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Adds smooth movement/atom gliding, buffs everyone's speed by 2x. (#21662)
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the needed species changes. As I said last time this was tried, the key issue is that our walkspeed is a lot lower than any other server's. Even if we add atom gliding as is, it would just look like gliding through molasses and would give you motion sickness, because it takes a half-second to finish a glide to another tile. Meaning that to compensate the movement speed has now been significantly buffed for everyone. Yes, even dionae, G2, simple mobs, everyone. As compensation, m'sai/bishop/unathi sprint were especially nerfed because otherwise they'd go lightspeed. https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4 --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
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co-authored by
Matt Atlas
VMSolidus
Batrachophreno
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d002b8bd51
commit
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@@ -41,3 +41,6 @@
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/// From base of area/Exited(): (area/left, direction)
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#define COMSIG_MOVABLE_EXITED_AREA "movable_exited_area"
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///called when the movable's glide size is updated: (new_glide_size)
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#define COMSIG_MOVABLE_UPDATE_GLIDE_SIZE "movable_glide_size"
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@@ -1,3 +1,27 @@
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/**
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* The minimum for glide_size to be clamped to.
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* This is set to 1/32 to allow for up to 32 subdivisions of a single pixel move.
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* Or 1024 subdivisions of a single tile movement.
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* If you want it to look any better than this, beg Lummox for 64bit support.
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*/
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#define MIN_GLIDE_SIZE 0.03125
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/// The maximum for glide_size to be clamped to.
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/// This shouldn't be higher than the icon size, and generally you shouldn't be changing this, but it's here just in case.
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#define MAX_GLIDE_SIZE ICON_SIZE_ALL
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/// Compensating for time dilation
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GLOBAL_VAR_INIT(glide_size_multiplier, 1.0)
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///Broken down, here's what this does:
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/// divides the world icon_size by delay divided by ticklag to get the number of pixels something should be moving each tick.
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/// Then that's multiplied by the global glide size multiplier. 1.25 by default feels pretty close to spot on. This is just to try to get byond to behave.
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/// The whole result is then clamped to within the range above.
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/// Not very readable but it works
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#define DELAY_TO_GLIDE_SIZE(delay) (clamp(((ICON_SIZE_ALL / max((delay) / world.tick_lag, 1)) * GLOB.glide_size_multiplier), MIN_GLIDE_SIZE, MAX_GLIDE_SIZE))
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///Similar to DELAY_TO_GLIDE_SIZE, except without the clamping, and it supports piping in an unrelated scalar
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#define MOVEMENT_ADJUSTED_GLIDE_SIZE(delay, movement_disparity) (ICON_SIZE_ALL / ((delay) / world.tick_lag) * movement_disparity * GLOB.glide_size_multiplier)
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//Movement loop priority. Only one loop can run at a time, this dictates that
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// Higher numbers beat lower numbers
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///Standard, go lower then this if you want to override, higher otherwise
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@@ -221,3 +221,6 @@
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/// traits transparent turf
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#define TURF_Z_TRANSPARENT_TRAIT "turf_z_transparent"
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/// Unlinks gliding from movement speed, meaning that there will be a delay between movements rather than a single move movement between tiles
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#define TRAIT_NO_GLIDE "no_glide"
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