Conveyor Belt optimization and prediction (#12929)
* belt multithreading * moves away from multithreading and changes setting awake directly to physics system method * prediction for conveyors * Fixes missing reference in FaxSystem * Fixes oddities * Adds networked to conveyor components * Some more cleanup. * reverts power change event * Removes the event, fixes a file * Should fix the rest of the weird additions * More cleanup to fix extra files * Fixes again * fix * fixes fax system * Adds component state, cleans up the dependencies * Checks for prediction * Merge conflicts * powa --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
8
Content.Client/Physics/Controllers/ConveyorController.cs
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8
Content.Client/Physics/Controllers/ConveyorController.cs
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@@ -0,0 +1,8 @@
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using Content.Shared.Physics.Controllers;
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namespace Content.Client.Physics.Controllers;
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public sealed class ConveyorController : SharedConveyorController
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{
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//Class is empty, needed for prediction and networking
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}
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@@ -1,45 +0,0 @@
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using Content.Server.Physics.Controllers;
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using Content.Shared.Conveyor;
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using Content.Shared.MachineLinking;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Conveyor
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{
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[RegisterComponent]
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[Access(typeof(ConveyorController))]
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public sealed class ConveyorComponent : Component
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{
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/// <summary>
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/// The angle to move entities by in relation to the owner's rotation.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("angle")]
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public Angle Angle = Angle.Zero;
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/// <summary>
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/// The amount of units to move the entity by per second.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("speed")]
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public float Speed = 2f;
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/// <summary>
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/// The current state of this conveyor
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public ConveyorState State;
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[DataField("forwardPort", customTypeSerializer: typeof(PrototypeIdSerializer<ReceiverPortPrototype>))]
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public string ForwardPort = "Forward";
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[DataField("reversePort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
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public string ReversePort = "Reverse";
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[DataField("offPort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
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public string OffPort = "Off";
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[ViewVariables]
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public readonly HashSet<EntityUid> Intersecting = new();
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}
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}
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@@ -1,111 +1,96 @@
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using Content.Server.Conveyor;
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using Content.Server.Gravity;
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using Content.Server.MachineLinking.Events;
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using Content.Server.MachineLinking.System;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Recycling;
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using Content.Server.Recycling.Components;
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using Content.Shared.Conveyor;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Robust.Shared.Map;
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using Content.Shared.Physics.Controllers;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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namespace Content.Server.Physics.Controllers
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namespace Content.Server.Physics.Controllers;
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public sealed class ConveyorController : SharedConveyorController
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{
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public sealed class ConveyorController : VirtualController
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly GravitySystem _gravity = default!;
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[Dependency] private readonly RecyclerSystem _recycler = default!;
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[Dependency] private readonly SignalLinkerSystem _signalSystem = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public const string ConveyorFixture = "conveyor";
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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(MoverController));
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SubscribeLocalEvent<ConveyorComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ConveyorComponent, ComponentShutdown>(OnConveyorShutdown);
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SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
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SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
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SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
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base.Initialize();
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}
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private void OnConveyorEndCollide(EntityUid uid, ConveyorComponent component, ref EndCollideEvent args)
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{
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component.Intersecting.Remove(args.OtherFixture.Body.Owner);
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if (component.Intersecting.Count == 0)
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{
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RemComp<ActiveConveyorComponent>(uid);
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}
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}
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private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner;
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if (args.OtherFixture.Body.BodyType == BodyType.Static || component.State == ConveyorState.Off)
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return;
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component.Intersecting.Add(otherUid);
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EnsureComp<ActiveConveyorComponent>(uid);
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}
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private void OnInit(EntityUid uid, ConveyorComponent component, ComponentInit args)
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{
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_signalSystem.EnsureReceiverPorts(uid, component.ReversePort, component.ForwardPort, component.OffPort);
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if (TryComp<PhysicsComponent>(uid, out var body))
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if (TryComp<PhysicsComponent>(uid, out var physics))
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{
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var shape = new PolygonShape();
