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Reverts inertia based space movement (#95536)
## About The Pull Request Reverts space movement being affected by inertia What is kept: - Items have a varying force on your drift speed, ie heavier items will move you faster through space, and smaller items, slower. - Jetpacks can have varying force of impulse - the effect is applied directly to the mob's `inertia_move_multiplier` - Tethers are unreverted - they still stop you from drifting too far from the tether point, however you can no longer 'swing' with them. What is removed: - Multiple impulses in the same angle/direction no longer speeds you up. Only the fastest impulse in 1 direction is accounted for. - An impulse in a different angle/direction will completely override any existing impulses, even if they are faster. - Jetpack stabilizers are once again perfectly capable of immediately stopping any active impulses. TL;DR If you point yourself in a direction you will now go that direction ## Why It's Good For The Game The concept was fun and had potential but the fight between impulses vs tiles was very, very clunky and janky. Multiple fixes were attempted to reduce the jank but it ultimately nograv still acts very cumbersome and jetpacks are still very unappealing to use. Smartkar gave the go-ahead to revert this a while back so, o7. ## Changelog 🆑 Melbert del: Zero-gravity drifting is no longer affected by inertia, ie it has been reverted to what it once was. /🆑
This commit is contained in:
@@ -3,7 +3,6 @@
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///Alongside dealing with the post movement input blocking required to make things look nice
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/datum/drift_handler
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var/atom/movable/parent
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var/atom/inertia_last_loc
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var/old_dir
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var/datum/move_loop/smooth_move/drifting_loop
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///Should we ignore the next glide rate input we get?
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@@ -25,7 +24,14 @@
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if(instant)
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flags |= MOVEMENT_LOOP_START_INSTANT
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src.drift_force = drift_force
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drifting_loop = GLOB.move_manager.smooth_move(moving = parent, angle = inertia_angle, delay = get_loop_delay(parent), subsystem = SSnewtonian_movement, priority = MOVEMENT_SPACE_PRIORITY, flags = flags)
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drifting_loop = GLOB.move_manager.smooth_move(
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moving = parent,
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angle = inertia_angle,
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delay = get_loop_delay(parent),
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subsystem = SSnewtonian_movement,
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priority = MOVEMENT_SPACE_PRIORITY,
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flags = flags,
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)
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if(!drifting_loop)
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qdel(src)
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@@ -53,7 +59,6 @@
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SSnewtonian_movement.fire_moveloop(drifting_loop)
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/datum/drift_handler/Destroy()
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inertia_last_loc = null
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if(!QDELETED(drifting_loop))
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qdel(drifting_loop)
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drifting_loop = null
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@@ -78,25 +83,36 @@
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//It's ok if it's not, it's just important if it is.
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mob_parent.client?.visual_delay = MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSnewtonian_movement.visual_delay)
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/datum/drift_handler/proc/newtonian_impulse(inertia_angle, start_delay, additional_force, controlled_cap, force_loop = TRUE)
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SIGNAL_HANDLER
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inertia_last_loc = parent.loc
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/**
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* An impulse is being applied to this existing drift, react accordingly
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*
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* * inertia_angle - angle of the new impulse
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* * start_delay - if the new impulse has a delay before it starts, this is it
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* * additional_force - how much force the new impulse has
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* force is not added onto additional force, it will either override it entirely (if larger or a different direction) or be ignored (if smaller and same direction)
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* controlled_cap - the maximum amount of force this impulse can apply, regardless of input
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* force_loop - should we force the loop to fire immediately to react to this change, or wait for the next visual tick?
