Shuttle docking (#5169)

Co-authored-by: metalgearsloth <metalgearsloth@gmail.com>
This commit is contained in:
metalgearsloth
2021-11-11 20:06:38 +11:00
committed by GitHub
parent 5e1e7675af
commit a360f6126e
17 changed files with 681 additions and 13 deletions

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@@ -30,6 +30,9 @@ namespace Content.Client.Doors
[DataField("animatedPanel")]
private bool _animatedPanel = true;
/// <summary>
/// Means the door is simply open / closed / opening / closing. No wires or access.
/// </summary>
[DataField("simpleVisuals")]
private bool _simpleVisuals = false;

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@@ -120,6 +120,7 @@ namespace Content.Client.Entry
"SurgeryTool",
"EmitSoundOnThrow",
"Flash",
"Docking",
"Telecrystal",
"TrashSpawner",
"RCD",

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@@ -11,22 +11,18 @@ using Content.Server.Construction;
using Content.Server.Construction.Components;
using Content.Server.Hands.Components;
using Content.Server.Stunnable;
using Content.Server.Stunnable.Components;
using Content.Server.Tools;
using Content.Server.Tools.Components;
using Content.Shared.Damage;
using Content.Shared.Doors;
using Content.Shared.Interaction;
using Content.Shared.Sound;
using Content.Shared.Stunnable;
using Content.Shared.Tools;
using Content.Shared.Tools.Components;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
@@ -276,6 +272,11 @@ namespace Content.Server.Doors.Components
public void TryOpen(IEntity? user=null)
{
var msg = new DoorOpenAttemptEvent();
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, msg);
if (msg.Cancelled) return;
if (user == null)
{
// a machine opened it or something, idk
@@ -412,6 +413,11 @@ namespace Content.Server.Doors.Components
public void TryClose(IEntity? user=null)
{
var msg = new DoorCloseAttemptEvent();
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, msg);
if (msg.Cancelled) return;
if (user != null && !CanCloseByEntity(user))
{
Deny();
@@ -495,7 +501,7 @@ namespace Content.Server.Doors.Components
if (CloseSound != null)
{
SoundSystem.Play(Filter.Pvs(Owner), CloseSound.GetSound(), Owner,
AudioParams.Default.WithVolume(-10));
AudioParams.Default.WithVolume(-5));
}
Owner.SpawnTimer(CloseTimeOne, async () =>
@@ -673,8 +679,10 @@ namespace Content.Server.Doors.Components
var canEv = new BeforeDoorPryEvent(eventArgs);
Owner.EntityManager.EventBus.RaiseLocalEvent(Owner.Uid, canEv, false);
if (canEv.Cancelled) return false;
var successfulPry = await toolSystem.UseTool(eventArgs.Using.Uid, eventArgs.User.Uid, Owner.Uid,
0f, ev.PryTimeModifier * PryTime, _pryingQuality, () => !canEv.Cancelled);
0f, ev.PryTimeModifier * PryTime, _pryingQuality);
if (successfulPry && !IsWeldedShut)
{

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@@ -99,7 +99,7 @@ namespace Content.Server.Physics.Controllers
// inputs will do different things.
// TODO: Do that
float speedCap;
var angularSpeed = 0.75f;
var angularSpeed = 0.075f;
// ShuttleSystem has already worked out the ratio so we'll just multiply it back by the mass.
var movement = (mover.VelocityDir.walking + mover.VelocityDir.sprinting);

