Files
Bubberstation/code/datums/drift_handler.dm
SmArtKar b4b7aff894 Removes spacemove crashes/impacts at high speed (#92284)
## About The Pull Request

Something changed in spacemove loop code recently which caused infinite
recursions through throw code. This has been a rather bad mechanic
already, and I believe that it warrants removal alongside newtonian
zero-g physics in general - but for now lets just get rid of the part
that crashes the server.

## Why It's Good For The Game

We've pushed the speed limit to the point where you need to be firing a
SAW without a jetpack for a full minute to actually crash into
something, its a bad mechanic that doesn't bring much to the round
as-is.
2025-08-04 20:53:33 -04:00

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///Component that handles drifting
///Manages a movement loop that actually does the legwork of moving someone
///Alongside dealing with the post movement input blocking required to make things look nice
/datum/drift_handler
var/atom/movable/parent
var/atom/inertia_last_loc
var/old_dir
var/datum/move_loop/smooth_move/drifting_loop
///Should we ignore the next glide rate input we get?
///This is to some extent a hack around the order of operations
///Around COMSIG_MOVELOOP_POSTPROCESS. I'm sorry lad
var/ignore_next_glide = FALSE
///Have we been delayed? IE: active, but not working right this second?
var/delayed = FALSE
var/block_inputs_until
/// How much force is behind this drift.
var/drift_force = 1
/// Accepts three args. The direction to drift in, if the drift is instant or not, and if it's not instant, the delay on the start
/datum/drift_handler/New(atom/movable/parent, inertia_angle, instant = FALSE, start_delay = 0, drift_force = 1)
. = ..()
src.parent = parent
parent.drift_handler = src
var/flags = MOVEMENT_LOOP_OUTSIDE_CONTROL
if(instant)
flags |= MOVEMENT_LOOP_START_FAST
src.drift_force = drift_force
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)
if(!drifting_loop)
qdel(src)
return
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_START, PROC_REF(drifting_start))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_STOP, PROC_REF(drifting_stop))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(before_move))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(after_move))
RegisterSignal(drifting_loop, COMSIG_QDELETING, PROC_REF(loop_death))
if(drifting_loop.status & MOVELOOP_STATUS_RUNNING)
drifting_start(drifting_loop) // There's a good chance it'll autostart, gotta catch that
var/visual_delay = get_loop_delay(parent)
// Start delay is essentially a more granular version of instant
// Isn't used in the standard case, just for things that have odd wants
if(!instant && start_delay)
drifting_loop.pause_for(start_delay)
visual_delay = start_delay
apply_initial_visuals(visual_delay)
// Fire the engines!
if (drifting_loop.timer <= world.time)
SSnewtonian_movement.fire_moveloop(drifting_loop)
/datum/drift_handler/Destroy()
inertia_last_loc = null
if(!QDELETED(drifting_loop))
qdel(drifting_loop)
drifting_loop = null
parent.inertia_moving = FALSE
parent.drift_handler = null
return ..()
/datum/drift_handler/proc/apply_initial_visuals(visual_delay)
// If something "somewhere" doesn't want us to apply our glidesize delays, don't
if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT) & DRIFT_VISUAL_FAILED)
return
// Ignore the next glide because it's literally just us
ignore_next_glide = TRUE
parent.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSnewtonian_movement.visual_delay))
if(!ismob(parent))
return
var/mob/mob_parent = parent
//Ok this is slightly weird, but basically, we need to force the client to glide at our rate
//Make sure moving into a space move looks like a space move essentially
//There is an inbuilt assumption that gliding will be added as a part of a move call, but eh
//It's ok if it's not, it's just important if it is.