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shape.SetAsBox(0.55f, 0.55f);
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_fixtures.TryCreateFixture(uid, shape, ConveyorFixture, hard: false,
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_fixtures.TryCreateFixture(uid, shape, ConveyorFixture,
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collisionLayer: (int) (CollisionGroup.LowImpassable | CollisionGroup.MidImpassable |
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CollisionGroup.Impassable), body: body);
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CollisionGroup.Impassable), hard: false, body: physics);
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}
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}
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private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
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{
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if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
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return;
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RemComp<ActiveConveyorComponent>(uid);
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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_fixtures.DestroyFixture(uid, ConveyorFixture, body: physics);
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}
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private void OnPowerChanged(EntityUid uid, ConveyorComponent component, ref PowerChangedEvent args)
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{
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UpdateAppearance(component);
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component.Powered = args.Powered;
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UpdateAppearance(uid, component);
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Dirty(component);
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}
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private void UpdateAppearance(ConveyorComponent component)
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private void UpdateAppearance(EntityUid uid, ConveyorComponent component)
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{
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var isPowered = this.IsPowered(component.Owner, EntityManager);
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_appearance.SetData(component.Owner, ConveyorVisuals.State, isPowered ? component.State : ConveyorState.Off);
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_appearance.SetData(uid, ConveyorVisuals.State, component.Powered ? component.State : ConveyorState.Off);
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}
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private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
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{
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if (args.Port == component.OffPort)
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SetState(uid, ConveyorState.Off, component);
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else if (args.Port == component.ForwardPort)
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{
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AwakenEntities(component);
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AwakenEntities(uid, component);
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SetState(uid, ConveyorState.Forward, component);
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}
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else if (args.Port == component.ReversePort)
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{
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AwakenEntities(component);
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AwakenEntities(uid, component);
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SetState(uid, ConveyorState.Reverse, component);
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}
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}
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@@ -118,11 +103,9 @@ namespace Content.Server.Physics.Controllers
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component.State = state;
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if (TryComp<PhysicsComponent>(uid, out var physics))
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{
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_broadphase.RegenerateContacts(physics);
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}
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if (TryComp<RecyclerComponent>(component.Owner, out var recycler))
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if (TryComp<RecyclerComponent>(uid, out var recycler))
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{
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if (component.State != ConveyorState.Off)
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_recycler.EnableRecycler(recycler);
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@@ -130,19 +113,20 @@ namespace Content.Server.Physics.Controllers
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_recycler.DisableRecycler(recycler);
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}
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UpdateAppearance(component);
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UpdateAppearance(uid, component);
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Dirty(component);
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}
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/// <summary>
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/// Awakens sleeping entities on the conveyor belt's tile when it's turned on.
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/// Fixes an issue where non-hard/sleeping entities refuse to wake up + collide if a belt is turned off and on again.
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/// </summary>
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private void AwakenEntities(ConveyorComponent component)
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private void AwakenEntities(EntityUid uid, ConveyorComponent component)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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if (!xformQuery.TryGetComponent(component.Owner, out var xform))
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if (!xformQuery.TryGetComponent(uid, out var xform))
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return;
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var beltTileRef = xform.Coordinates.GetTileRef(EntityManager, _mapManager);
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@@ -161,154 +145,4 @@ namespace Content.Server.Physics.Controllers
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}
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}
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}
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public bool CanRun(ConveyorComponent component)
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{
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return component.State != ConveyorState.Off && this.IsPowered(component.Owner, EntityManager);
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}
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private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
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{
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if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
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return;
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RemComp<ActiveConveyorComponent>(uid);
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if (!TryComp<PhysicsComponent>(uid, out var body))
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return;
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_fixtures.DestroyFixture(uid, ConveyorFixture, body: body);
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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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var conveyed = new HashSet<EntityUid>();
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// Don't use it directly in EntityQuery because we may be able to save getcomponents.