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@@ -0,0 +1,494 @@
using System;
using Content.Server.Doors.Components;
using Content.Server.Power.Components;
using Content.Shared.Doors;
using Content.Shared.Shuttles;
using Content.Shared.Verbs;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.Shuttles
{
[RegisterComponent]
public sealed class DockingComponent : SharedDockingComponent
{
[ViewVariables]
public DockingComponent? DockedWith;
[ViewVariables]
public Joint? DockJoint;
[ViewVariables]
public override bool Docked => DockedWith != null;
}
public sealed class DockingSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphaseSystem = default!;
[Dependency] private readonly SharedJointSystem _jointSystem = default!;
private const string DockingFixture = "docking";
private const string DockingJoint = "docking";
private const float DockingRadius = 0.20f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DockingComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DockingComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DockingComponent, PowerChangedEvent>(OnPowerChange);
SubscribeLocalEvent<DockingComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<DockingComponent, GetInteractionVerbsEvent>(OnVerb);
SubscribeLocalEvent<DockingComponent, BeforeDoorAutoCloseEvent>(OnAutoClose);
SubscribeLocalEvent<DockingComponent, DoorOpenAttemptEvent>(OnDoorOpenAttempt);
SubscribeLocalEvent<DockingComponent, DoorCloseAttemptEvent>(OnDoorCloseAttempt);
}
// Won't allow users to override door controls
private void OnDoorOpenAttempt(EntityUid uid, DockingComponent component, DoorOpenAttemptEvent args)
{
args.Cancel();
}
private void OnDoorCloseAttempt(EntityUid uid, DockingComponent component, DoorCloseAttemptEvent args)
{
args.Cancel();
}
private void OnAutoClose(EntityUid uid, DockingComponent component, BeforeDoorAutoCloseEvent args)
{
// We'll just pin the door open when docked.
if (component.Docked)
args.Cancel();
}
private void OnVerb(EntityUid uid, DockingComponent component, GetInteractionVerbsEvent args)
{
if (!args.CanInteract ||
!args.CanAccess) return;
Verb? verb;
// TODO: Have it open the UI and have the UI do this.
if (!component.Docked &&
EntityManager.TryGetComponent(uid, out PhysicsComponent? body) &&
EntityManager.TryGetComponent(uid, out TransformComponent? xform))
{
DockingComponent? otherDock = null;
if (component.Enabled)
otherDock = GetDockable(body, xform);
verb = new Verb
{
Disabled = otherDock == null,
Text = Loc.GetString("docking-component-dock"),
Act = () =>
{
if (otherDock == null) return;
TryDock(component, otherDock);
}
};
}
else if (component.Docked)
{
verb = new Verb
{
Disabled = !component.Docked,
Text = Loc.GetString("docking-component-undock"),
Act = () =>
{
if (component.DockedWith == null || !component.Enabled) return;
Undock(component);
}
};
}
else
{
return;
}
args.Verbs.Add(verb);
}
private DockingComponent? GetDockable(PhysicsComponent body, TransformComponent dockingXform)
{
// Did you know Saltern is the most dockable station?
// Assume the docking port itself (and its body) is valid
if (!_mapManager.TryGetGrid(dockingXform.GridID, out var grid) ||
!EntityManager.HasComponent<ShuttleComponent>(grid.GridEntityId)) return null;
var transform = body.GetTransform();
var dockingFixture = body.GetFixture(DockingFixture);
if (dockingFixture == null)
{
DebugTools.Assert(false);
Logger.ErrorS("docking", $"Found null fixture on {EntityManager.GetEntity(body.OwnerUid)}");
return null;
}
Box2? aabb = null;
for (var i = 0; i < dockingFixture.Shape.ChildCount; i++)
{
aabb = aabb?.Union(dockingFixture.Shape.ComputeAABB(transform, i)) ?? dockingFixture.Shape.ComputeAABB(transform, i);
}
if (aabb == null) return null;
var enlargedAABB = aabb.Value.Enlarged(DockingRadius * 1.5f);
// Get any docking ports in range on other grids.
_mapManager.FindGridsIntersectingEnumerator(dockingXform.MapID, enlargedAABB, out var enumerator);
while (enumerator.MoveNext(out var otherGrid))
{
if (otherGrid.Index == dockingXform.GridID) continue;
foreach (var ent in otherGrid.GetAnchoredEntities(enlargedAABB))
{
if (!EntityManager.TryGetComponent(ent, out DockingComponent? otherDocking) ||
