Files
crystall-punk-14/Content.Shared/Throwing/ThrowingSystem.cs
Princess Cheeseballs 36030ef154 Mob Movement Major Refactor (#36847)
* 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

* Fix conveyor power mispredict

* Bagel save

* Revert "Bagel save"

This reverts commit 1b93fda81fb852d89b89b0beae0b80f8a61165f2.

* Conveyor resave

* Init Commit

* windows yelling at me to update commit

* working commit, need prediciton and more dehardcoding

* Project 0 warnings

* Working Commit (Near Final)

* ryder got confused commit

* I love Merge Conflicts :)

* Working commit, no prediction

* Forgot the yaml changes

* Comments and typos

* Apparently while the reduced launch mult of lube was initialized it was never used so I revered back to default

* Fixed an incorrect divisor

* bit of cleanup

* Prediciton fixed, and puddles now affect all entities

* FORGOT TO RENAME A VERY IMPORTANT VARIABLE OOPS

* Really big I forgor moment

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Even bigger I forgor moment

* four more merge conflicts to fix four more oopsies

* fixed actual divide by zero moment and also im very dumb

* Fix all test fails

* code cleanup

* Webedit whitespace

* Code cleaup

* whitespace webedit

* whitespace webedit

* whitespace webedit

* whitespace removal

* Comments and cleanup

* Re-Added 20 warnings as per Ork's request

* Cleanups

* Spacing fix

* bugfixes and cleanup

* Small bugfix

* Fix prediction

* Mob movement rewrite

* Bandaid

* Working version

* Tentatively working

* Friction to fix cornering

* More fixes

* Refactor mob movement

Trying to cleanup relay ordering / tryupdaterelative being cooked, purge ToParent, and fix all the eye rotation shenanigans.

* Building

* Re-implement jetpacks

* Reorganise weightless movement

* More work

* Fix camera

* reh

* Revert bagel

* Revert this

* Revert held move buttons

* Puddles work but are unpredicted and unoptimized

* Fixes

* Puddle code...

* Actually dirty the slipComp for real

* Sliding component done plus an extra suggestion from ArtisticRoomba

* Atomized Commit

* Added Friction field to Reagent Prototype per design discussion

* Cleaned up Working Commit

* a

* Delete stinkers

* Fix this code smell

* Reviewed

* Funky re-save

* Our conveyance

* Better conveyor sleeping

* Remove this

* Revert "Better conveyor sleeping"

This reverts commit f5281f64bbae95b7b9feb56295c5cf931f9fb2e1.

* Revert that

Way too janky

* Also this

* a

* Working Commit - Still a lot to do

* Acceleration refactor

* Minor jetpack cleanup

* frictionnomovement no longer nullable

* Shared Mover Feels 99% done

* OffGrid/Weightless/Throwing Friction saved

* Fix merge conflicts

* Fix a debug assert

* Final Commit for today

* Some fixes

* Actually use those CCVars Properly

* Need to fix throwing

* Second to last Commit for real

* Jetpack bug fixed

* Jetpack bug fixed

* Test fail patch

* Small patch

* Skates Component cleanup + Bring Accel back to 5 (oops)

