conveyor & recycler ecs (#4537)

* conveyor done, recycler still todo

* done, just need to suss out the physics part. pinged sloth about it

* ship it
This commit is contained in:
Paul Ritter
2021-09-10 09:26:05 +02:00
committed by GitHub
parent 32d25431c0
commit 4c7670fe82
9 changed files with 208 additions and 300 deletions

View File

@@ -18,102 +18,43 @@ namespace Content.Server.Physics.Controllers
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var system = EntitySystem.Get<ConveyorSystem>();
foreach (var comp in ComponentManager.EntityQuery<ConveyorComponent>())
{
Convey(comp, frameTime);
}
// TODO: Uhh you can probably wrap the recycler's conveying properties into... conveyor
foreach (var comp in ComponentManager.EntityQuery<RecyclerComponent>())
{
ConveyRecycler(comp, frameTime);
Convey(system, comp, frameTime);
}
}
private void Convey(ConveyorComponent comp, float frameTime)
private void Convey(ConveyorSystem system, ConveyorComponent comp, float frameTime)
{
// TODO: Use ICollideBehavior and cache intersecting
// Use an event for conveyors to know what needs to run
if (!comp.CanRun())
if (!system.CanRun(comp))
{
return;
}
var intersecting = IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(comp.Owner, LookupFlags.Approximate | LookupFlags.IncludeAnchored);
var direction = comp.GetAngle().ToVec();
Vector2? ownerPos = null;
var direction = system.GetAngle(comp).ToVec();
var ownerPos = comp.Owner.Transform.WorldPosition;
foreach (var entity in intersecting)
foreach (var (entity, physics) in EntitySystem.Get<ConveyorSystem>().GetEntitiesToMove(comp))
{
if (!comp.CanMove(entity)) continue;
if (!entity.TryGetComponent(out IPhysBody? physics) || physics.BodyStatus == BodyStatus.InAir ||
entity.IsWeightless()) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos.Value;
physics.LinearVelocity += Convey(direction * comp.Speed, frameTime, itemRelativeToConveyor);
var itemRelativeToConveyor = entity.Transform.WorldPosition - ownerPos;
physics.LinearVelocity += Convey(direction, comp.Speed, frameTime, itemRelativeToConveyor);
}
}
// TODO Uhhh I did a shit job plz fix smug
private Vector2 Convey(Vector2 velocityDirection, float frameTime, Vector2 itemRelativeToConveyor)
private Vector2 Convey(Vector2 direction, float speed, float frameTime, Vector2 itemRelativeToConveyor)
{
//gravitating item towards center
//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
Vector2 centerPoint;
if(speed == 0 || direction.Length == 0) return Vector2.Zero;
direction = direction.Normalized;
var t = 0f;
if (velocityDirection.Length > 0) // if velocitydirection is 0, this calculation will divide by 0
{
t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
Vector2.Dot(velocityDirection, velocityDirection);
}
var dirNormal = new Vector2(direction.Y, direction.X);
var dot = Vector2.Dot(itemRelativeToConveyor, dirNormal);
if (t < 0)
{
centerPoint = new Vector2();
}
else if (t > 1)
{
centerPoint = velocityDirection;
}
else
{
centerPoint = velocityDirection * t;
}
var velocity = direction * speed * 5;
velocity += dirNormal * speed * -dot;
var delta = centerPoint - itemRelativeToConveyor;
return delta * (400 * delta.Length) * frameTime;
}
private void ConveyRecycler(RecyclerComponent comp, float frameTime)
{
if (!comp.CanRun())
{
comp.Intersecting.Clear();
return;
}
var direction = Vector2.UnitX;
Vector2? ownerPos = null;
// TODO: I know it sucks but conveyors need a refactor
for (var i = comp.Intersecting.Count - 1; i >= 0; i--)
{
var entity = comp.Intersecting[i];
if (entity.Deleted || !comp.CanMove(entity) || !IoCManager.Resolve<IEntityLookup>().IsIntersecting(comp.Owner, entity))
{
comp.Intersecting.RemoveAt(i);
continue;
}
if (!entity.TryGetComponent(out IPhysBody? physics)) continue;
ownerPos ??= comp.Owner.Transform.WorldPosition;
physics.LinearVelocity += Convey(direction, frameTime, entity.Transform.WorldPosition - ownerPos.Value);
}
return velocity * frameTime;
}
}
}