mob_parent.client?.visual_delay = MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSnewtonian_movement.visual_delay)
/datum/drift_handler/proc/newtonian_impulse(inertia_angle, start_delay, additional_force, controlled_cap, force_loop = TRUE)
SIGNAL_HANDLER
inertia_last_loc = parent.loc
// We've been told to move in the middle of deletion process, tell parent to create a new handler instead
if(!drifting_loop)
qdel(src)
return FALSE
var/applied_force = additional_force
var/force_x = sin(drifting_loop.angle) * drift_force + sin(inertia_angle) * applied_force / parent.inertia_force_weight
var/force_y = cos(drifting_loop.angle) * drift_force + cos(inertia_angle) * applied_force / parent.inertia_force_weight
drift_force = clamp(sqrt(force_x * force_x + force_y * force_y), 0, !isnull(controlled_cap) ? controlled_cap : INERTIA_FORCE_CAP)
if(drift_force < 0.1) // Rounding issues
qdel(src)
return TRUE
drifting_loop.set_angle(delta_to_angle(force_x, force_y))
drifting_loop.set_delay(get_loop_delay(parent))
// We have to forcefully fire it here to avoid stuttering in case of server lag
if (drifting_loop.timer <= world.time && force_loop)
SSnewtonian_movement.fire_moveloop(drifting_loop)
return TRUE
/datum/drift_handler/proc/drifting_start()
SIGNAL_HANDLER
inertia_last_loc = parent.loc
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(handle_move))
// We will use glide size to intuit how long to delay our loop's next move for
// This way you can't ride two movements at once while drifting, since that'd be dumb as fuck
RegisterSignal(parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, PROC_REF(handle_glidesize_update))
// If you stop pulling something mid drift, I want it to retain that momentum
RegisterSignal(parent, COMSIG_ATOM_NO_LONGER_PULLING, PROC_REF(stopped_pulling))
/datum/drift_handler/proc/drifting_stop()
SIGNAL_HANDLER
parent.inertia_moving = FALSE
ignore_next_glide = FALSE
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, COMSIG_ATOM_NO_LONGER_PULLING))
/datum/drift_handler/proc/before_move(datum/source)
SIGNAL_HANDLER
parent.inertia_moving = TRUE
old_dir = parent.dir
delayed = FALSE
/datum/drift_handler/proc/after_move(datum/source, result, visual_delay)
SIGNAL_HANDLER
if(result == MOVELOOP_FAILURE)
qdel(src)
return
parent.setDir(old_dir)
parent.inertia_moving = FALSE
if(parent.Process_Spacemove(angle2dir(drifting_loop.angle), continuous_move = TRUE))
glide_to_halt(visual_delay)
return
inertia_last_loc = parent.loc
ignore_next_glide = TRUE
/datum/drift_handler/proc/loop_death(datum/source)
SIGNAL_HANDLER
drifting_loop = null
/datum/drift_handler/proc/handle_move(datum/source, old_loc)
SIGNAL_HANDLER
// This can happen, because signals once sent cannot be stopped
if(QDELETED(src))
return
if(!isturf(parent.loc))
qdel(src)
return
if(parent.inertia_moving)
return
if(!parent.Process_Spacemove(angle2dir(drifting_loop.angle), continuous_move = TRUE))
return
qdel(src)
/// We're going to take the passed in glide size
/// and use it to manually delay our loop for that period
/// to allow the other movement to complete
/datum/drift_handler/proc/handle_glidesize_update(datum/source, glide_size)
SIGNAL_HANDLER
// If we aren't drifting, or this is us, fuck off
if(!drifting_loop || parent.inertia_moving)
return
// If we are drifting, but this set came from the moveloop itself, drop the input
// I'm sorry man
if(ignore_next_glide)
ignore_next_glide = FALSE
return
var/glide_delay = round(ICON_SIZE_ALL / glide_size, 1) * world.tick_lag
drifting_loop.pause_for(glide_delay)
delayed = TRUE
/// If we're pulling something and stop, we want it to continue at our rate and such
/datum/drift_handler/proc/stopped_pulling(datum/source, atom/movable/was_pulling)
SIGNAL_HANDLER