* Fix test fail oops

* yaml cleanup make dragons not fat

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2025-05-02 18:18:08 +10:00

244 lines
11 KiB
C#

using System.Numerics;
using Content.Shared.Administration.Logs;
using Content.Shared.Camera;
using Content.Shared.CCVar;
using Content.Shared.Construction.Components;
using Content.Shared.Database;
using Content.Shared.Friction;
using Content.Shared.Gravity;
using Content.Shared.Projectiles;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
namespace Content.Shared.Throwing;
public sealed class ThrowingSystem : EntitySystem
{
public const float ThrowAngularImpulse = 5f;
/// <summary>
/// Speed cap on rotation in case of click-spam.
/// </summary>
public const float ThrowAngularCap = 3f * MathF.PI;
public const float PushbackDefault = 2f;
public const float FlyTimePercentage = 0.8f;
private const float TileFrictionMod = 1.5f;
private float _frictionModifier;
private float _airDamping;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly ThrownItemSystem _thrownSystem = default!;
[Dependency] private readonly SharedCameraRecoilSystem _recoil = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
public override void Initialize()
{
base.Initialize();
Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true);
Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true);
}
public void TryThrow(
EntityUid uid,
EntityCoordinates coordinates,
float baseThrowSpeed = 10.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
float? friction = null,
bool compensateFriction = false,
bool recoil = true,
bool animated = true,
bool playSound = true,
bool doSpin = true,
bool unanchor = false)
{
var thrownPos = _transform.GetMapCoordinates(uid);
var mapPos = _transform.ToMapCoordinates(coordinates);
if (mapPos.MapId != thrownPos.MapId)
return;
TryThrow(uid, mapPos.Position - thrownPos.Position, baseThrowSpeed, user, pushbackRatio, friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin, unanchor: unanchor);
}
/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <param name="uid">The entity being thrown.</param>
/// <param name="direction">A vector pointing from the entity to its destination.</param>
/// <param name="baseThrowSpeed">Throw velocity. Gets modified if compensateFriction is true.</param>
/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
/// <param name="friction">friction value used for the distance calculation. If set to null this defaults to the standard tile values</param>
/// <param name="compensateFriction">True will adjust the throw so the item stops at the target coordinates. False means it will land at the target and keep sliding.</param>
/// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
/// <param name="unanchor">If true and the thrown entity has <see cref="AnchorableComponent"/>, unanchor the thrown entity</param>
public void TryThrow(EntityUid uid,
Vector2 direction,
float baseThrowSpeed = 10.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
float? friction = null,
bool compensateFriction = false,
bool recoil = true,
bool animated = true,
bool playSound = true,
bool doSpin = true,
bool unanchor = false)
{
var physicsQuery = GetEntityQuery<PhysicsComponent>();
if (!physicsQuery.TryGetComponent(uid, out var physics))
return;
var projectileQuery = GetEntityQuery<ProjectileComponent>();
TryThrow(
uid,
direction,
physics,
Transform(uid),
projectileQuery,
baseThrowSpeed,
user,
pushbackRatio,
friction, compensateFriction: compensateFriction, recoil: recoil, animated: animated, playSound: playSound, doSpin: doSpin, unanchor: unanchor);
}
/// <summary>
/// Tries to throw the entity if it has a physics component, otherwise does nothing.
/// </summary>
/// <param name="uid">The entity being thrown.</param>
/// <param name="direction">A vector pointing from the entity to its destination.</param>
/// <param name="baseThrowSpeed">Throw velocity. Gets modified if compensateFriction is true.</param>
/// <param name="pushbackRatio">The ratio of impulse applied to the thrower - defaults to 10 because otherwise it's not enough to properly recover from getting spaced</param>
/// <param name="friction">friction value used for the distance calculation. If set to null this defaults to the standard tile values</param>