!otherDocking.Enabled ||
!EntityManager.TryGetComponent(ent, out PhysicsComponent? otherBody)) continue;
var otherTransform = otherBody.GetTransform();
var otherDockingFixture = otherBody.GetFixture(DockingFixture);
if (otherDockingFixture == null)
{
DebugTools.Assert(false);
Logger.ErrorS("docking", $"Found null docking fixture on {EntityManager.GetEntity(ent)}");
continue;
}
for (var i = 0; i < otherDockingFixture.Shape.ChildCount; i++)
{
var otherAABB = otherDockingFixture.Shape.ComputeAABB(otherTransform, i);
if (!aabb.Value.Intersects(otherAABB)) continue;
// TODO: Need CollisionManager's GJK for accurate bounds
// Realistically I want 2 fixtures anyway but I'll deal with that later.
return otherDocking;
}
}
}
return null;
}
private void OnShutdown(EntityUid uid, DockingComponent component, ComponentShutdown args)
{
if (component.DockedWith == null ||
EntityManager.GetComponent<MetaDataComponent>(uid).EntityLifeStage > EntityLifeStage.MapInitialized) return;
Cleanup(component);
}
private void Cleanup(DockingComponent dockA)
{
_jointSystem.RemoveJoint(dockA.DockJoint!);
var dockB = dockA.DockedWith;
if (dockB == null || dockA.DockJoint == null)
{
DebugTools.Assert(false);
Logger.Error("docking", $"Tried to cleanup {dockA.OwnerUid} but not docked?");
dockA.DockedWith = null;
if (dockA.DockJoint != null)
{
// We'll still cleanup the dock joint on release at least
_jointSystem.RemoveJoint(dockA.DockJoint);
}
return;
}
dockB.DockedWith = null;
dockB.DockJoint = null;
dockA.DockJoint = null;
dockA.DockedWith = null;
// If these grids are ever invalid then need to look at fixing ordering for unanchored events elsewhere.
var gridAUid = _mapManager.GetGrid(EntityManager.GetComponent<TransformComponent>(dockA.OwnerUid).GridID).GridEntityId;
var gridBUid = _mapManager.GetGrid(EntityManager.GetComponent<TransformComponent>(dockB.OwnerUid).GridID).GridEntityId;
var msg = new UndockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridAUid,
GridBUid = gridBUid,
};
EntityManager.EventBus.RaiseLocalEvent(dockA.OwnerUid, msg, false);
EntityManager.EventBus.RaiseLocalEvent(dockB.OwnerUid, msg, false);
EntityManager.EventBus.RaiseEvent(EventSource.Local, msg);
}
private void OnStartup(EntityUid uid, DockingComponent component, ComponentStartup args)
{
// Use startup so transform already initialized
if (!EntityManager.GetComponent<TransformComponent>(uid).Anchored) return;
EnableDocking(uid, component);
}
private void OnAnchorChange(EntityUid uid, DockingComponent component, ref AnchorStateChangedEvent args)
{
if (args.Anchored)
{
EnableDocking(uid, component);
}
else
{
DisableDocking(uid, component);
}
}
private void OnPowerChange(EntityUid uid, DockingComponent component, PowerChangedEvent args)
{
if (args.Powered)
{
EnableDocking(uid, component);
}
else
{
DisableDocking(uid, component);
}
}
private void DisableDocking(EntityUid uid, DockingComponent component)
{
if (!component.Enabled) return;
component.Enabled = false;
if (component.DockedWith != null)
{
Undock(component);
}
if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
{
return;
}
_broadphaseSystem.DestroyFixture(physicsComponent, DockingFixture);
}
private void EnableDocking(EntityUid uid, DockingComponent component)
{
if (component.Enabled)
return;
if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
return;
component.Enabled = true;
// TODO: WTF IS THIS GARBAGE
var shape = new PhysShapeCircle
{
// Want half of the unit vector
Position = new Vector2(0f, -0.5f),
Radius = DockingRadius
};
// Listen it makes intersection tests easier; you can probably dump this but it requires a bunch more boilerplate
var fixture = new Fixture(physicsComponent, shape)
{
ID = DockingFixture,
Hard = false,
};
// TODO: I want this to ideally be 2 fixtures to force them to have some level of alignment buuuttt
// I also need collisionmanager for that yet again so they get dis.
_broadphaseSystem.CreateFixture(physicsComponent, fixture);
}
/// <summary>
/// Docks 2 ports together and assumes it is valid.
/// </summary>
private void Dock(DockingComponent dockA, DockingComponent dockB)
{
Logger.DebugS("docking", $"Docking between {dockA.Owner} and {dockB.Owner}");
