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

@@ -40,8 +40,30 @@ namespace Content.Shared.Movement.Components
public MoveButtons HeldMoveButtons = MoveButtons.None;
/// <summary>
/// Entity our movement is relative to.
/// </summary>
public EntityUid? RelativeEntity;
/// <summary>
/// Although our movement might be relative to a particular entity we may have an additional relative rotation
/// e.g. if we've snapped to a different cardinal direction
/// </summary>
[ViewVariables]
public Angle LastGridAngle { get; set; } = new(0);
public Angle TargetRelativeRotation = Angle.Zero;
/// <summary>
/// The current relative rotation. This will lerp towards the <see cref="TargetRelativeRotation"/>.
/// </summary>
[ViewVariables] public Angle RelativeRotation;
/// <summary>
/// If we traverse on / off a grid then set a timer to update our relative inputs.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float LerpAccumulator;
public const float LerpTime = 1.0f;
public bool Sprinting => (HeldMoveButtons & MoveButtons.Walk) == 0x0;

View File

@@ -2,7 +2,7 @@ using Content.Shared.CCVar;
using Content.Shared.Input;
using Content.Shared.Movement.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Shuttles.Components;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
@@ -17,6 +17,8 @@ namespace Content.Shared.Movement.Systems
/// </summary>
public abstract partial class SharedMoverController
{
public bool CameraRotationLocked { get; private set; }
private void InitializeInput()
{
var moveUpCmdHandler = new MoverDirInputCmdHandler(this, Direction.North);
@@ -30,6 +32,9 @@ namespace Content.Shared.Movement.Systems
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler(this))
.Bind(EngineKeyFunctions.CameraRotateLeft, new CameraRotateInputCmdHandler(this, Direction.West))
.Bind(EngineKeyFunctions.CameraRotateRight, new CameraRotateInputCmdHandler(this, Direction.East))
.Bind(EngineKeyFunctions.CameraReset, new CameraResetInputCmdHandler(this))
// TODO: Relay
// Shuttle
.Bind(ContentKeyFunctions.ShuttleStrafeUp, new ShuttleInputCmdHandler(this, ShuttleButtons.StrafeUp))
@@ -44,6 +49,14 @@ namespace Content.Shared.Movement.Systems
SubscribeLocalEvent<InputMoverComponent, ComponentInit>(OnInputInit);
SubscribeLocalEvent<InputMoverComponent, ComponentGetState>(OnInputGetState);
SubscribeLocalEvent<InputMoverComponent, ComponentHandleState>(OnInputHandleState);
SubscribeLocalEvent<InputMoverComponent, EntParentChangedMessage>(OnInputParentChange);
_configManager.OnValueChanged(CCVars.CameraRotationLocked, SetCameraRotationLocked, true);
}
private void SetCameraRotationLocked(bool obj)
{
CameraRotationLocked = obj;
}
private void SetMoveInput(InputMoverComponent component, MoveButtons buttons)
@@ -55,27 +68,98 @@ namespace Content.Shared.Movement.Systems
private void OnInputHandleState(EntityUid uid, InputMoverComponent component, ref ComponentHandleState args)
{
if (args.Current is not InputMoverComponentState state) return;
if (args.Current is not InputMoverComponentState state)
return;
component.HeldMoveButtons = state.Buttons;
component.LastInputTick = GameTick.Zero;
component.LastInputSubTick = 0;
component.CanMove = state.CanMove;
component.RelativeRotation = state.RelativeRotation;
component.TargetRelativeRotation = state.TargetRelativeRotation;
component.RelativeEntity = state.RelativeEntity;
component.LerpAccumulator = state.LerpAccumulator;
}
private void OnInputGetState(EntityUid uid, InputMoverComponent component, ref ComponentGetState args)
{
args.State = new InputMoverComponentState(component.HeldMoveButtons, component.CanMove);
args.State = new InputMoverComponentState(
component.HeldMoveButtons,
component.CanMove,
component.RelativeRotation,
component.TargetRelativeRotation,
component.RelativeEntity,
component.LerpAccumulator);
}
private void ShutdownInput()
{
CommandBinds.Unregister<SharedMoverController>();
_configManager.UnsubValueChanged(CCVars.CameraRotationLocked, SetCameraRotationLocked);
}
public bool DiagonalMovementEnabled => _configManager.GetCVar(CCVars.GameDiagonalMovement);
protected virtual void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state) {}
public void RotateCamera(EntityUid uid, Angle angle)
{
if (CameraRotationLocked || !TryComp<InputMoverComponent>(uid, out var mover))
return;
mover.TargetRelativeRotation += angle;
