Smooth docking traversal (#10822)

This commit is contained in:
metalgearsloth
2022-08-29 15:05:53 +10:00
committed by GitHub
parent 0ebc733b3a
commit 5b42861539
14 changed files with 515 additions and 204 deletions

View File

@@ -1,41 +1,31 @@
using System;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Robust.Client.GameObjects;
using Robust.Client.Graphics;
using Robust.Client.Physics;
using Robust.Client.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.Eye;
public sealed class EyeLerpingSystem : EntitySystem
{
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
// How fast the camera rotates in radians / s
private const float CameraRotateSpeed = MathF.PI;
// Safety override
private const float LerpTimeMax = 1.5f;
// Lerping information for the player's active eye.
private readonly EyeLerpInformation _playerActiveEye = new();
[Dependency] private readonly SharedMoverController _mover = default!;
// Eyes other than the primary eye that are currently active.
private readonly Dictionary<EntityUid, EyeLerpInformation> _activeEyes = new();
private readonly List<EntityUid> _toRemove = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EyeComponent, ComponentStartup>(OnEyeStartup);
SubscribeLocalEvent<EyeComponent, ComponentShutdown>(OnEyeShutdown);
UpdatesAfter.Add(typeof(TransformSystem));
@@ -43,6 +33,27 @@ public sealed class EyeLerpingSystem : EntitySystem
UpdatesBefore.Add(typeof(EyeUpdateSystem));
}
private void OnEyeStartup(EntityUid uid, EyeComponent component, ComponentStartup args)
{
if (component.Eye == null)
return;
// If the eye starts up then don't lerp at all.
var xformQuery = GetEntityQuery<TransformComponent>();
TryComp<InputMoverComponent>(uid, out var mover);
xformQuery.TryGetComponent(uid, out var xform);
var lerpInfo = _activeEyes.GetOrNew(uid);
lerpInfo.TargetRotation = GetRotation(xformQuery, mover, xform);
lerpInfo.LastRotation = lerpInfo.TargetRotation;
if (xform != null)
{
lerpInfo.MapId = xform.MapID;
}
component.Eye.Rotation = lerpInfo.TargetRotation;
}
private void OnEyeShutdown(EntityUid uid, EyeComponent component, ComponentShutdown args)
{
RemoveEye(uid);
@@ -50,145 +61,131 @@ public sealed class EyeLerpingSystem : EntitySystem
public void AddEye(EntityUid uid)
{
if (!_activeEyes.ContainsKey(uid))
{
_activeEyes.Add(uid, new());
}
_activeEyes.TryAdd(uid, new EyeLerpInformation());
}
public void RemoveEye(EntityUid uid)
{
if (_activeEyes.ContainsKey(uid))
_activeEyes.Remove(uid);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_gameTiming.IsFirstTimePredicted)
return;
var moverQuery = GetEntityQuery<InputMoverComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
var foundEyes = new ValueList<EntityUid>(1);
// Set all of our eye rotations to the relevant values.
foreach (var (eye, entity) in GetEyes())
{
_activeEyes.Remove(uid);
var lerpInfo = _activeEyes.GetOrNew(entity);
foundEyes.Add(entity);
moverQuery.TryGetComponent(entity, out var mover);
xformQuery.TryGetComponent(entity, out var xform);
lerpInfo.LastRotation = eye.Rotation;
lerpInfo.TargetRotation = GetRotation(xformQuery, mover, xform);
if (xform != null)
{
// If we traverse maps then don't lerp.
if (xform.MapID != lerpInfo.MapId)
{
lerpInfo.LastRotation = lerpInfo.TargetRotation;
}
}
}
foreach (var eye in foundEyes)
{
if (!_activeEyes.ContainsKey(eye))
{
_activeEyes.Remove(eye);
}
}
}
private Angle GetRotation(EntityQuery<TransformComponent> xformQuery, InputMoverComponent? mover = null, TransformComponent? xform = null)
{
// If we can move then tie our eye to our inputs (these also get lerped so it should be fine).
if (mover != null)
{
return -_mover.GetParentGridAngle(mover);
}
// if not tied to a mover then lock it to map / grid
if (xform != null)
{
var relative = xform.GridUid;
relative ??= xform.MapUid;
if (xformQuery.TryGetComponent(relative, out var relativeXform))
{
return relativeXform.WorldRotation;
}
}
return Angle.Zero;
}
private IEnumerable<(IEye Eye, EntityUid Entity)> GetEyes()
{
if (_playerManager.LocalPlayer?.ControlledEntity is { } player && !Deleted(player))
{
yield return (_eyeManager.CurrentEye, player);
}
if (_activeEyes.Count == 0)
yield break;
var eyeQuery = GetEntityQuery<EyeComponent>();
