mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
580 lines
22 KiB
C#
580 lines
22 KiB
C#
using System.Numerics;
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using System.Runtime.CompilerServices;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Shared.Friction;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Shuttles.Systems;
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using Prometheus;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Player;
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using DroneConsoleComponent = Content.Server.Shuttles.DroneConsoleComponent;
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using DependencyAttribute = Robust.Shared.IoC.DependencyAttribute;
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using Robust.Shared.Map.Components;
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namespace Content.Server.Physics.Controllers;
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public sealed class MoverController : SharedMoverController
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{
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private static readonly Gauge ActiveMoverGauge = Metrics.CreateGauge(
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"physics_active_mover_count",
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"Active amount of InputMovers being processed by MoverController");
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
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private Dictionary<EntityUid, (ShuttleComponent, List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>)> _shuttlePilots = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerAttachedEvent>(OnRelayPlayerAttached);
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SubscribeLocalEvent<RelayInputMoverComponent, PlayerDetachedEvent>(OnRelayPlayerDetached);
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SubscribeLocalEvent<InputMoverComponent, PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<InputMoverComponent, PlayerDetachedEvent>(OnPlayerDetached);
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}
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private void OnRelayPlayerAttached(Entity<RelayInputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnRelayPlayerDetached(Entity<RelayInputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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if (MoverQuery.TryGetComponent(entity.Comp.RelayEntity, out var inputMover))
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SetMoveInput((entity.Comp.RelayEntity, inputMover), MoveButtons.None);
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}
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private void OnPlayerAttached(Entity<InputMoverComponent> entity, ref PlayerAttachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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private void OnPlayerDetached(Entity<InputMoverComponent> entity, ref PlayerDetachedEvent args)
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{
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SetMoveInput(entity, MoveButtons.None);
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}
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protected override bool CanSound()
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{
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return true;
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}
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private HashSet<EntityUid> _moverAdded = new();
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private List<Entity<InputMoverComponent>> _movers = new();
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private void InsertMover(Entity<InputMoverComponent> source)
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{
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if (TryComp(source, out MovementRelayTargetComponent? relay))
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{
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if (TryComp(relay.Source, out InputMoverComponent? relayMover))
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{
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InsertMover((relay.Source, relayMover));
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}
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}
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// Already added
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if (!_moverAdded.Add(source.Owner))
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return;
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_movers.Add(source);
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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_moverAdded.Clear();
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_movers.Clear();
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var inputQueryEnumerator = AllEntityQuery<InputMoverComponent>();
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// Need to order mob movement so that movers don't run before their relays.
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while (inputQueryEnumerator.MoveNext(out var uid, out var mover))
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{
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InsertMover((uid, mover));
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}
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foreach (var mover in _movers)
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{
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HandleMobMovement(mover, frameTime);
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}
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ActiveMoverGauge.Set(_movers.Count);
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HandleShuttleMovement(frameTime);
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}
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public (Vector2 Strafe, float Rotation, float Brakes) GetPilotVelocityInput(PilotComponent component)
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{
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if (!Timing.InSimulation)
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{
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// Outside of simulation we'll be running client predicted movement per-frame.
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// So return a full-length vector as if it's a full tick.
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// Physics system will have the correct time step anyways.
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ResetSubtick(component);
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ApplyTick(component, 1f);
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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float remainingFraction;
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if (Timing.CurTick > component.LastInputTick)
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{
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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remainingFraction = 1;
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}
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else
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{
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remainingFraction = (ushort.MaxValue - component.LastInputSubTick) / (float) ushort.MaxValue;
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}
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ApplyTick(component, remainingFraction);
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// Logger.Info($"{curDir}{walk}{sprint}");
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return (component.CurTickStrafeMovement, component.CurTickRotationMovement, component.CurTickBraking);
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}
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private void ResetSubtick(PilotComponent component)
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{
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if (Timing.CurTick <= component.LastInputTick) return;
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component.CurTickStrafeMovement = Vector2.Zero;
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component.CurTickRotationMovement = 0f;
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component.CurTickBraking = 0f;
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component.LastInputTick = Timing.CurTick;
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component.LastInputSubTick = 0;
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}
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protected override void HandleShuttleInput(EntityUid uid, ShuttleButtons button, ushort subTick, bool state)
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{
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if (!TryComp<PilotComponent>(uid, out var pilot) || pilot.Console == null)
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return;
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ResetSubtick(pilot);
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if (subTick >= pilot.LastInputSubTick)
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{
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var fraction = (subTick - pilot.LastInputSubTick) / (float) ushort.MaxValue;
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ApplyTick(pilot, fraction);
