Make Saltern driveable (#4257)
* Broadphase refactor (content) * Shuttle jank * Fixes * Testing jank * Features and things * Balance stuffsies * AHHHHHHHHHHHHHHHH * Mass and stuff working * Fix drops * Another balance pass * Balance AGEN * Add in stuff for rotating shuttles for debugging * Nothing to see here * Testbed stuffsies * Fix some tests * Fixen test * Try fixing map * Shuttle movement balance pass * lasaggne * Basic Helmsman console working * Slight docking cleanup * Helmsman requires power * Basic shuttle test * Stuff * Fix computations * Add shuttle console to saltern * Rename helmsman to shuttleconsole * Final stretch * More tweaks * Fix piloting prediction for now.
This commit is contained in:
@@ -1,21 +1,26 @@
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using System;
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using System.Collections.Generic;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.Movement.Components;
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using Content.Server.Shuttle;
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using Content.Server.Shuttles;
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using Content.Shared.Audio;
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using Content.Shared.CCVar;
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using Content.Shared.Inventory;
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using Content.Shared.Maps;
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using Content.Shared.Movement;
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using Content.Shared.Movement.Components;
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using Content.Shared.Shuttles;
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using Content.Shared.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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@@ -37,12 +42,17 @@ namespace Content.Server.Physics.Controllers
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private const float StepSoundMoveDistanceRunning = 2;
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private const float StepSoundMoveDistanceWalking = 1.5f;
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private float _shuttleDockSpeedCap;
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private HashSet<EntityUid> _excludedMobs = new();
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public override void Initialize()
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{
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base.Initialize();
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_audioSystem = EntitySystem.Get<AudioSystem>();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CCVars.ShuttleDockSpeedCap, value => _shuttleDockSpeedCap = value, true);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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@@ -56,8 +66,9 @@ namespace Content.Server.Physics.Controllers
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HandleMobMovement(mover, physics, mobMover);
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}
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foreach (var mover in ComponentManager.EntityQuery<ShuttleControllerComponent>())
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foreach (var (pilot, mover) in ComponentManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent>())
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{
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if (pilot.Console == null) continue;
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_excludedMobs.Add(mover.Owner.Uid);
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HandleShuttleMovement(mover);
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}
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@@ -76,13 +87,70 @@ namespace Content.Server.Physics.Controllers
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* The reason for this is that vehicles change direction very slowly compared to players so you don't really have the requirement for quick movement anyway
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* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
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*/
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private void HandleShuttleMovement(ShuttleControllerComponent mover)
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private void HandleShuttleMovement(SharedPlayerInputMoverComponent mover)
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{
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var gridId = mover.Owner.Transform.GridID;
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if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
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// This is on shuttle branch trust me
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if (!gridEntity.TryGetComponent(out ShuttleComponent? shuttleComponent) ||
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!gridEntity.TryGetComponent(out PhysicsComponent? physicsComponent))
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{
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return;
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}
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// Depending whether you have "cruise" mode on (tank controls, higher speed) or "docking" mode on (strafing, lower speed)
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// inputs will do different things.
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// TODO: Do that
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float speedCap;
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// This is comically fast for debugging
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var angularSpeed = 20000f;
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// ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass.
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var movement = (mover.VelocityDir.walking + mover.VelocityDir.sprinting);
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switch (shuttleComponent.Mode)
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{
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case ShuttleMode.Docking:
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if (movement.Length != 0f)
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physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.RotateVec(movement) * shuttleComponent.SpeedMultipler * physicsComponent.Mass);
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speedCap = _shuttleDockSpeedCap;
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break;
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case ShuttleMode.Cruise:
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if (movement.Length != 0.0f)
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{
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// Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever.
