Files
tbd-station-14/Content.Client/Buckle/BuckleSystem.cs
metalgearsloth 593804b517 Mob collisions (#34580)
* 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

* Mob collisions

* impulses

* Collision smoothing

* Locked in

* 30tps working

* r

* fixes

* Best

* Fixes + CVars

* CVars in place

* Pushies

* Opt attempt 1

* Revert "Opt attempt 1"

This reverts commit 5ccd72dcbea09261a992aa1f7f05df169a1ce676.

* Fix mispredicts

* Ready-ish

* better

* Cleanup

* Fix conveyor power mispredict

* Forgetting to actually do deltas

* Fix buckle pushes

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Revert bagel

* Revert this

* Bad parity

* Working

* Fixes

* Woops

* Doc comments

* Pen cap cvar

* StandingState cleanup and sub

* Fix downed mobs

* fish

* client

* Disable pushing on tests

* More variables

* Movement mods

* Mass diff

* 1 more tweak

* Cvar
2025-04-05 00:33:52 +11:00

136 lines
5.4 KiB
C#

using Content.Client.Rotation;
using Content.Shared.Buckle;
using Content.Shared.Buckle.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.Rotation;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
namespace Content.Client.Buckle;
internal sealed class BuckleSystem : SharedBuckleSystem
{
[Dependency] private readonly RotationVisualizerSystem _rotationVisualizerSystem = default!;
[Dependency] private readonly IEyeManager _eye = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BuckleComponent, AppearanceChangeEvent>(OnAppearanceChange);
SubscribeLocalEvent<StrapComponent, MoveEvent>(OnStrapMoveEvent);
SubscribeLocalEvent<BuckleComponent, BuckledEvent>(OnBuckledEvent);
SubscribeLocalEvent<BuckleComponent, UnbuckledEvent>(OnUnbuckledEvent);
SubscribeLocalEvent<BuckleComponent, AttemptMobCollideEvent>(OnMobCollide);
}
private void OnMobCollide(Entity<BuckleComponent> ent, ref AttemptMobCollideEvent args)
{
if (ent.Comp.Buckled)
{
args.Cancelled = true;
}
}
private void OnStrapMoveEvent(EntityUid uid, StrapComponent component, ref MoveEvent args)
{
// I'm moving this to the client-side system, but for the sake of posterity let's keep this comment:
// > This is mega cursed. Please somebody save me from Mr Buckle's wild ride
// The nice thing is its still true, this is quite cursed, though maybe not omega cursed anymore.
// This code is garbage, it doesn't work with rotated viewports. I need to finally get around to reworking
// sprite rendering for entity layers & direction dependent sorting.
// Future notes:
// Right now this doesn't handle: other grids, other grids rotating, the camera rotation changing, and many other fun rotation specific things
// The entire thing should be a concern of the engine, or something engine helps to implement properly.
// Give some of the sprite rotations their own drawdepth, maybe as an offset within the rsi, or something like this
// And we won't ever need to set the draw depth manually
if (args.NewRotation == args.OldRotation)
return;
if (!TryComp<SpriteComponent>(uid, out var strapSprite))
return;
var angle = _xformSystem.GetWorldRotation(uid) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
var isNorth = angle.GetCardinalDir() == Direction.North;
foreach (var buckledEntity in component.BuckledEntities)
{
if (!TryComp<BuckleComponent>(buckledEntity, out var buckle))
continue;
if (!TryComp<SpriteComponent>(buckledEntity, out var buckledSprite))
continue;
if (isNorth)
{
// This will only assign if empty, it won't get overwritten by new depth on multiple calls, which do happen easily
buckle.OriginalDrawDepth ??= buckledSprite.DrawDepth;
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
}
else if (buckle.OriginalDrawDepth.HasValue)
{
buckledSprite.DrawDepth = buckle.OriginalDrawDepth.Value;
buckle.OriginalDrawDepth = null;
}
}
}
/// <summary>
/// Lower the draw depth of the buckled entity without needing for the strap entity to rotate/move.
/// Only do so when the entity is facing screen-local north
/// </summary>
private void OnBuckledEvent(Entity<BuckleComponent> ent, ref BuckledEvent args)
{
if (!TryComp<SpriteComponent>(args.Strap, out var strapSprite))
return;
if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
return;
var angle = _xformSystem.GetWorldRotation(args.Strap) + _eye.CurrentEye.Rotation; // Get true screen position, or close enough
if (angle.GetCardinalDir() != Direction.North)
return;
ent.Comp.OriginalDrawDepth ??= buckledSprite.DrawDepth;
buckledSprite.DrawDepth = strapSprite.DrawDepth - 1;
}
/// <summary>
/// Was the draw depth of the buckled entity lowered? Reset it upon unbuckling.
/// </summary>
private void OnUnbuckledEvent(Entity<BuckleComponent> ent, ref UnbuckledEvent args)
{
if (!TryComp<SpriteComponent>(ent.Owner, out var buckledSprite))
return;
if (!ent.Comp.OriginalDrawDepth.HasValue)
return;
buckledSprite.DrawDepth = ent.Comp.OriginalDrawDepth.Value;
ent.Comp.OriginalDrawDepth = null;
}
private void OnAppearanceChange(EntityUid uid, BuckleComponent component, ref AppearanceChangeEvent args)
{
if (!TryComp<RotationVisualsComponent>(uid, out var rotVisuals))
return;
if (!Appearance.TryGetData<bool>(uid, BuckleVisuals.Buckled, out var buckled, args.Component) ||
!buckled ||
args.Sprite == null)
{
_rotationVisualizerSystem.SetHorizontalAngle((uid, rotVisuals), rotVisuals.DefaultRotation);
return;
}
// Animate strapping yourself to something at a given angle
// TODO: Dump this when buckle is better
_rotationVisualizerSystem.AnimateSpriteRotation(uid, args.Sprite, rotVisuals.HorizontalRotation, 0.125f);
}
}