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pilot.LastInputSubTick = subTick;
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}
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var buttons = pilot.HeldButtons;
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if (state)
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{
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buttons |= button;
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}
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else
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{
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buttons &= ~button;
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}
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pilot.HeldButtons = buttons;
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}
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private static void ApplyTick(PilotComponent component, float fraction)
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{
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var x = 0;
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var y = 0;
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var rot = 0;
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int brake;
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if ((component.HeldButtons & ShuttleButtons.StrafeLeft) != 0x0)
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{
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x -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeRight) != 0x0)
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{
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x += 1;
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}
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component.CurTickStrafeMovement.X += x * fraction;
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if ((component.HeldButtons & ShuttleButtons.StrafeUp) != 0x0)
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{
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y += 1;
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}
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if ((component.HeldButtons & ShuttleButtons.StrafeDown) != 0x0)
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{
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y -= 1;
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}
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component.CurTickStrafeMovement.Y += y * fraction;
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if ((component.HeldButtons & ShuttleButtons.RotateLeft) != 0x0)
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{
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rot -= 1;
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}
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if ((component.HeldButtons & ShuttleButtons.RotateRight) != 0x0)
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{
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rot += 1;
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}
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component.CurTickRotationMovement += rot * fraction;
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if ((component.HeldButtons & ShuttleButtons.Brake) != 0x0)
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{
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brake = 1;
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}
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else
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{
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brake = 0;
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}
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component.CurTickBraking += brake * fraction;
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}
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/// <summary>
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/// Helper function to extrapolate max velocity for a given Vector2 (really, its angle) and shuttle.
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/// </summary>
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private Vector2 ObtainMaxVel(Vector2 vel, ShuttleComponent shuttle)
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{
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if (vel.Length() == 0f)
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return Vector2.Zero;
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// this math could PROBABLY be simplified for performance
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// probably
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// __________________________________
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// / / __ __ \2 / __ __ \2
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// O = I : _ / |I * | 1/H | | + |I * | 0 | |
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// V \ |_ 0 _| / \ |_1/V_| /
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var horizIndex = vel.X > 0 ? 1 : 3; // east else west
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var vertIndex = vel.Y > 0 ? 2 : 0; // north else south
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var horizComp = vel.X != 0 ? MathF.Pow(Vector2.Dot(vel, new (shuttle.LinearThrust[horizIndex] / shuttle.LinearThrust[horizIndex], 0f)), 2) : 0;
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var vertComp = vel.Y != 0 ? MathF.Pow(Vector2.Dot(vel, new (0f, shuttle.LinearThrust[vertIndex] / shuttle.LinearThrust[vertIndex])), 2) : 0;
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return shuttle.BaseMaxLinearVelocity * vel * MathF.ReciprocalSqrtEstimate(horizComp + vertComp);
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}
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private void HandleShuttleMovement(float frameTime)
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{
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var newPilots = new Dictionary<EntityUid, (ShuttleComponent Shuttle, List<(EntityUid PilotUid, PilotComponent Pilot, InputMoverComponent Mover, TransformComponent ConsoleXform)>)>();
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// We just mark off their movement and the shuttle itself does its own movement
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var activePilotQuery = EntityQueryEnumerator<PilotComponent, InputMoverComponent>();
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var shuttleQuery = GetEntityQuery<ShuttleComponent>();
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while (activePilotQuery.MoveNext(out var uid, out var pilot, out var mover))
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{
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var consoleEnt = pilot.Console;
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// TODO: This is terrible. Just make a new mover and also make it remote piloting + device networks
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if (TryComp<DroneConsoleComponent>(consoleEnt, out var cargoConsole))
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{
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consoleEnt = cargoConsole.Entity;
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}
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if (!TryComp(consoleEnt, out TransformComponent? xform)) continue;
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var gridId = xform.GridUid;
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// This tries to see if the grid is a shuttle and if the console should work.
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if (!TryComp<MapGridComponent>(gridId, out var _) ||
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!shuttleQuery.TryGetComponent(gridId, out var shuttleComponent) ||
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!shuttleComponent.Enabled)
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continue;
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if (!newPilots.TryGetValue(gridId!.Value, out var pilots))
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{
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pilots = (shuttleComponent, new List<(EntityUid, PilotComponent, InputMoverComponent, TransformComponent)>());
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newPilots[gridId.Value] = pilots;
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}
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pilots.Item2.Add((uid, pilot, mover, xform));
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}
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// Reset inputs for non-piloted shuttles.
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foreach (var (shuttleUid, (shuttle, _)) in _shuttlePilots)
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{
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if (newPilots.ContainsKey(shuttleUid) || CanPilot(shuttleUid))
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continue;
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_thruster.DisableLinearThrusters(shuttle);
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}
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_shuttlePilots = newPilots;
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// Collate all of the linear / angular velocites for a shuttle
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// then do the movement input once for it.
