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:
metalgearsloth
2021-07-21 21:15:12 +10:00
committed by GitHub
parent 55087a6f16
commit 500b9cb1ea
44 changed files with 1042 additions and 1601 deletions

View File

@@ -1,21 +1,26 @@
using System;
using System.Collections.Generic;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Movement.Components;
using Content.Server.Shuttle;
using Content.Server.Shuttles;
using Content.Shared.Audio;
using Content.Shared.CCVar;
using Content.Shared.Inventory;
using Content.Shared.Maps;
using Content.Shared.Movement;
using Content.Shared.Movement.Components;
using Content.Shared.Shuttles;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
@@ -37,12 +42,17 @@ namespace Content.Server.Physics.Controllers
private const float StepSoundMoveDistanceRunning = 2;
private const float StepSoundMoveDistanceWalking = 1.5f;
private float _shuttleDockSpeedCap;
private HashSet<EntityUid> _excludedMobs = new();
public override void Initialize()
{
base.Initialize();
_audioSystem = EntitySystem.Get<AudioSystem>();
var configManager = IoCManager.Resolve<IConfigurationManager>();
configManager.OnValueChanged(CCVars.ShuttleDockSpeedCap, value => _shuttleDockSpeedCap = value, true);
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
@@ -56,8 +66,9 @@ namespace Content.Server.Physics.Controllers
HandleMobMovement(mover, physics, mobMover);
}
foreach (var mover in ComponentManager.EntityQuery<ShuttleControllerComponent>())
foreach (var (pilot, mover) in ComponentManager.EntityQuery<PilotComponent, SharedPlayerInputMoverComponent>())
{
if (pilot.Console == null) continue;
_excludedMobs.Add(mover.Owner.Uid);
HandleShuttleMovement(mover);
}
@@ -76,13 +87,70 @@ namespace Content.Server.Physics.Controllers
* 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
* As such could probably just look at applying a force / impulse to the shuttle server-side only so it controls like the titanic.
*/
private void HandleShuttleMovement(ShuttleControllerComponent mover)
private void HandleShuttleMovement(SharedPlayerInputMoverComponent mover)
{
var gridId = mover.Owner.Transform.GridID;
if (!_mapManager.TryGetGrid(gridId, out var grid) || !EntityManager.TryGetEntity(grid.GridEntityId, out var gridEntity)) return;
// This is on shuttle branch trust me
if (!gridEntity.TryGetComponent(out ShuttleComponent? shuttleComponent) ||
!gridEntity.TryGetComponent(out PhysicsComponent? physicsComponent))
{
return;
}
// Depending whether you have "cruise" mode on (tank controls, higher speed) or "docking" mode on (strafing, lower speed)
// inputs will do different things.
// TODO: Do that
float speedCap;
// This is comically fast for debugging
var angularSpeed = 20000f;
// ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass.
var movement = (mover.VelocityDir.walking + mover.VelocityDir.sprinting);
switch (shuttleComponent.Mode)
{
case ShuttleMode.Docking:
if (movement.Length != 0f)
physicsComponent.ApplyLinearImpulse(physicsComponent.Owner.Transform.WorldRotation.RotateVec(movement) * shuttleComponent.SpeedMultipler * physicsComponent.Mass);
speedCap = _shuttleDockSpeedCap;
break;
case ShuttleMode.Cruise:
if (movement.Length != 0.0f)
{
// Currently this is slow BUT we'd have a separate multiplier for docking and cruising or whatever.
physicsComponent.ApplyLinearImpulse((physicsComponent.Owner.Transform.WorldRotation + new Angle(MathF.PI / 2)).ToVec() *
shuttleComponent.SpeedMultipler *
physicsComponent.Mass *
movement.Y *
10);
physicsComponent.ApplyAngularImpulse(movement.X * angularSpeed);
}
// TODO WHEN THIS ACTUALLY WORKS
speedCap = _shuttleDockSpeedCap * 10;
break;
default:
throw new ArgumentOutOfRangeException();
}
// Look don't my ride ass on this stuff most of the PR was just getting the thing working, we can
// ideaguys the shit out of it later.
var velocity = physicsComponent.LinearVelocity;
if (velocity.Length < 0.1f && movement.Length == 0f)
{
physicsComponent.LinearVelocity = Vector2.Zero;
return;
}
if (velocity.Length > speedCap)
{
physicsComponent.LinearVelocity = velocity.Normalized * speedCap;
}
}
protected override void HandleFootsteps(IMoverComponent mover, IMobMoverComponent mobMover)

