using System.Numerics; using Content.Shared.CCVar; using Content.Shared.Gravity; using Content.Shared.Movement.Events; using Content.Shared.Movement.Pulling.Components; using Content.Shared.Movement.Systems; using JetBrains.Annotations; using Robust.Shared.Configuration; using Robust.Shared.Map; using Robust.Shared.Map.Components; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Controllers; using Robust.Shared.Physics.Dynamics; using Robust.Shared.Physics.Systems; namespace Content.Shared.Friction { public sealed class TileFrictionController : VirtualController { [Dependency] private readonly IConfigurationManager _configManager = default!; [Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!; [Dependency] private readonly SharedGravitySystem _gravity = default!; [Dependency] private readonly SharedMoverController _mover = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!; [Dependency] private readonly SharedMapSystem _map = default!; private EntityQuery _frictionQuery; private EntityQuery _xformQuery; private EntityQuery _pullerQuery; private EntityQuery _pullableQuery; private EntityQuery _gridQuery; private float _stopSpeed; private float _frictionModifier; public const float DefaultFriction = 0.3f; public override void Initialize() { base.Initialize(); Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true); Subs.CVar(_configManager, CCVars.StopSpeed, value => _stopSpeed = value, true); _frictionQuery = GetEntityQuery(); _xformQuery = GetEntityQuery(); _pullerQuery = GetEntityQuery(); _pullableQuery = GetEntityQuery(); _gridQuery = GetEntityQuery(); } public override void UpdateBeforeMapSolve(bool prediction, PhysicsMapComponent mapComponent, float frameTime) { base.UpdateBeforeMapSolve(prediction, mapComponent, frameTime); foreach (var body in mapComponent.AwakeBodies) { var uid = body.Owner; // Only apply friction when it's not a mob (or the mob doesn't have control) if (prediction && !body.Predict || body.BodyStatus == BodyStatus.InAir || _mover.UseMobMovement(uid)) { continue; } if (body.LinearVelocity.Equals(Vector2.Zero) && body.AngularVelocity.Equals(0f)) continue; if (!_xformQuery.TryGetComponent(uid, out var xform)) { Log.Error($"Unable to get transform for {ToPrettyString(uid)} in tilefrictioncontroller"); continue; } var surfaceFriction = GetTileFriction(uid, body, xform); var bodyModifier = 1f; if (_frictionQuery.TryGetComponent(uid, out var frictionComp)) { bodyModifier = frictionComp.Modifier; } var ev = new TileFrictionEvent(bodyModifier); RaiseLocalEvent(uid, ref ev); bodyModifier = ev.Modifier; // If we're sandwiched between 2 pullers reduce friction // Might be better to make this dynamic and check how many are in the pull chain? // Either way should be much faster for now. if (_pullerQuery.TryGetComponent(uid, out var puller) && puller.Pulling != null && _pullableQuery.TryGetComponent(uid, out var pullable) && pullable.BeingPulled) { bodyModifier *= 0.2f; } var friction = _frictionModifier * surfaceFriction * bodyModifier; ReduceLinearVelocity(uid, prediction, body, friction, frameTime); ReduceAngularVelocity(uid, prediction, body, friction, frameTime); } } private void ReduceLinearVelocity(EntityUid uid, bool prediction, PhysicsComponent body, float friction, float frameTime) { var speed = body.LinearVelocity.Length(); if (speed <= 0.0f) return; // This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier. var drop = 0.0f; float control; if (friction > 0.0f) { // TBH I can't really tell if this makes a difference. if (!prediction) { control = speed < _stopSpeed ? _stopSpeed : speed; } else { control = speed; } drop += control * friction * frameTime; } var newSpeed = MathF.Max(0.0f, speed - drop); newSpeed /= speed; _physics.SetLinearVelocity(uid, body.LinearVelocity * newSpeed, body: body); } private void ReduceAngularVelocity(EntityUid uid, bool prediction, PhysicsComponent body, float friction, float frameTime) { var speed = MathF.Abs(body.AngularVelocity); if (speed <= 0.0f) return; // This is the *actual* amount that speed will drop by, we just do some multiplication around it to be easier. var drop = 0.0f; float control; if (friction > 0.0f) { // TBH I can't really tell if this makes a difference. if (!prediction) { control = speed < _stopSpeed ? _stopSpeed : speed; } else { control = speed; } drop += control * friction * frameTime; } var newSpeed = MathF.Max(0.0f, speed - drop); newSpeed /= speed; _physics.SetAngularVelocity(uid, body.AngularVelocity * newSpeed, body: body); } [Pure] private float GetTileFriction( EntityUid uid, PhysicsComponent body, TransformComponent xform) { // TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events if (_gravity.IsWeightless(uid, body, xform)) return 0.0f; if (!xform.Coordinates.IsValid(EntityManager)) return 0.0f; // If not on a grid then return the map's friction. if (!_gridQuery.TryGetComponent(xform.GridUid, out var grid)) { return _frictionQuery.TryGetComponent(xform.MapUid, out var friction) ? friction.Modifier : DefaultFriction; } var tile = _map.GetTileRef(xform.GridUid.Value, grid, xform.Coordinates); // If it's a map but on an empty tile then just assume it has gravity. if (tile.Tile.IsEmpty && HasComp(xform.GridUid) && (!TryComp(xform.GridUid, out var gravity) || gravity.Enabled)) { return DefaultFriction; } // If there's an anchored ent that modifies friction then fallback to that instead. var anc = grid.GetAnchoredEntitiesEnumerator(tile.GridIndices); while (anc.MoveNext(out var tileEnt)) { if (_frictionQuery.TryGetComponent(tileEnt, out var friction)) return friction.Modifier; } var tileDef = _tileDefinitionManager[tile.Tile.TypeId]; return tileDef.Friction; } public void SetModifier(EntityUid entityUid, float value, TileFrictionModifierComponent? friction = null) { if (!Resolve(entityUid, ref friction) || value.Equals(friction.Modifier)) return; friction.Modifier = value; Dirty(entityUid, friction); } } }