using System.Numerics; using Content.Shared.CCVar; using Content.Shared.Gravity; using Content.Shared.Interaction.Events; 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; 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 SharedMapSystem _map = default!; private EntityQuery _frictionQuery; private EntityQuery _xformQuery; private EntityQuery _pullerQuery; private EntityQuery _pullableQuery; private EntityQuery _gridQuery; private float _frictionModifier; private float _minDamping; private float _airDamping; private float _offGridDamping; public override void Initialize() { base.Initialize(); Subs.CVar(_configManager, CCVars.TileFrictionModifier, value => _frictionModifier = value, true); Subs.CVar(_configManager, CCVars.MinFriction, value => _minDamping = value, true); Subs.CVar(_configManager, CCVars.AirFriction, value => _airDamping = value, true); Subs.CVar(_configManager, CCVars.OffgridFriction, value => _offGridDamping = 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) // We may want to instead only apply friction to dynamic entities and not mobs ever. if (prediction && !body.Predict || _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; } float friction; // If we're not touching the ground, don't use tileFriction. // TODO: Make IsWeightless event-based; we already have grid traversals tracked so just raise events if (body.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid, body, xform) || !xform.Coordinates.IsValid(EntityManager)) friction = xform.GridUid == null || !_gridQuery.HasComp(xform.GridUid) ? _offGridDamping : _airDamping; else friction = _frictionModifier * 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; } friction *= bodyModifier; friction = Math.Max(_minDamping, friction); PhysicsSystem.SetLinearDamping(uid, body, friction); PhysicsSystem.SetAngularDamping(uid, body, friction); if (body.BodyType != BodyType.KinematicController) continue; // Physics engine doesn't apply damping to Kinematic Controllers so we have to do it here. // BEWARE YE TRAVELLER: // You may think you can just pass the body.LinearVelocity to the Friction function and edit it there! // But doing so is unpredicted! And you will doom yourself to 1000 years of rubber banding! var velocity = body.LinearVelocity; var angVelocity = body.AngularVelocity; _mover.Friction(0f, frameTime, friction, ref velocity); _mover.Friction(0f, frameTime, friction, ref angVelocity); PhysicsSystem.SetLinearVelocity(uid, velocity, body: body); PhysicsSystem.SetAngularVelocity(uid, angVelocity, body: body); } } [Pure] private float GetTileFriction( EntityUid uid, PhysicsComponent body, TransformComponent xform) { var tileModifier = 1f; // If not on a grid and not in the air then return the map's friction. if (!_gridQuery.TryGetComponent(xform.GridUid, out var grid)) { return _frictionQuery.TryGetComponent(xform.MapUid, out var friction) ? friction.Modifier : tileModifier; } 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 tileModifier; // Check for anchored ents that modify friction var anc = _map.GetAnchoredEntitiesEnumerator(xform.GridUid.Value, grid, tile.GridIndices); while (anc.MoveNext(out var tileEnt)) { if (_frictionQuery.TryGetComponent(tileEnt, out var friction)) tileModifier *= friction.Modifier; } var tileDef = _tileDefinitionManager[tile.Tile.TypeId]; return tileDef.Friction * tileModifier; } 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); } } }