/// <param name="compensateFriction">True will adjust the throw so the item stops at the target coordinates. False means it will land at the target and keep sliding.</param>
/// <param name="doSpin">Whether spin will be applied to the thrown entity.</param>
/// <param name="unanchor">If true and the thrown entity has <see cref="AnchorableComponent"/>, unanchor the thrown entity</param>
public void TryThrow(EntityUid uid,
Vector2 direction,
PhysicsComponent physics,
TransformComponent transform,
EntityQuery<ProjectileComponent> projectileQuery,
float baseThrowSpeed = 10.0f,
EntityUid? user = null,
float pushbackRatio = PushbackDefault,
float? friction = null,
bool compensateFriction = false,
bool recoil = true,
bool animated = true,
bool playSound = true,
bool doSpin = true,
bool unanchor = false)
{
if (baseThrowSpeed <= 0 || direction == Vector2Helpers.Infinity || direction == Vector2Helpers.NaN || direction == Vector2.Zero || friction < 0)
return;
if (unanchor && HasComp<AnchorableComponent>(uid))
_transform.Unanchor(uid);
if ((physics.BodyType & (BodyType.Dynamic | BodyType.KinematicController)) == 0x0)
return;
// Allow throwing if this projectile only acts as a projectile when shot, otherwise disallow
if (projectileQuery.TryGetComponent(uid, out var proj) && !proj.OnlyCollideWhenShot)
return;
var comp = new ThrownItemComponent
{
Thrower = user,
Animate = animated,
};
// if not given, get the default friction value for distance calculation
var tileFriction = friction ?? _frictionModifier * TileFrictionMod;
if (tileFriction == 0f)
compensateFriction = false; // cannot calculate this if there is no friction
// Set the time the item is supposed to be in the air so we can apply OnGround status.
// This is a free parameter, but we should set it to something reasonable.
var flyTime = direction.Length() / baseThrowSpeed;
if (compensateFriction)
flyTime *= FlyTimePercentage;
comp.ThrownTime = _gameTiming.CurTime;
comp.LandTime = comp.ThrownTime + TimeSpan.FromSeconds(flyTime);
comp.PlayLandSound = playSound;
AddComp(uid, comp, true);
ThrowingAngleComponent? throwingAngle = null;
// Give it a l'il spin.
if (doSpin)
{
if (physics.InvI > 0f && (!TryComp(uid, out throwingAngle) || throwingAngle.AngularVelocity))
{
_physics.ApplyAngularImpulse(uid, ThrowAngularImpulse / physics.InvI, body: physics);
}
else
{
Resolve(uid, ref throwingAngle, false);
var gridRot = _transform.GetWorldRotation(transform.ParentUid);
var angle = direction.ToWorldAngle() - gridRot;
var offset = throwingAngle?.Angle ?? Angle.Zero;
_transform.SetLocalRotation(uid, angle + offset);
}
}
var throwEvent = new ThrownEvent(user, uid);
RaiseLocalEvent(uid, ref throwEvent, true);
if (user != null)
_adminLogger.Add(LogType.Throw, LogImpact.Low, $"{ToPrettyString(user.Value):user} threw {ToPrettyString(uid):entity}");
// if compensateFriction==true compensate for the distance the item will slide over the floor after landing by reducing the throw speed accordingly.
// else let the item land on the cursor and from where it slides a little further.
// This is an exact formula we get from exponentially decaying velocity after landing.
// If someone changes how tile friction works at some point, this will have to be adjusted.
// This doesn't actually compensate for air friction, but it's low enough it shouldn't matter.
var throwSpeed = compensateFriction ? direction.Length() / (flyTime + 1 / tileFriction) : baseThrowSpeed;
var impulseVector = direction.Normalized() * throwSpeed * physics.Mass;
_physics.ApplyLinearImpulse(uid, impulseVector, body: physics);
if (comp.LandTime == null || comp.LandTime <= TimeSpan.Zero)
{
_thrownSystem.LandComponent(uid, comp, physics, playSound);
}
else
{
_physics.SetBodyStatus(uid, physics, BodyStatus.InAir);
}
if (user == null)
return;
if (recoil)
_recoil.KickCamera(user.Value, -direction * 0.04f);
// Give thrower an impulse in the other direction
if (pushbackRatio != 0.0f &&
physics.Mass > 0f &&
TryComp(user.Value, out PhysicsComponent? userPhysics) &&
_gravity.IsWeightless(user.Value, userPhysics))
{
var msg = new ThrowPushbackAttemptEvent();
RaiseLocalEvent(uid, msg);
const float massLimit = 5f;
if (!msg.Cancelled)
_physics.ApplyLinearImpulse(user.Value, -impulseVector / physics.Mass * pushbackRatio * MathF.Min(massLimit, physics.Mass), body: userPhysics);
}
}
}