// https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint
// We could also potentially use a prismatic joint? Depending if we want clamps that can extend or whatever
var dockAXform = EntityManager.GetComponent<TransformComponent>(dockA.OwnerUid);
var dockBXform = EntityManager.GetComponent<TransformComponent>(dockB.OwnerUid);
var gridA = _mapManager.GetGrid(dockAXform.GridID).GridEntityId;
var gridB = _mapManager.GetGrid(dockBXform.GridID).GridEntityId;
SharedJointSystem.LinearStiffness(
2f,
0.7f,
EntityManager.GetComponent<PhysicsComponent>(gridA).Mass,
EntityManager.GetComponent<PhysicsComponent>(gridB).Mass,
out var stiffness,
out var damping);
// These need playing around with
// Could also potentially have collideconnected false and stiffness 0 but it was a bit more suss???
var joint = _jointSystem.CreateWeldJoint(gridA, gridB, DockingJoint + dockA.OwnerUid);
var gridAXform = EntityManager.GetComponent<TransformComponent>(gridA);
var gridBXform = EntityManager.GetComponent<TransformComponent>(gridB);
var anchorA = dockAXform.LocalPosition + dockAXform.LocalRotation.ToWorldVec() / 2f;
var anchorB = dockBXform.LocalPosition + dockBXform.LocalRotation.ToWorldVec() / 2f;
joint.LocalAnchorA = anchorA;
joint.LocalAnchorB = anchorB;
joint.ReferenceAngle = (float) (gridBXform.WorldRotation - gridAXform.WorldRotation);
joint.CollideConnected = true;
joint.Stiffness = stiffness;
joint.Damping = damping;
dockA.DockedWith = dockB;
dockB.DockedWith = dockA;
dockA.DockJoint = joint;
dockB.DockJoint = joint;
if (EntityManager.TryGetComponent(dockA.OwnerUid, out ServerDoorComponent? doorA))
{
doorA.Open();
}
if (EntityManager.TryGetComponent(dockB.OwnerUid, out ServerDoorComponent? doorB))
{
doorB.Open();
}
var msg = new DockEvent
{
DockA = dockA,
DockB = dockB,
GridAUid = gridA,
GridBUid = gridB,
};
EntityManager.EventBus.RaiseLocalEvent(dockA.OwnerUid, msg, false);
EntityManager.EventBus.RaiseLocalEvent(dockB.OwnerUid, msg, false);
EntityManager.EventBus.RaiseEvent(EventSource.Local, msg);
}
/// <summary>
/// Attempts to dock 2 ports together and will return early if it's not possible.
/// </summary>
private void TryDock(DockingComponent dockA, DockingComponent dockB)
{
if (!EntityManager.TryGetComponent(dockA.OwnerUid, out PhysicsComponent? bodyA) ||
!EntityManager.TryGetComponent(dockB.OwnerUid, out PhysicsComponent? bodyB) ||
!dockA.Enabled ||
!dockB.Enabled)
{
return;
}
var fixtureA = bodyA.GetFixture(DockingFixture);
var fixtureB = bodyB.GetFixture(DockingFixture);
if (fixtureA == null || fixtureB == null)
{
return;
}
var transformA = bodyA.GetTransform();
var transformB = bodyB.GetTransform();
var intersect = false;
for (var i = 0; i < fixtureA.Shape.ChildCount; i++)
{
var aabb = fixtureA.Shape.ComputeAABB(transformA, i);
for (var j = 0; j < fixtureB.Shape.ChildCount; j++)
{
var otherAABB = fixtureB.Shape.ComputeAABB(transformB, j);
if (!aabb.Intersects(otherAABB)) continue;
// TODO: Need collisionmanager's GJK for accurate checks don't @ me son
intersect = true;
break;
}
if (intersect) break;
}
if (!intersect) return;
Dock(dockA, dockB);
}
private void Undock(DockingComponent dock)
{
if (dock.DockedWith == null)
{
DebugTools.Assert(false);
Logger.ErrorS("docking", $"Tried to undock {dock.OwnerUid} but not docked with anything?");
return;
}
if (EntityManager.TryGetComponent(dock.OwnerUid, out ServerDoorComponent? doorA))
{
doorA.Close();
}
if (EntityManager.TryGetComponent(dock.DockedWith.OwnerUid, out ServerDoorComponent? doorB))
{
doorB.Close();
}
// Could maybe give the shuttle a light push away, or at least if there's no other docks left?
Cleanup(dock);
}
/// <summary>
/// Raised whenever 2 airlocks dock.
/// </summary>
public sealed class DockEvent : EntityEventArgs
{
public DockingComponent DockA = default!;
public DockingComponent DockB = default!;
public EntityUid GridAUid = default!;
public EntityUid GridBUid = default!;
}
/// <summary>
/// Raised whenever 2 grids undock.
/// </summary>
public sealed class UndockEvent : EntityEventArgs
{
public DockingComponent DockA = default!;
public DockingComponent DockB = default!;
public EntityUid GridAUid = default!;
public EntityUid GridBUid = default!;
}
}
}

