Lerp(lerpInfo.LastZoom, lerpInfo.TargetZoom, tickFraction);
if ((zoomDiff - lerpInfo.TargetZoom).Length() < lerpMinimum)
{
_eye.SetZoom(entity, lerpInfo.TargetZoom, eye);
}
else
{
_eye.SetZoom(entity, zoomDiff, eye);
}
// Handle Rotation
TryComp<InputMoverComponent>(entity, out var mover);
// This needs to be recomputed every frame, as if this is simply the grid rotation, then we need to account for grid angle lerping.
lerpInfo.TargetRotation = GetRotation(entity, xform, mover);
if (!NeedsLerp(mover))
{
_eye.SetRotation(entity, lerpInfo.TargetRotation, eye);
continue;
}
var shortest = Angle.ShortestDistance(lerpInfo.LastRotation, lerpInfo.TargetRotation);
if (Math.Abs(shortest.Theta) < lerpMinimum)
{
_eye.SetRotation(entity, lerpInfo.TargetRotation, eye);
continue;
}
_eye.SetRotation(entity, shortest * tickFraction + lerpInfo.LastRotation, eye);
}
}
}