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physicsComponent.ApplyLinearImpulse((physicsComponent.Owner.Transform.WorldRotation + new Angle(MathF.PI / 2)).ToVec() *
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shuttleComponent.SpeedMultipler *
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physicsComponent.Mass *
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movement.Y *
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10);
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physicsComponent.ApplyAngularImpulse(movement.X * angularSpeed);
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}
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// TODO WHEN THIS ACTUALLY WORKS
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speedCap = _shuttleDockSpeedCap * 10;
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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// Look don't my ride ass on this stuff most of the PR was just getting the thing working, we can
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// ideaguys the shit out of it later.
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var velocity = physicsComponent.LinearVelocity;
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if (velocity.Length < 0.1f && movement.Length == 0f)
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{
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physicsComponent.LinearVelocity = Vector2.Zero;
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return;
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}
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if (velocity.Length > speedCap)
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{
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physicsComponent.LinearVelocity = velocity.Normalized * speedCap;
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}
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}
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protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)
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@@ -50,7 +50,7 @@ namespace Content.Server.Physics
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public class TestbedCommand : IConsoleCommand
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{
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public string Command => "testbed";
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public string Description => "Loads a physics testbed and teleports your player there";
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public string Description => "Loads a physics testbed on the specified map.";
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public string Help => $"{Command} <mapid> <test>";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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@@ -127,7 +127,10 @@ namespace Content.Server.Physics
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var broadphase = EntitySystem.Get<SharedBroadphaseSystem>();
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broadphase.CreateFixture(ground, horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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@@ -136,7 +139,8 @@ namespace Content.Server.Physics
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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broadphase.CreateFixture(ground, verticalFixture);
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var xs = new[]
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{
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@@ -157,7 +161,6 @@ namespace Content.Server.Physics
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.SleepingAllowed = false;
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shape = new PolygonShape();
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shape.SetAsBox(0.5f, 0.5f);
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box.FixedRotation = false;
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@@ -169,7 +172,8 @@ namespace Content.Server.Physics
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CollisionLayer = (int) CollisionGroup.Impassable,
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Hard = true,
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};
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box.AddFixture(fixture);
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broadphase.CreateFixture(box, fixture);
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}
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}
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}
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@@ -187,7 +191,9 @@ namespace Content.Server.Physics
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var broadphase = EntitySystem.Get<SharedBroadphaseSystem>();
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broadphase.CreateFixture(ground, horizontalFixture);
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var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
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var verticalFixture = new Fixture(ground, vertical)
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@@ -196,7 +202,8 @@ namespace Content.Server.Physics
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true
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};
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ground.AddFixture(verticalFixture);
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broadphase.CreateFixture(ground, verticalFixture);
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var xs = new[]
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{
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@@ -217,7 +224,6 @@ namespace Content.Server.Physics
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new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.SleepingAllowed = false;
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shape = new PhysShapeCircle {Radius = 0.5f};
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box.FixedRotation = false;
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// TODO: Need to detect shape and work out if we need to use fixedrotation
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@@ -228,7 +234,8 @@ namespace Content.Server.Physics
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CollisionLayer = (int) CollisionGroup.Impassable,
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Hard = true,
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};
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box.AddFixture(fixture);
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broadphase.CreateFixture(box, fixture);
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}
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}
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}
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@@ -249,7 +256,8 @@ namespace Content.Server.Physics
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Hard = true
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};
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ground.AddFixture(horizontalFixture);
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var broadphase = EntitySystem.Get<SharedBroadphaseSystem>();
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broadphase.CreateFixture(ground, horizontalFixture);
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// Setup boxes
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float a = 0.5f;
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@@ -270,13 +278,13 @@ namespace Content.Server.Physics
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var box = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
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box.BodyType = BodyType.Dynamic;
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box.Owner.Transform.WorldPosition = y;
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box.AddFixture(
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broadphase.CreateFixture(box,
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new Fixture(box, shape) {
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true,
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Mass = 5.0f,
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});
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CollisionLayer = (int) CollisionGroup.Impassable,
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CollisionMask = (int) CollisionGroup.Impassable,
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Hard = true,
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Mass = 5.0f,
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});
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y += deltaY;
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}
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