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var xformQuery = GetEntityQuery<TransformComponent>();
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foreach (var (shuttleUid, (shuttle, pilots)) in _shuttlePilots)
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{
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if (Paused(shuttleUid) || CanPilot(shuttleUid) || !TryComp<PhysicsComponent>(shuttleUid, out var body))
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continue;
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var shuttleNorthAngle = _xformSystem.GetWorldRotation(shuttleUid, xformQuery);
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// Collate movement linear and angular inputs together
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var linearInput = Vector2.Zero;
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var brakeInput = 0f;
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var angularInput = 0f;
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var linearCount = 0;
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var brakeCount = 0;
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var angularCount = 0;
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foreach (var (pilotUid, pilot, _, consoleXform) in pilots)
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{
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var (strafe, rotation, brakes) = GetPilotVelocityInput(pilot);
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if (brakes > 0f)
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{
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brakeInput += brakes;
|
|
brakeCount++;
|
|
}
|
|
|
|
if (strafe.Length() > 0f)
|
|
{
|
|
var offsetRotation = consoleXform.LocalRotation;
|
|
linearInput += offsetRotation.RotateVec(strafe);
|
|
linearCount++;
|
|
}
|
|
|
|
if (rotation != 0f)
|
|
{
|
|
angularInput += rotation;
|
|
angularCount++;
|
|
}
|
|
}
|
|
|
|
// Don't slow down the shuttle if there's someone just looking at the console
|
|
linearInput /= Math.Max(1, linearCount);
|
|
angularInput /= Math.Max(1, angularCount);
|
|
brakeInput /= Math.Max(1, brakeCount);
|
|
|
|
// Handle shuttle movement
|
|
if (brakeInput > 0f)
|
|
{
|
|
if (body.LinearVelocity.Length() > 0f)
|
|
{
|
|
// Minimum brake velocity for a direction to show its thrust appearance.
|
|
const float appearanceThreshold = 0.1f;
|
|
|
|
// Get velocity relative to the shuttle so we know which thrusters to fire
|
|
var shuttleVelocity = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
|
|
var force = Vector2.Zero;
|
|
|
|
if (shuttleVelocity.X < 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.West);
|
|
|
|
if (shuttleVelocity.X < -appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.East);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.East);
|
|
force.X += shuttle.LinearThrust[index];
|
|
}
|
|
else if (shuttleVelocity.X > 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.East);
|
|
|
|
if (shuttleVelocity.X > appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.West);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.West);
|
|
force.X -= shuttle.LinearThrust[index];
|
|
}
|
|
|
|
if (shuttleVelocity.Y < 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
if (shuttleVelocity.Y < -appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.North);
|
|
force.Y += shuttle.LinearThrust[index];
|
|
}
|
|
else if (shuttleVelocity.Y > 0f)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, DirectionFlag.North);
|
|
|
|
if (shuttleVelocity.Y > appearanceThreshold)
|
|
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
|
|
|
|
var index = (int) Math.Log2((int) DirectionFlag.South);
|
|
force.Y -= shuttle.LinearThrust[index];
|
|
}
|
|
|
|
var impulse = force * brakeInput * ShuttleComponent.BrakeCoefficient;
|
|
impulse = shuttleNorthAngle.RotateVec(impulse);
|
|
var forceMul = frameTime * body.InvMass;
|
|
var maxVelocity = (-body.LinearVelocity).Length() / forceMul;
|
|
|
|
// Don't overshoot
|
|
if (impulse.Length() > maxVelocity)
|
|
impulse = impulse.Normalized() * maxVelocity;
|
|
|
|
PhysicsSystem.ApplyForce(shuttleUid, impulse, body: body);
|
|
}
|
|
else
|
|
{
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
}
|
|
|
|
if (body.AngularVelocity != 0f)
|
|
{
|
|
var torque = shuttle.AngularThrust * brakeInput * (body.AngularVelocity > 0f ? -1f : 1f) * ShuttleComponent.BrakeCoefficient;
|
|
var torqueMul = body.InvI * frameTime;
|
|
|
|
if (body.AngularVelocity > 0f)
|
|
{
|
|
torque = MathF.Max(-body.AngularVelocity / torqueMul, torque);
|
|
}
|
|
else
|
|
{
|
|
torque = MathF.Min(-body.AngularVelocity / torqueMul, torque);
|
|
}
|
|
|
|
if (!torque.Equals(0f))
|
|
{
|
|
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
|
|
_thruster.SetAngularThrust(shuttle, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
}
|
|
}
|
|
|
|
if (linearInput.Length().Equals(0f))
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
|
|
|
|
if (brakeInput.Equals(0f))
|
|
_thruster.DisableLinearThrusters(shuttle);
|
|
}
|
|
else
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
|
|
var angle = linearInput.ToWorldAngle();
|
|
var linearDir = angle.GetDir();
|
|
var dockFlag = linearDir.AsFlag();
|
|
var totalForce = Vector2.Zero;
|
|
|
|
// Won't just do cardinal directions.