Dirty(mover);
}
public void ResetCamera(EntityUid uid)
{
if (CameraRotationLocked || !TryComp<InputMoverComponent>(uid, out var mover) || mover.TargetRelativeRotation.Equals(Angle.Zero))
return;
mover.TargetRelativeRotation = Angle.Zero;
Dirty(mover);
}
public Angle GetParentGridAngle(InputMoverComponent mover)
{
var rotation = mover.RelativeRotation;
if (TryComp<TransformComponent>(mover.RelativeEntity, out var relativeXform))
return (relativeXform.WorldRotation + rotation);
return rotation;
}
private void OnInputParentChange(EntityUid uid, InputMoverComponent component, ref EntParentChangedMessage args)
{
// If we change our grid / map then delay updating our LastGridAngle.
var relative = args.Transform.GridUid;
relative ??= args.Transform.MapUid;
if (component.LifeStage < ComponentLifeStage.Running)
{
component.RelativeEntity = relative;
Dirty(component);
return;
}
// If we go on a grid and back off then just reset the accumulator.
if (relative == component.RelativeEntity)
{
if (component.LerpAccumulator != 0f)
{
component.LerpAccumulator = 0f;
Dirty(component);
}
return;
}
component.LerpAccumulator = InputMoverComponent.LerpTime;
Dirty(component);
}
private void HandleDirChange(EntityUid entity, Direction dir, ushort subTick, bool state)
{
// Relayed movement just uses the same keybinds given we're moving the relayed entity
@@ -124,9 +208,11 @@ namespace Content.Shared.Movement.Systems
{
var xform = Transform(uid);
if (!xform.ParentUid.IsValid()) return;
if (!xform.ParentUid.IsValid())
return;
component.LastGridAngle = Transform(xform.ParentUid).WorldRotation;
component.RelativeEntity = xform.GridUid ?? xform.MapUid;
component.TargetRelativeRotation = Angle.Zero;
}
private void HandleRunChange(EntityUid uid, ushort subTick, bool walking)
@@ -300,9 +386,53 @@ namespace Content.Shared.Movement.Systems
return (buttons & flag) == flag;
}
private sealed class CameraRotateInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
private readonly Angle _angle;
public CameraRotateInputCmdHandler(SharedMoverController controller, Direction direction)
{
_controller = controller;
_angle = direction.ToAngle();
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
if (full.State != BoundKeyState.Up)
return false;
_controller.RotateCamera(session.AttachedEntity.Value, _angle);
return false;
}
}
private sealed class CameraResetInputCmdHandler : InputCmdHandler
{
private readonly SharedMoverController _controller;
public CameraResetInputCmdHandler(SharedMoverController controller)
{
_controller = controller;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (message is not FullInputCmdMessage full || session?.AttachedEntity == null) return false;
if (full.State != BoundKeyState.Up)
return false;
_controller.ResetCamera(session.AttachedEntity.Value);
return false;
}
}
private sealed class MoverDirInputCmdHandler : InputCmdHandler
{
private SharedMoverController _controller;
private readonly SharedMoverController _controller;
private readonly Direction _dir;
public MoverDirInputCmdHandler(SharedMoverController controller, Direction dir)
@@ -344,17 +474,33 @@ namespace Content.Shared.Movement.Systems
public MoveButtons Buttons { get; }
public readonly bool CanMove;
public InputMoverComponentState(MoveButtons buttons, bool canMove)
/// <summary>
/// Our current rotation for movement purposes. This is lerping towards <see cref="TargetRelativeRotation"/>
/// </summary>
public Angle RelativeRotation;
/// <summary>
/// Target rotation relative to the <see cref="RelativeEntity"/>. Typically 0
/// </summary>
public Angle TargetRelativeRotation;
public EntityUid? RelativeEntity;
public float LerpAccumulator = 0f;
public InputMoverComponentState(MoveButtons buttons, bool canMove, Angle relativeRotation, Angle targetRelativeRotation, EntityUid? relativeEntity, float lerpAccumulator)
{
Buttons = buttons;
CanMove = canMove;
RelativeRotation = relativeRotation;
TargetRelativeRotation = targetRelativeRotation;
RelativeEntity = relativeEntity;
LerpAccumulator = lerpAccumulator;
}
}
private sealed class ShuttleInputCmdHandler : InputCmdHandler
{
private SharedMoverController _controller;
private ShuttleButtons _button;
private readonly SharedMoverController _controller;
private readonly ShuttleButtons _button;
public ShuttleInputCmdHandler(SharedMoverController controller, ShuttleButtons button)
{