// This does mean it falls very slightly behind, but otherwise they'll potentially run into us
var/next_move_in = drifting_loop.timer - world.time + world.tick_lag
was_pulling.newtonian_move(angle2dir(drifting_loop.angle), start_delay = next_move_in, drift_force = drift_force, controlled_cap = drift_force)
/datum/drift_handler/proc/glide_to_halt(glide_for)
if(!ismob(parent))
qdel(src)
return
var/mob/mob_parent = parent
var/client/our_client = mob_parent.client
// If we're not active, don't do the glide because it'll look dumb as fuck
if(!our_client || delayed)
qdel(src)
return
block_inputs_until = world.time + glide_for + 1
QDEL_IN(src, glide_for + 1)
qdel(drifting_loop)
RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_MOVE, PROC_REF(allow_final_movement))
/datum/drift_handler/proc/allow_final_movement(datum/source)
SIGNAL_HANDLER
// Some things want to allow movement out of spacedrift, we should let them
if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT) & DRIFT_ALLOW_INPUT)
return
if(world.time < block_inputs_until)
return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE
/datum/drift_handler/proc/attempt_halt(movement_dir, continuous_move, atom/backup)
if ((backup.density || !backup.CanPass(parent, get_dir(backup, parent))) && (get_dir(parent, backup) == movement_dir || parent.loc == backup.loc))
return FALSE
if (drift_force < INERTIA_FORCE_SPACEMOVE_GRAB || isnull(drifting_loop))
return FALSE
if (ismob(parent))
var/mob/source_user = parent
if (!isnull(source_user.client) && source_user.client.intended_direction)
if ((source_user.client.intended_direction & movement_dir) && !(get_dir(source_user, backup) & movement_dir))
return FALSE
if (drift_force <= INERTIA_FORCE_SPACEMOVE_REDUCTION / parent.inertia_force_weight)
glide_to_halt(get_loop_delay(parent))
return TRUE
drift_force -= INERTIA_FORCE_SPACEMOVE_REDUCTION / parent.inertia_force_weight
drifting_loop.set_delay(get_loop_delay(parent))
return TRUE
/datum/drift_handler/proc/get_loop_delay(atom/movable/movable)
return (DEFAULT_INERTIA_SPEED / ((1 - INERTIA_SPEED_COEF) + drift_force * INERTIA_SPEED_COEF)) * movable.inertia_move_multiplier
/datum/drift_handler/proc/stabilize_drift(target_angle, target_force, stabilization_force)
/// We aren't drifting
if (isnull(drifting_loop))
return
/// Lack of angle means that we are trying to halt movement
if (isnull(target_angle))
// Going through newtonian_move ensures that all Process_Spacemove code runs properly, instead of directly adjusting forces
parent.newtonian_move(REVERSE_ANGLE(drifting_loop.angle), drift_force = min(drift_force, stabilization_force))
return
// 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
var/drift_projection = max(0, cos(target_angle - drifting_loop.angle)) * drift_force
var/force_x = sin(target_angle) * target_force - sin(drifting_loop.angle) * drift_force
var/force_y = cos(target_angle) * target_force - cos(drifting_loop.angle) * drift_force
var/force_angle = delta_to_angle(force_x, force_y)
var/applied_force = sqrt(force_x * force_x + force_y * force_y)
var/force_projection = max(0, cos(target_angle - force_angle)) * applied_force
force_x -= min(force_projection, drift_projection) * sin(target_angle)
force_x -= min(force_projection, drift_projection) * cos(target_angle)
applied_force = min(sqrt(force_x * force_x + force_y * force_y), stabilization_force)
parent.newtonian_move(force_angle, instant = TRUE, drift_force = applied_force)
/// Removes all force in a certain direction
/datum/drift_handler/proc/remove_angle_force(target_angle)
/// We aren't drifting
if (isnull(drifting_loop))
return
var/projected_force = max(0, cos(target_angle - drifting_loop.angle)) * drift_force
if (projected_force > 0)
parent.newtonian_move(REVERSE_ANGLE(target_angle), projected_force)