|
|
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
|
{
|
|
// Brain no worky but I just want cardinals
|
|
switch (dir)
|
|
{
|
|
case DirectionFlag.South:
|
|
case DirectionFlag.East:
|
|
case DirectionFlag.North:
|
|
case DirectionFlag.West:
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
|
|
if ((dir & dockFlag) == 0x0)
|
|
{
|
|
_thruster.DisableLinearThrustDirection(shuttle, dir);
|
|
continue;
|
|
}
|
|
|
|
var force = Vector2.Zero;
|
|
var index = (int) Math.Log2((int) dir);
|
|
var thrust = shuttle.LinearThrust[index];
|
|
|
|
switch (dir)
|
|
{
|
|
case DirectionFlag.North:
|
|
force.Y += thrust;
|
|
break;
|
|
case DirectionFlag.South:
|
|
force.Y -= thrust;
|
|
break;
|
|
case DirectionFlag.East:
|
|
force.X += thrust;
|
|
break;
|
|
case DirectionFlag.West:
|
|
force.X -= thrust;
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException($"Attempted to apply thrust to shuttle {shuttleUid} along invalid dir {dir}.");
|
|
}
|
|
|
|
_thruster.EnableLinearThrustDirection(shuttle, dir);
|
|
var impulse = force * linearInput.Length();
|
|
totalForce += impulse;
|
|
}
|
|
|
|
var forceMul = frameTime * body.InvMass;
|
|
|
|
var localVel = (-shuttleNorthAngle).RotateVec(body.LinearVelocity);
|
|
var maxVelocity = ObtainMaxVel(localVel, shuttle); // max for current travel dir
|
|
var maxWishVelocity = ObtainMaxVel(totalForce, shuttle);
|
|
var properAccel = (maxWishVelocity - localVel) / forceMul;
|
|
|
|
var finalForce = Vector2Dot(totalForce, properAccel.Normalized()) * properAccel.Normalized();
|
|
|
|
if (localVel.Length() >= maxVelocity.Length() && Vector2.Dot(totalForce, localVel) > 0f)
|
|
finalForce = Vector2.Zero; // burn would be faster if used as such
|
|
|
|
if (finalForce.Length() > properAccel.Length())
|
|
finalForce = properAccel; // don't overshoot
|
|
|
|
//Log.Info($"shuttle: maxVelocity {maxVelocity} totalForce {totalForce} finalForce {finalForce} forceMul {forceMul} properAccel {properAccel}");
|
|
|
|
finalForce = shuttleNorthAngle.RotateVec(finalForce);
|
|
|
|
if (finalForce.Length() > 0f)
|
|
PhysicsSystem.ApplyForce(shuttleUid, finalForce, body: body);
|
|
}
|
|
|
|
if (MathHelper.CloseTo(angularInput, 0f))
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, true);
|
|
|
|
if (brakeInput <= 0f)
|
|
_thruster.SetAngularThrust(shuttle, false);
|
|
}
|
|
else
|
|
{
|
|
PhysicsSystem.SetSleepingAllowed(shuttleUid, body, false);
|
|
var torque = shuttle.AngularThrust * -angularInput;
|
|
|
|
// Need to cap the velocity if 1 tick of input brings us over cap so we don't continuously
|
|
// edge onto the cap over and over.
|
|
var torqueMul = body.InvI * frameTime;
|
|
|
|
torque = Math.Clamp(torque,
|
|
(-ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul,
|
|
(ShuttleComponent.MaxAngularVelocity - body.AngularVelocity) / torqueMul);
|
|
|
|
if (!torque.Equals(0f))
|
|
{
|
|
PhysicsSystem.ApplyTorque(shuttleUid, torque, body: body);
|
|
_thruster.SetAngularThrust(shuttle, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// .NET 8 seem to miscompile usage of Vector2.Dot above. This manual outline fixes it pending an upstream fix.
|
|
// See PR #24008
|
|
[MethodImpl(MethodImplOptions.NoInlining)]
|
|
public static float Vector2Dot(Vector2 value1, Vector2 value2)
|
|
{
|
|
return Vector2.Dot(value1, value2);
|
|
}
|
|
|
|
private bool CanPilot(EntityUid shuttleUid)
|
|
{
|
|
return TryComp<FTLComponent>(shuttleUid, out var ftl)
|
|
&& (ftl.State & (FTLState.Starting | FTLState.Travelling | FTLState.Arriving)) != 0x0
|
|
|| HasComp<PreventPilotComponent>(shuttleUid);
|
|
}
|
|
|
|
}
|