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var xformQuery = GetEntityQuery<TransformComponent>();
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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foreach (var (_, comp) in EntityQuery<ActiveConveyorComponent, ConveyorComponent>())
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{
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Convey(comp, xformQuery, bodyQuery, conveyed, frameTime);
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}
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}
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private void Convey(ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, HashSet<EntityUid> conveyed, float frameTime)
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{
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// Use an event for conveyors to know what needs to run
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if (!CanRun(comp))
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{
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return;
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}
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var speed = comp.Speed;
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if (speed <= 0f ||
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!xformQuery.TryGetComponent(comp.Owner, out var xform) ||
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xform.GridUid == null)
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return;
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var conveyorPos = xform.LocalPosition;
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var conveyorRot = xform.LocalRotation;
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conveyorRot += comp.Angle;
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if (comp.State == ConveyorState.Reverse)
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{
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conveyorRot += MathF.PI;
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}
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var direction = conveyorRot.ToWorldVec();
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foreach (var (entity, transform, body) in GetEntitiesToMove(comp, xform, xformQuery, bodyQuery))
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{
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if (!conveyed.Add(entity))
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continue;
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var localPos = transform.LocalPosition;
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var itemRelative = conveyorPos - localPos;
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localPos += Convey(direction, speed, frameTime, itemRelative);
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transform.LocalPosition = localPos;
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// Force it awake for collisionwake reasons.
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// TODO: Just use sleepallowed
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_physics.SetAwake(entity, body, true);
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_physics.SetSleepTime(body, 0f);
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}
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}
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private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
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{
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if (speed == 0 || direction.Length == 0)
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return Vector2.Zero;
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/*
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* Basic idea: if the item is not in the middle of the conveyor in the direction that the conveyor is running,
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* move the item towards the middle. Otherwise, move the item along the direction. This lets conveyors pick up
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* items that are not perfectly aligned in the middle, and also makes corner cuts work.
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*
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* We do this by computing the projection of 'itemRelative' on 'direction', yielding a vector 'p' in the direction
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* of 'direction'. We also compute the rejection 'r'. If the magnitude of 'r' is not (near) zero, then the item
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* is not on the centerline.
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*/
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var p = direction * (Vector2.Dot(itemRelative, direction) / Vector2.Dot(direction, direction));
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var r = itemRelative - p;
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if (r.Length < 0.1)
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{
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var velocity = direction * speed;
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return velocity * frameTime;
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}
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else
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{
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// Give a slight nudge in the direction of the conveyor to prevent
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// to collidable objects (e.g. crates) on the locker from getting stuck
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// pushing each other when rounding a corner.
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var velocity = (r + direction*0.2f).Normalized * speed;
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return velocity * frameTime;
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}
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}
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private IEnumerable<(EntityUid, TransformComponent, PhysicsComponent)> GetEntitiesToMove(
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ConveyorComponent comp,
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TransformComponent xform,
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EntityQuery<TransformComponent> xformQuery,
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EntityQuery<PhysicsComponent> bodyQuery)
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{
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// Check if the thing's centre overlaps the grid tile.
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var grid = _mapManager.GetGrid(xform.GridUid!.Value);
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var tile = grid.GetTileRef(xform.Coordinates);
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var conveyorBounds = _lookup.GetLocalBounds(tile, grid.TileSize);
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foreach (var entity in comp.Intersecting)
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{
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if (!xformQuery.TryGetComponent(entity, out var entityXform) ||
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entityXform.ParentUid != grid.Owner)
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{
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continue;
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}
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if (!bodyQuery.TryGetComponent(entity, out var physics) ||
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physics.BodyType == BodyType.Static ||
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physics.BodyStatus == BodyStatus.InAir ||
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_gravity.IsWeightless(entity, physics, entityXform))
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{
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continue;
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}
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// Yes there's still going to be the occasional rounding issue where it stops getting conveyed
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// When you fix the corner issue that will fix this anyway.
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var gridAABB = new Box2(entityXform.LocalPosition - 0.1f, entityXform.LocalPosition + 0.1f);
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if (!conveyorBounds.Intersects(gridAABB))
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continue;
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yield return (entity, entityXform, physics);
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}
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}
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}
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}
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@@ -70,6 +70,7 @@ namespace Content.Server.Power.Components
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/// <summary>
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/// Raised whenever an ApcPowerReceiver becomes powered / unpowered.