View File

@@ -44,6 +44,8 @@ namespace Content.Shared.Movement.Systems
private const float FootstepVolume = 3f;
private const float FootstepWalkingAddedVolumeMultiplier = 0f;
protected ISawmill Sawmill = default!;
/// <summary>
/// <see cref="CCVars.StopSpeed"/>
/// </summary>
@@ -59,6 +61,7 @@ namespace Content.Shared.Movement.Systems
public override void Initialize()
{
base.Initialize();
Sawmill = Logger.GetSawmill("mover");
InitializeFootsteps();
InitializeInput();
InitializeMob();
@@ -87,14 +90,6 @@ namespace Content.Shared.Movement.Systems
UsedMobMovement.Clear();
}
protected Angle GetParentGridAngle(TransformComponent xform, InputMoverComponent mover)
{
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
return mover.LastGridAngle;
return grid.WorldRotation;
}
/// <summary>
/// Movement while considering actionblockers, weightlessness, etc.
/// </summary>
@@ -102,7 +97,8 @@ namespace Content.Shared.Movement.Systems
InputMoverComponent mover,
PhysicsComponent physicsComponent,
TransformComponent xform,
float frameTime)
float frameTime,
EntityQuery<TransformComponent> xformQuery)
{
DebugTools.Assert(!UsedMobMovement.ContainsKey(mover.Owner));
@@ -134,12 +130,6 @@ namespace Content.Shared.Movement.Systems
if (!touching && TryComp<MobMoverComponent>(xform.Owner, out var mobMover))
touching |= IsAroundCollider(PhysicsSystem, xform, mobMover, physicsComponent);
}
if (!touching)
{
if (xform.GridUid != null)
mover.LastGridAngle = GetParentGridAngle(xform, mover);
}
}
// Regular movement.
@@ -152,7 +142,92 @@ namespace Content.Shared.Movement.Systems
var total = walkDir * walkSpeed + sprintDir * sprintSpeed;
var parentRotation = GetParentGridAngle(xform, mover);
// Update relative movement
if (mover.LerpAccumulator > 0f)
{
Dirty(mover);
mover.LerpAccumulator -= frameTime;
if (mover.LerpAccumulator <= 0f)
{
mover.LerpAccumulator = 0f;
var relative = xform.GridUid;
relative ??= xform.MapUid;
// So essentially what we want:
// 1. If we go from grid to map then preserve our rotation and continue as usual
// 2. If we go from grid -> grid then (after lerp time) snap to nearest cardinal (probably imperceptible)
// 3. If we go from map -> grid then (after lerp time) snap to nearest cardinal
if (!mover.RelativeEntity.Equals(relative))
{
// Okay need to get our old relative rotation with respect to our new relative rotation
// e.g. if we were right side up on our current grid need to get what that is on our new grid.
var currentRotation = Angle.Zero;
var targetRotation = Angle.Zero;
// Get our current relative rotation
if (xformQuery.TryGetComponent(mover.RelativeEntity, out var oldRelativeXform))
{
currentRotation = oldRelativeXform.WorldRotation + mover.RelativeRotation;
}
if (xformQuery.TryGetComponent(relative, out var relativeXform))
{
// This is our current rotation relative to our new parent.
mover.RelativeRotation = (currentRotation - relativeXform.WorldRotation).FlipPositive();
}
// If we went from grid -> map we'll preserve our worldrotation
if (relative != null && _mapManager.IsMap(relative.Value))
{
targetRotation = currentRotation.FlipPositive().Reduced();
}
// If we went from grid -> grid OR grid -> map then snap the target to cardinal and lerp there.
// OR just rotate to zero (depending on cvar)
else if (relative != null && _mapManager.IsGrid(relative.Value))
{
if (CameraRotationLocked)
targetRotation = Angle.Zero;
else
targetRotation = mover.RelativeRotation.GetCardinalDir().ToAngle().Reduced();
}
mover.RelativeEntity = relative;
mover.TargetRelativeRotation = targetRotation;
}
}
}
var angleDiff = Angle.ShortestDistance(mover.RelativeRotation, mover.TargetRelativeRotation);
// if we've just traversed then lerp to our target rotation.
if (!angleDiff.EqualsApprox(Angle.Zero, 0.005))
{
var adjustment = angleDiff * 5f * frameTime;
var minAdjustment = 0.005 * frameTime;
if (angleDiff < 0)
{
adjustment = Math.Min(adjustment, minAdjustment);
adjustment = Math.Clamp(adjustment, angleDiff, -angleDiff);
}
else
{
adjustment = Math.Max(adjustment, minAdjustment);
adjustment = Math.Clamp(adjustment, -angleDiff, angleDiff);
}
mover.RelativeRotation += adjustment;
Dirty(mover);
}
else if (!angleDiff.Equals(Angle.Zero))
{
mover.RelativeRotation = mover.TargetRelativeRotation;
Dirty(mover);
}
var parentRotation = GetParentGridAngle(mover);
var worldTotal = _relativeMovement ? parentRotation.RotateVec(total) : total;
DebugTools.Assert(MathHelper.CloseToPercent(total.Length, worldTotal.Length));
@@ -190,17 +265,11 @@ namespace Content.Shared.Movement.Systems
var minimumFrictionSpeed = moveSpeedComponent?.MinimumFrictionSpeed ?? MovementSpeedModifierComponent.DefaultMinimumFrictionSpeed;
Friction(minimumFrictionSpeed, frameTime, friction, ref velocity);
if (xform.GridUid != EntityUid.Invalid)
mover.LastGridAngle = parentRotation;
if (worldTotal != Vector2.Zero)
{
// This should have its event run during island solver soooo
xform.DeferUpdates = true;
xform.LocalRotation = xform.GridUid != null
? total.ToWorldAngle()
: worldTotal.ToWorldAngle();
xform.WorldRotation = worldTotal.ToWorldAngle();
xform.DeferUpdates = false;
if (!weightless && TryComp<MobMoverComponent>(mover.Owner, out var mobMover) &&