using Content.Server.Conveyor; using Content.Shared.Conveyor; using Content.Shared.Movement.Components; using Robust.Shared.Containers; using Robust.Shared.Map; using Robust.Shared.Physics; using Robust.Shared.Physics.Controllers; namespace Content.Server.Physics.Controllers { public sealed class ConveyorController : VirtualController { [Dependency] private readonly EntityLookupSystem _lookup = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly ConveyorSystem _conveyor = default!; [Dependency] private readonly SharedContainerSystem _container = default!; public override void Initialize() { UpdatesAfter.Add(typeof(MoverController)); base.Initialize(); } public override void UpdateBeforeSolve(bool prediction, float frameTime) { base.UpdateBeforeSolve(prediction, frameTime); var conveyed = new HashSet(); // TODO: This won't work if someone wants a massive fuckoff conveyor so look at using StartCollide or something. foreach (var (comp, xform) in EntityManager.EntityQuery()) { Convey(comp, xform, conveyed, frameTime); } } private void Convey(ConveyorComponent comp, TransformComponent xform, HashSet conveyed, float frameTime) { // Use an event for conveyors to know what needs to run if (!_conveyor.CanRun(comp)) { return; } var speed = comp.Speed; if (speed <= 0f) return; var (conveyorPos, conveyorRot) = xform.GetWorldPositionRotation(); conveyorRot += comp.Angle; if (comp.State == ConveyorState.Reversed) { conveyorRot += MathF.PI; } var direction = conveyorRot.ToWorldVec(); foreach (var (entity, transform) in GetEntitiesToMove(comp, xform)) { if (!conveyed.Add(entity)) continue; var worldPos = transform.WorldPosition; var itemRelative = conveyorPos - worldPos; worldPos += Convey(direction, speed, frameTime, itemRelative); transform.WorldPosition = worldPos; if (TryComp(entity, out var body)) body.Awake = true; } } 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 { var velocity = r.Normalized * speed; return velocity * frameTime; } } public IEnumerable<(EntityUid, TransformComponent)> GetEntitiesToMove(ConveyorComponent comp, TransformComponent xform) { if (!_mapManager.TryGetGrid(xform.GridID, out var grid) || !grid.TryGetTileRef(xform.Coordinates, out var tile)) yield break; var tileAABB = _lookup.GetLocalBounds(tile, grid.TileSize).Enlarged(0.01f); var gridMatrix = Transform(grid.GridEntityId).InvWorldMatrix; foreach (var entity in _lookup.GetEntitiesIntersecting(tile)) { if (entity == comp.Owner || Deleted(entity) || HasComp(entity)) continue; if (!TryComp(entity, out PhysicsComponent? physics) || physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || entity.IsWeightless(physics, entityManager: EntityManager)) { continue; } if (_container.IsEntityInContainer(entity)) { 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 transform = Transform(entity); var gridPos = gridMatrix.Transform(transform.WorldPosition); var gridAABB = new Box2(gridPos - 0.1f, gridPos + 0.1f); if (!tileAABB.Intersects(gridAABB)) continue; yield return (entity, transform); } } } }