foreach (var (ent, info) in _activeEyes)
{
if (!eyeQuery.TryGetComponent(ent, out var eyeComp) ||
eyeComp.Eye == null)
{
continue;
}
yield return (eyeComp.Eye, ent);
}
}
public override void FrameUpdate(float frameTime)
{
if (!_gameTiming.IsFirstTimePredicted)
return;
var tickFraction = (float) _gameTiming.TickFraction / ushort.MaxValue;
var lerpMinimum = 0.01;
// Always do this one.
LerpPlayerEye(frameTime);
foreach (var (entity, info) in _activeEyes)
foreach (var (eye, entity) in GetEyes())
{
LerpEntityEye(entity, info, frameTime);
}
if (!_activeEyes.TryGetValue(entity, out var lerpInfo))
continue;
if (_toRemove.Count != 0)
{
foreach (var entity in _toRemove)
var shortest = Angle.ShortestDistance(lerpInfo.LastRotation, lerpInfo.TargetRotation);
if (Math.Abs(shortest.Theta) < lerpMinimum)
{
RemoveEye(entity);
eye.Rotation = lerpInfo.TargetRotation;
continue;
}
_toRemove.Clear();
}
}
private void LerpPlayerEye(float frameTime)
{
if (_playerManager.LocalPlayer?.ControlledEntity is not {} mob || Deleted(mob))
return;
// We can't lerp if the mob can't move!
if (!TryComp(mob, out InputMoverComponent? mover))
return;
LerpEye(_eyeManager.CurrentEye, frameTime, mover.LastGridAngle, _playerActiveEye);
}
private void LerpEntityEye(EntityUid uid, EyeLerpInformation info, float frameTime)
{
if (!TryComp(uid, out TransformComponent? transform)
|| !TryComp(uid, out EyeComponent? eye)
|| eye.Eye == null
|| !_mapManager.TryGetGrid(transform.GridUid, out var grid))
{
_toRemove.Add(uid);
return;
}
LerpEye(eye.Eye, frameTime, grid.WorldRotation, info);
}
private void LerpEye(IEye eye, float frameTime, Angle lastAngle, EyeLerpInformation lerpInfo)
{
// Let's not turn the camera into a washing machine when the game starts.
if (lerpInfo.LastGridAngle == null)
{
lerpInfo.LastGridAngle = lastAngle;
eye.Rotation = -lastAngle;
return;
}
// Check if the last lerp grid angle we have is not the same as the last mover grid angle...
if (!lerpInfo.LastGridAngle.Value.EqualsApprox(lastAngle))
{
// And now, we start lerping.
lerpInfo.LerpTo = lastAngle;
lerpInfo.LastGridAngle = lastAngle;
lerpInfo.LerpStartRotation = eye.Rotation;
lerpInfo.Accumulator = 0f;
}
if (lerpInfo.LerpTo != null)
{
lerpInfo.Accumulator += frameTime;
var lerpRot = -lerpInfo.LerpTo.Value.FlipPositive().Reduced();
var startRot = lerpInfo.LerpStartRotation.FlipPositive().Reduced();
var changeNeeded = Angle.ShortestDistance(startRot, lerpRot);
if (changeNeeded.EqualsApprox(Angle.Zero))
{
// Nothing to do here!
lerpInfo.Cleanup(eye);
return;
}
// Get how much the camera should have moved by now. Make it faster depending on the change needed.
var changeRot = (CameraRotateSpeed * Math.Max(1f, Math.Abs(changeNeeded) * 0.75f)) * lerpInfo.Accumulator * Math.Sign(changeNeeded);
// How close is this from reaching the end?
var percentage = (float)Math.Abs(changeRot / changeNeeded);
eye.Rotation = Angle.Lerp(startRot, lerpRot, percentage);
// Either we have overshot, or we have taken way too long on this, emergency reset time
if (percentage >= 1.0f || lerpInfo.Accumulator >= LerpTimeMax)
{
lerpInfo.Cleanup(eye);
}
}
else
{
// This makes it so rotating the camera manually is impossible...
// However, it is needed. Why? Because of a funny (hilarious, even) race condition involving
// ghosting, this system listening for attached mob changes, and the eye rotation being reset after our
// changes back to zero because of an EyeComponent state coming from the server being applied.
// At some point we'll need to come up with a solution for that. But for now, I just want to fix this.
eye.Rotation = -lastAngle;
eye.Rotation = shortest * tickFraction + lerpInfo.LastRotation;
}
}
private sealed class EyeLerpInformation
{
public Angle? LastGridAngle { get; set; }
public Angle? LerpTo { get; set; }
public Angle LerpStartRotation { get; set; }
public float Accumulator { get; set; }
public Angle LastRotation;
public Angle TargetRotation;
public void Cleanup(IEye eye)
{
eye.Rotation = -LerpTo ?? Angle.Zero;
LerpStartRotation = eye.Rotation;
LerpTo = null;
Accumulator = 0;
}
/// <summary>
/// If we go to a new map then don't lerp and snap instantly.
/// </summary>
public MapId MapId;
}
}