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* Generally, if the new impulse has a start delay, you should wait, otherwise it'll look really jank
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*
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* Return FALSE if the loop becomes invalid and should be replaced
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* Return TRUE if the loop is still valid and should be kept
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*/
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/datum/drift_handler/proc/newtonian_impulse(inertia_angle, start_delay, additional_force, controlled_cap = INERTIA_FORCE_CAP, force_loop = TRUE)
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// We've been told to move in the middle of deletion process, tell parent to create a new handler instead
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if(!drifting_loop)
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qdel(src)
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return FALSE
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var/applied_force = additional_force
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var/new_force = clamp(additional_force / parent.inertia_force_weight, 0, controlled_cap)
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if(new_force < drift_force && drifting_loop.angle == inertia_angle) // If we're already moving faster in this direction, don't change anything
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return TRUE
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var/force_x = sin(drifting_loop.angle) * drift_force + sin(inertia_angle) * applied_force / parent.inertia_force_weight
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var/force_y = cos(drifting_loop.angle) * drift_force + cos(inertia_angle) * applied_force / parent.inertia_force_weight
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drift_force = clamp(sqrt(force_x * force_x + force_y * force_y), 0, !isnull(controlled_cap) ? controlled_cap : INERTIA_FORCE_CAP)
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drift_force = new_force
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if(drift_force < 0.1) // Rounding issues
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qdel(src)
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return TRUE
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drifting_loop.set_angle(delta_to_angle(force_x, force_y))
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drifting_loop.set_angle(inertia_angle)
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drifting_loop.set_delay(get_loop_delay(parent))
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// We have to forcefully fire it here to avoid stuttering in case of server lag
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if (drifting_loop.timer <= world.time && force_loop)
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@@ -105,7 +121,6 @@
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/datum/drift_handler/proc/drifting_start()
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SIGNAL_HANDLER
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inertia_last_loc = parent.loc
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(handle_move))
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// We will use glide size to intuit how long to delay our loop's next move for
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// This way you can't ride two movements at once while drifting, since that'd be dumb as fuck
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@@ -137,7 +152,6 @@
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glide_to_halt(visual_delay)
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return
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inertia_last_loc = parent.loc
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ignore_next_glide = TRUE
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/datum/drift_handler/proc/loop_death(datum/source)
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@@ -203,63 +217,10 @@
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SIGNAL_HANDLER
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// Some things want to allow movement out of spacedrift, we should let them
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if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT) & DRIFT_ALLOW_INPUT)
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return
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if(world.time < block_inputs_until)
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return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE
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/datum/drift_handler/proc/attempt_halt(movement_dir, continuous_move, atom/backup)
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if ((backup.density || !backup.CanPass(parent, get_dir(backup, parent))) && (get_dir(parent, backup) == movement_dir || parent.loc == backup.loc))
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return FALSE
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if (drift_force < INERTIA_FORCE_SPACEMOVE_GRAB || isnull(drifting_loop))
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return FALSE
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if (ismob(parent))
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var/mob/source_user = parent
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if (!isnull(source_user.client) && source_user.client.intended_direction)
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if ((source_user.client.intended_direction & movement_dir) && !(get_dir(source_user, backup) & movement_dir))
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return FALSE
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if (drift_force <= INERTIA_FORCE_SPACEMOVE_REDUCTION / parent.inertia_force_weight)
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glide_to_halt(get_loop_delay(parent))
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return TRUE
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drift_force -= INERTIA_FORCE_SPACEMOVE_REDUCTION / parent.inertia_force_weight
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drifting_loop.set_delay(get_loop_delay(parent))
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return TRUE
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return NONE
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if(world.time >= block_inputs_until)
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return NONE
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return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE
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/datum/drift_handler/proc/get_loop_delay(atom/movable/movable)
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return (DEFAULT_INERTIA_SPEED / ((1 - INERTIA_SPEED_COEF) + drift_force * INERTIA_SPEED_COEF)) * movable.inertia_move_multiplier
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/datum/drift_handler/proc/stabilize_drift(target_angle, target_force, stabilization_force)
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/// We aren't drifting
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if (isnull(drifting_loop))
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return
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/// Lack of angle means that we are trying to halt movement
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if (isnull(target_angle))
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// Going through newtonian_move ensures that all Process_Spacemove code runs properly, instead of directly adjusting forces
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parent.newtonian_move(REVERSE_ANGLE(drifting_loop.angle), drift_force = min(drift_force, stabilization_force))
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return
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// Force required to be applied in order to get to the desired movement vector, with projection of current movement onto desired vector to ensure that we only compensate for excess
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var/drift_projection = max(0, cos(target_angle - drifting_loop.angle)) * drift_force
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var/force_x = sin(target_angle) * target_force - sin(drifting_loop.angle) * drift_force
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var/force_y = cos(target_angle) * target_force - cos(drifting_loop.angle) * drift_force
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var/force_angle = delta_to_angle(force_x, force_y)
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var/applied_force = sqrt(force_x * force_x + force_y * force_y)
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var/force_projection = max(0, cos(target_angle - force_angle)) * applied_force
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force_x -= min(force_projection, drift_projection) * sin(target_angle)
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force_x -= min(force_projection, drift_projection) * cos(target_angle)
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applied_force = min(sqrt(force_x * force_x + force_y * force_y), stabilization_force)
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parent.newtonian_move(force_angle, instant = TRUE, drift_force = applied_force)
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/// Removes all force in a certain direction
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/datum/drift_handler/proc/remove_angle_force(target_angle)
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/// We aren't drifting
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if (isnull(drifting_loop))
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return
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var/projected_force = max(0, cos(target_angle - drifting_loop.angle)) * drift_force
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if (projected_force > 0)
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parent.newtonian_move(REVERSE_ANGLE(target_angle), projected_force)
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