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/// Does nothing on the client.
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/// </summary>
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[ByRefEvent]
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public readonly record struct PowerChangedEvent(bool Powered, float ReceivingPower)
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@@ -77,4 +78,5 @@ namespace Content.Server.Power.Components
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public readonly bool Powered = Powered;
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public readonly float ReceivingPower = ReceivingPower;
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}
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}
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|
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@@ -1,4 +1,6 @@
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namespace Content.Server.Conveyor;
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using Robust.Shared.GameStates;
|
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|
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namespace Content.Shared.Conveyor;
|
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|
||||
/// <summary>
|
||||
/// Used to track which conveyors are relevant in case there's a lot of them.
|
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77
Content.Shared/Conveyor/ConveyorComponent.cs
Normal file
77
Content.Shared/Conveyor/ConveyorComponent.cs
Normal file
@@ -0,0 +1,77 @@
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using Content.Shared.MachineLinking;
|
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using Robust.Shared.GameStates;
|
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using Robust.Shared.Serialization;
|
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
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|
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namespace Content.Shared.Conveyor;
|
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|
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[RegisterComponent, NetworkedComponent]
|
||||
public sealed class ConveyorComponent : Component
|
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{
|
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/// <summary>
|
||||
/// The angle to move entities by in relation to the owner's rotation.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("angle")]
|
||||
public Angle Angle = Angle.Zero;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of units to move the entity by per second.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("speed")]
|
||||
public float Speed = 2f;
|
||||
|
||||
/// <summary>
|
||||
/// The current state of this conveyor
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public ConveyorState State;
|
||||
|
||||
[ViewVariables]
|
||||
public bool Powered;
|
||||
|
||||
[DataField("forwardPort", customTypeSerializer: typeof(PrototypeIdSerializer<ReceiverPortPrototype>))]
|
||||
public string ForwardPort = "Forward";
|
||||
|
||||
[DataField("reversePort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
|
||||
public string ReversePort = "Reverse";
|
||||
|
||||
[DataField("offPort", customTypeSerializer: typeof(PrototypeIdSerializer<TransmitterPortPrototype>))]
|
||||
public string OffPort = "Off";
|
||||
|
||||
[ViewVariables]
|
||||
public readonly HashSet<EntityUid> Intersecting = new();
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class ConveyorComponentState : ComponentState
|
||||
{
|
||||
public bool Powered;
|
||||
public Angle Angle;
|
||||
public float Speed;
|
||||
public ConveyorState State;
|
||||
|
||||
public ConveyorComponentState(Angle angle, float speed, ConveyorState state, bool powered)
|
||||
{
|
||||
Angle = angle;
|
||||
Speed = speed;
|
||||
State = state;
|
||||
Powered = powered;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum ConveyorVisuals : byte
|
||||
{
|
||||
State
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum ConveyorState : byte
|
||||
{
|
||||
Off,
|
||||
Forward,
|
||||
Reverse
|
||||
}
|
||||
|
||||
@@ -1,18 +0,0 @@
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Conveyor
|
||||
{
|
||||
[Serializable, NetSerializable]
|
||||
public enum ConveyorVisuals
|
||||
{
|
||||
State
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum ConveyorState
|
||||
{
|
||||
Off,
|
||||
Forward,
|
||||
Reverse
|
||||
}
|
||||
}
|
||||
191
Content.Shared/Physics/Controllers/SharedConveyorController.cs