View File

@@ -50,7 +50,7 @@ namespace Content.Server.Physics
public class TestbedCommand : IConsoleCommand
{
public string Command => "testbed";
public string Description => "Loads a physics testbed and teleports your player there";
public string Description => "Loads a physics testbed on the specified map.";
public string Help => $"{Command} <mapid> <test>";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
@@ -127,7 +127,10 @@ namespace Content.Server.Physics
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(horizontalFixture);
var broadphase = EntitySystem.Get<SharedBroadphaseSystem>();
broadphase.CreateFixture(ground, horizontalFixture);
var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
var verticalFixture = new Fixture(ground, vertical)
@@ -136,7 +139,8 @@ namespace Content.Server.Physics
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(verticalFixture);
broadphase.CreateFixture(ground, verticalFixture);
var xs = new[]
{
@@ -157,7 +161,6 @@ namespace Content.Server.Physics
new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
box.BodyType = BodyType.Dynamic;
box.SleepingAllowed = false;
shape = new PolygonShape();
shape.SetAsBox(0.5f, 0.5f);
box.FixedRotation = false;
@@ -169,7 +172,8 @@ namespace Content.Server.Physics
CollisionLayer = (int) CollisionGroup.Impassable,
Hard = true,
};
box.AddFixture(fixture);
broadphase.CreateFixture(box, fixture);
}
}
}
@@ -187,7 +191,9 @@ namespace Content.Server.Physics
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(horizontalFixture);
var broadphase = EntitySystem.Get<SharedBroadphaseSystem>();
broadphase.CreateFixture(ground, horizontalFixture);
var vertical = new EdgeShape(new Vector2(10, 0), new Vector2(10, 10));
var verticalFixture = new Fixture(ground, vertical)
@@ -196,7 +202,8 @@ namespace Content.Server.Physics
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true
};
ground.AddFixture(verticalFixture);
broadphase.CreateFixture(ground, verticalFixture);
var xs = new[]
{
@@ -217,7 +224,6 @@ namespace Content.Server.Physics
new MapCoordinates(new Vector2(xs[j] + x, 0.55f + 2.1f * i), mapId)).AddComponent<PhysicsComponent>();
box.BodyType = BodyType.Dynamic;
box.SleepingAllowed = false;
shape = new PhysShapeCircle {Radius = 0.5f};
box.FixedRotation = false;
// TODO: Need to detect shape and work out if we need to use fixedrotation
@@ -228,7 +234,8 @@ namespace Content.Server.Physics
CollisionLayer = (int) CollisionGroup.Impassable,
Hard = true,
};
box.AddFixture(fixture);
broadphase.CreateFixture(box, fixture);
}
}
}
@@ -249,7 +256,8 @@ namespace Content.Server.Physics
Hard = true
};
ground.AddFixture(horizontalFixture);
var broadphase = EntitySystem.Get<SharedBroadphaseSystem>();
broadphase.CreateFixture(ground, horizontalFixture);
// Setup boxes
float a = 0.5f;
@@ -270,13 +278,13 @@ namespace Content.Server.Physics
var box = entityManager.SpawnEntity(null, new MapCoordinates(0, 0, mapId)).AddComponent<PhysicsComponent>();
box.BodyType = BodyType.Dynamic;
box.Owner.Transform.WorldPosition = y;
box.AddFixture(
broadphase.CreateFixture(box,
new Fixture(box, shape) {
CollisionLayer = (int) CollisionGroup.Impassable,
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true,
Mass = 5.0f,
});
CollisionLayer = (int) CollisionGroup.Impassable,
CollisionMask = (int) CollisionGroup.Impassable,
Hard = true,
Mass = 5.0f,
});
y += deltaY;
}