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@@ -4,8 +4,5 @@ using Robust.Shared.GameObjects;
namespace Content.Server.Shuttles
{
[RegisterComponent]
public class ShuttleComponent : SharedShuttleComponent
{
}
public sealed class ShuttleComponent : SharedShuttleComponent {}
}

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@@ -126,7 +126,7 @@ namespace Content.Server.Shuttles
//component.FixedRotation = false; TODO WHEN ROTATING SHUTTLES FIXED.
component.FixedRotation = false;
component.LinearDamping = 0.2f;
component.AngularDamping = 0.1f;
component.AngularDamping = 0.3f;
}
private void Disable(PhysicsComponent component)

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@@ -11,7 +11,7 @@ using Robust.Shared.ViewVariables;
namespace Content.Shared.Doors
{
[NetworkedComponent()]
[NetworkedComponent]
public abstract class SharedDoorComponent : Component
{
public override string Name => "Door";
@@ -177,4 +177,14 @@ namespace Content.Shared.Doors
CurTime = curTime;
}
}
public sealed class DoorOpenAttemptEvent : CancellableEntityEventArgs
{
}
public sealed class DoorCloseAttemptEvent : CancellableEntityEventArgs
{
}
}

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@@ -0,0 +1,18 @@
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Shuttles
{
public abstract class SharedDockingComponent : Component
{
// Yes I left this in for now because there's no overhead and we'll need a client one later anyway
// and I was too lazy to delete it.
public override string Name => "Docking";
[ViewVariables]
public bool Enabled = false;
public abstract bool Docked { get; }
}
}

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@@ -0,0 +1,2 @@
docking-component-dock = dock
docking-component-undock = undock

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@@ -0,0 +1,88 @@
- type: entity
id: AirlockShuttle
parent: BaseStructure
name: airlock
description: Necessary for connecting two space craft together.
components:
- type: Docking
- type: InteractionOutline
- type: Sprite
netsync: false
sprite: Structures/Doors/Airlocks/Standard/shuttle.rsi
layers:
- state: closed
map: ["enum.DoorVisualLayers.Base"]
#- state: closed_unlit
# shader: unshaded
# map: ["enum.DoorVisualLayers.BaseUnlit"]
#- state: welded
# map: ["enum.DoorVisualLayers.BaseWelded"]
#- state: bolted_unlit
# shader: unshaded
# map: ["enum.DoorVisualLayers.BaseBolted"]
#- state: panel_open
# map: ["enum.WiresVisualLayers.MaintenancePanel"]
- type: Physics
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.49,-0.49,0.49,0.49" # don't want this colliding with walls or they won't close
mass: 100
mask:
- MobImpassable
layer:
- Opaque
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
- type: Door
closeTimeTwo: 0.4
openTimeTwo: 0.4
board: DoorElectronics
crushDamage:
types:
Blunt: 15
openSound:
path: /Audio/Effects/docking.ogg
closeSound:
path: /Audio/Effects/docking.ogg
# denySound:
# path: /Audio/Machines/airlock_deny.ogg
- type: Airlock
- type: Appearance
visuals:
- type: AirlockVisualizer
simpleVisuals: true
# - type: WiresVisualizer
- type: ApcPowerReceiver
- type: ExtensionCableReceiver
#- type: Wires
# BoardName: "Airlock Control"
# LayoutId: Airlock
#- type: UserInterface
# interfaces:
# - key: enum.WiresUiKey.Key
# type: WiresBoundUserInterface
- type: Airtight
fixVacuum: true
- type: Occluder
- type: Damageable
damageContainer: Inorganic
damageModifierSet: Metallic
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 500
behaviors:
- !type:DoActsBehavior
acts: ["Destruction"]
#- type: Construction
# graph: airlock
# node: airlock
- type: IconSmooth
key: walls
mode: NoSprite
placement:
mode: SnapgridCenter

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@@ -0,0 +1,47 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from CEV-Eris at commit https://github.com/discordia-space/CEV-Eris/commit/14517938186858388656a6aee14bf47af9e9649f",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "closed"
},
{
"name": "open"
},
{
"name": "closing",
"delays": [
[
0.2,
0.2,
0.2,
0.2,
0.2,
0.2,
0.2,
0.2
]
]
},
{
"name": "opening",
"delays": [
[
0.2,
0.2,
0.2,
0.2,
0.2,
0.2,
0.2,
0.2
]
]
}
]
}

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