Normal file
191
Content.Shared/Physics/Controllers/SharedConveyorController.cs
Normal file
@@ -0,0 +1,191 @@
|
||||
using Content.Shared.Conveyor;
|
||||
using Content.Shared.Gravity;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Physics.Controllers;
|
||||
using Robust.Shared.Physics.Events;
|
||||
using Robust.Shared.Physics.Systems;
|
||||
|
||||
namespace Content.Shared.Physics.Controllers;
|
||||
|
||||
public abstract class SharedConveyorController : VirtualController
|
||||
{
|
||||
[Dependency] protected readonly IMapManager _mapManager = default!;
|
||||
[Dependency] protected readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] protected readonly SharedPhysicsSystem _physics = default!;
|
||||
[Dependency] private readonly SharedGravitySystem _gravity = default!;
|
||||
|
||||
protected const string ConveyorFixture = "conveyor";
|
||||
public override void Initialize()
|
||||
{
|
||||
UpdatesAfter.Add(typeof(SharedMoverController));
|
||||
SubscribeLocalEvent<ConveyorComponent, ComponentGetState>(OnConveyorGetState);
|
||||
SubscribeLocalEvent<ConveyorComponent, ComponentHandleState>(OnConveyorHandleState);
|
||||
|
||||
SubscribeLocalEvent<ConveyorComponent, StartCollideEvent>(OnConveyorStartCollide);
|
||||
SubscribeLocalEvent<ConveyorComponent, EndCollideEvent>(OnConveyorEndCollide);
|
||||
|
||||
base.Initialize();
|
||||
}
|
||||
|
||||
private void OnConveyorGetState(EntityUid uid, ConveyorComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new ConveyorComponentState(component.Angle, component.Speed, component.State, component.Powered);
|
||||
}
|
||||
|
||||
private void OnConveyorHandleState(EntityUid uid, ConveyorComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not ConveyorComponentState state)
|
||||
return;
|
||||
|
||||
component.Powered = state.Powered;
|
||||
component.Angle = state.Angle;
|
||||
component.Speed = state.Speed;
|
||||
component.State = state.State;
|
||||
}
|
||||
|
||||
private void OnConveyorStartCollide(EntityUid uid, ConveyorComponent component, ref StartCollideEvent args)
|
||||
{
|
||||
var otherUid = args.OtherFixture.Body.Owner;
|
||||
|
||||
if (args.OtherFixture.Body.BodyType == BodyType.Static || component.State == ConveyorState.Off)
|
||||
return;
|
||||
|
||||
component.Intersecting.Add(otherUid);
|
||||
EnsureComp<ActiveConveyorComponent>(uid);
|
||||
}
|
||||
|
||||
private void OnConveyorEndCollide(EntityUid uid, ConveyorComponent component, ref EndCollideEvent args)
|
||||
{
|
||||
component.Intersecting.Remove(args.OtherFixture.Body.Owner);
|
||||
|
||||
if (component.Intersecting.Count == 0)
|
||||
RemComp<ActiveConveyorComponent>(uid);
|
||||
}
|
||||
|
||||
public override void UpdateBeforeSolve(bool prediction, float frameTime)
|
||||
{
|
||||
base.UpdateBeforeSolve(prediction, frameTime);
|
||||
|
||||
var conveyed = new HashSet<EntityUid>();
|
||||
// Don't use it directly in EntityQuery because we may be able to save getcomponents.
|
||||
var xformQuery = GetEntityQuery<TransformComponent>();
|
||||
var bodyQuery = GetEntityQuery<PhysicsComponent>();
|
||||
|
||||
foreach (var (_, comp) in EntityQuery<ActiveConveyorComponent, ConveyorComponent>())
|
||||
{
|
||||
var uid = comp.Owner;
|
||||
Convey(uid, comp, xformQuery, bodyQuery, conveyed, frameTime, prediction);
|
||||
}
|
||||
}
|
||||
|
||||
private void Convey(EntityUid uid, ConveyorComponent comp, EntityQuery<TransformComponent> xformQuery, EntityQuery<PhysicsComponent> bodyQuery, HashSet<EntityUid> conveyed, float frameTime, bool prediction)
|
||||
{
|
||||
// Use an event for conveyors to know what needs to run
|
||||
if (!CanRun(comp))
|
||||
return;
|
||||
|
||||
var speed = comp.Speed;
|
||||
|
||||
if (speed <= 0f || !xformQuery.TryGetComponent(uid, out var xform) || xform.GridUid == null)
|
||||
return;
|
||||
|
||||
var conveyorPos = xform.LocalPosition;
|
||||
var conveyorRot = xform.LocalRotation;
|
||||
|
||||
conveyorRot += comp.Angle;
|
||||
|
||||
if (comp.State == ConveyorState.Reverse)
|
||||
conveyorRot += MathF.PI;
|
||||
|
||||
var direction = conveyorRot.ToWorldVec();
|
||||
|
||||
foreach (var (entity, transform, body) in GetEntitiesToMove(comp, xform, xformQuery, bodyQuery))
|
||||
{
|
||||
if (!conveyed.Add(entity) || prediction && !body.Predict)
|
||||
continue;
|
||||
|
||||
var localPos = transform.LocalPosition;
|
||||
var itemRelative = conveyorPos - localPos;
|
||||
|
||||
localPos += Convey(direction, speed, frameTime, itemRelative);
|
||||
transform.LocalPosition = localPos;
|
||||
|
||||
// Force it awake for collisionwake reasons.
|
||||
_physics.SetAwake(entity, body, true);
|
||||
_physics.SetSleepTime(body, 0f);
|
||||
}
|
||||
Dirty(comp);
|
||||
}
|
||||
|
||||
private static Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelative)
|
||||
{
|
||||
if (speed == 0 || direction.Length == 0)
|
||||
return Vector2.Zero;
|
||||
|
||||
/*
|
||||
* Basic idea: if the item is not in the middle of the conveyor in the direction that the conveyor is running,
|
||||
* move the item towards the middle. Otherwise, move the item along the direction. This lets conveyors pick up
|
||||
* items that are not perfectly aligned in the middle, and also makes corner cuts work.
|
||||
*
|
||||
* We do this by computing the projection of 'itemRelative' on 'direction', yielding a vector 'p' in the direction
|
||||
* of 'direction'. We also compute the rejection 'r'. If the magnitude of 'r' is not (near) zero, then the item
|
||||
* is not on the centerline.
|
||||
*/
|
||||
|
||||
var p = direction * (Vector2.Dot(itemRelative, direction) / Vector2.Dot(direction, direction));
|
||||
var r = itemRelative - p;
|
||||
|
||||
if (r.Length < 0.1)
|
||||
{
|
||||
var velocity = direction * speed;
|
||||
return velocity * frameTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Give a slight nudge in the direction of the conveyor to prevent
|
||||
// to collidable objects (e.g. crates) on the locker from getting stuck
|
||||
// pushing each other when rounding a corner.
|
||||
var velocity = (r + direction*0.2f).Normalized * speed;
|
||||
return velocity * frameTime;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<(EntityUid, TransformComponent, PhysicsComponent)> GetEntitiesToMove(
|
||||
ConveyorComponent comp,
|
||||
TransformComponent xform,
|
||||
EntityQuery<TransformComponent> xformQuery,
|
||||
EntityQuery<PhysicsComponent> bodyQuery)
|
||||
{
|
||||
// Check if the thing's centre overlaps the grid tile.
|
||||
var grid = _mapManager.GetGrid(xform.GridUid!.Value);
|
||||
var tile = grid.GetTileRef(xform.Coordinates);
|
||||
var conveyorBounds = _lookup.GetLocalBounds(tile, grid.TileSize);
|
||||
|
||||
foreach (var entity in comp.Intersecting)
|
||||
{
|
||||
if (!xformQuery.TryGetComponent(entity, out var entityXform) || entityXform.ParentUid != grid.Owner)
|
||||
continue;
|
||||
|
||||
if (!bodyQuery.TryGetComponent(entity, out var physics) || physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(entity, physics, entityXform))
|
||||
continue;
|
||||
|
||||
// Yes there's still going to be the occasional rounding issue where it stops getting conveyed
|
||||
// When you fix the corner issue that will fix this anyway.
|
||||
var gridAABB = new Box2(entityXform.LocalPosition - 0.1f, entityXform.LocalPosition + 0.1f);
|
||||
|
||||
if (!conveyorBounds.Intersects(gridAABB))
|
||||
continue;
|
||||
|
||||
yield return (entity, entityXform, physics);
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanRun(ConveyorComponent component)
|
||||
{
|
||||
return component.State != ConveyorState.Off && component.Powered;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user